Publisher Pitch

A pachinko roguelike in a back-alley izakaya. The bartender says the only way out is to play his old pachinko machine.

The core loop is playable now, in the endless mode played at Sweden Game Conference: quickly in the browser, with lower visuals and performance, or in full on Steam with the key in your email (or ask for one).

At a glance

Genre
Pachinko roguelike, 3D
Platforms
PC (Steam) first. Mobile and console ports planned
Release
2027, timed with a partner
Price
$10–20, set with a partner
Wishlists
725 (17 Oct 2026)
Funding
Self-funded to launch
Developer
Summer Break Games AB, Sweden
Contact
Linus Swahn
contact@summerbreak.games

Events

  • Sweden Game Conference 2026Indiecator showcase and Sweden Game Pitch · Skövde · 15–16 Oct
  • DreamHack Indie PlaygroundSelected · 27–29 Nov
  • INDIE Live Expo Steam eventListed on the Steam event page that runs alongside the show · 1 Dec

The game

It's late at night. You step into a small izakaya, a Japanese bar. The bartender says the only way out is to play his old pachinko machine.

Buy pegs and balls, build the board, pray for charms at the Inari shrine, then drop balls and watch them cascade. Trade the payout for prize tokens and claim the grand prize that clears the stage, just like a real pachinko parlour, where players never win money directly.

The bartender narrates the run, and he's hiding something. The izakaya itself changes as the player goes deeper: things appear, the layout shifts, and the room becomes more and more unnatural, and more disturbing.

Why it works

Numbers-go-up roguelikes are proven: Balatro sold over five million copies. Luck be a Landlord made the slot-machine roguelike in 2D; CloverPit took it into a 3D room with dread and mystery and sold a million copies in two months. Peg-drop is proven too, with Nubby's Number Factory close to half a million.

Starball Pachinko makes the same move for peg-drop: a spectacle people share, and a reason to keep playing.

It also looks different. Most numbers-go-up roguelikes are 2D; here the room, the machine and every ball are 3D, and many visitors at the Sweden Game Conference booth remarked on the visuals.

What we're looking for

A marketing strategy that fits the game, from a publisher that fits it:

  • Similar titles: experience launching games like this one, and a catalogue it fits, for genre fit and bundles
  • Asia: Japan, Korea and China could be strong markets for this game. A publisher confident and interested in taking that on, from VTubers and streamers to press
  • Know-how where we're thin: reaching influencers and press, localisation, key art and trailers

Above all, a partner who shares the vision and wants to make the game as good and as successful as it can be.

The timeline is flexible. Runway covers well over a year of development, so launch and Next Fest can move to fit the marketing plan.

The loop

Balls cascading on the board, lightning arcing between pegs
The player drops balls, they cascade, and the numbers climb.
Slot reels in the middle of the board
A ball in the start pocket spins the slot reels, just like real pachinko.
Pegs and balls for sale at the bar shelf
1 · Shop: buy pegs and balls.
A Lightning Peg on the workbench
2 · Workbench: build the board.
Charms on offer at the Inari shrine
3 · Shrine: pray for charms.
Payout trays stacked full of balls
4 · Payout: drop balls and receive the payout.
The grand prize in the prize window
5 · Prize: trade the payout for prize tokens, and claim the grand prize that clears the stage. Just like a real pachinko parlour, where players never win money directly.

Traction

725Steam wishlists, double mid-September
88kshort-form views on Instagram, TikTok and YouTube
20–30 mintypical session at Sweden Game Conference

Trailer

Where it stands

Playable now

  • The izakaya: bar, shrine, prize window
  • The loop: shop, board building, shrine, payout, prizes
  • Cascades, fever and slot reels
  • Mouse and gamepad, tutorial

In development

  • Staged runs, balanced
  • The bartender's story, the changing izakaya, the endings
  • Content to launch size

Plan

  • Nov 2026 · DreamHack Indie Playground
  • Dec 2026 · Listed in the INDIE Live Expo Steam event
  • Feb 2027 · Steam Next Fest
  • 2027 · Release, timed with a partner
  • After launch · Mobile and console ports

Team

Linus Swahn
Linus SwahnBuilds the game. Fourteen years making games, ten as a software engineer, five running his own business. Lived and studied in Japan.
Hampus Swahn
Hampus SwahnComposes the music.
Andreas Fransson
Andreas FranssonAdvisor. Long-time friend and fellow game developer.

Screenshots, logos and key art are in the press kit.