Pinball Spire (Apparition Games, 2024)

Developed/Published by: Apparition Games / indie.io
Released: 02/10/2024
Completed: 01/04/2025
Completion: Finished it.

I’ve been having a lot of luck picking recent games largely on a whim, so after I polished off Children Of The Sun my interest was piqued by the idea of a “pinballvania” and more or less started this immediately. And it’s… eh… fine? I guess?

It’s always a bit awkward to write about a game that you don’t have any strong feelings about–something you can’t be very effusive about, but can’t really stick the boot in either. So I’ll just try and be constructive.

Pinball Spire is an attempt to take the play of pinball–you interact with the game’s main character by hitting them with flippers or launchers with the aim of hitting targets–and merge that with an action adventure, so rather than just playing on a single playfield to get a high score, your actions are intended to help you progress further through the game.

Generally, that’s as simple as hitting targets to open the door to the next playfield, but the game intends to fit the aforementioned idea of a “pinballvania” so you’re also unlocking abilities that should, in theory, be allowing you to navigate the playfields in different ways and open up new directions to travel.

The thing is though… that’s not really what happens. Pinball Spire’s design is extremely linear, and while metroidvanias are usually more about the illusion of freedom for the average player, Pinball Spire doesn’t have you re-navigate playfields until the end, and it (very oddly) doesn’t include anything in those earlier playfields that your new abilities unlock!

At best, a couple of times the game plans for you to travel onto a screen, realise you can’t beat it, return to the previous screen, go in the other direction, and quickly unlock one of the abilities that will help you progress. The game does have a strict gating with some doors that can’t be opened unless you have enough currency, but in every case by the time I got to them I had enough currency. In fact, you’d only not have enough currency if you were like, super good at pinball.

So the game lacks literally any of the “oh, I’ll come back here later” that makes for a good metroidvania, and indeed the only time you do significant backtracking is at the end of the game to get to the end of the game, and it’s extremely annoying when it happens!

The funny thing is though: Pinball Spire is a decent enough pinball game if you take it as one. The goals are all pretty clear, and while the physics can be as annoying as in any pinball game, the special abilities do a lot to help you (there’s a slowdown ability for aiming that’s a lifesaver). The main issues you’ll have are when you’re out of mana and can’t use them (which can often be a frustrating trek backwards to a save point for a refresh) or when you’re trying to get off the bloody playfield you’re on as you’ve opened the gate to the next–certain playfields make it insanely annoying (there’s one otherwise quite interesting one with an orrey theme that I found a nightmare to get off.)

Also: there’s no way to game over. In a weird way this is good, but it’s also bad. It’s good because if this game was like… a pinball roguelike-like and you had to start it over from the beginning again or whatever, people would be snapping their Steam Decks in half. It’s bad because there’s none of the thrill of pinball, really–you know that feeling when you’re trying to stop the ball from falling between the flippers? Here you either feel nothing,  because it’s just going to come back on screen, or boredom, because you know the playfield it’s going to fall back onto is going to be a complete slog to get back off. Some peril–even if it’s just restarting from the playfield you’re on–feels like it would be justified.

So Pinball Spire isn’t great, which I put down to a failure of imagination in the macro level design rather than in the individual playfield design (well apart from that orrey, which can fuck off.) But it’s close. Maybe they’ll get it with a sequel.

Will I ever play it again? No thanks! I didn’t get all of the collectibles or anything, but I’m not that great at pinball so I probably played this longer than needed.

Final Thought: This isn’t the only twist on pinball out there–Rollers of the Realm was out years ago and I’ve never tried it, and I’ll admit I’m intrigued by the more peggle-like Peglin (though that’s a roguelike-like, so I’m definitely concerned about the potential for Steam Deck snappage.)