Furyball: Rogue Revenge is set to enter Steam Early Access on PC on Wednesday, September 23, 2026. Developed by independent French studio Rebound, the game arrives with a deliberately unruly premise: it is an action roguelite where the player's defining weapon is a bouncing, destructive ball.
The Early Access launch is scheduled for 3 PM CEST, which corresponds to 9 AM ET and 6 AM PT. Its first two weeks on Steam will feature a launch price of EUR9.89 / $9.89, down from the listed regular price of EUR14.99 / $14.99. Rebound has also stated that the game's price will increase before the project reaches version 1.0.
Built around fast arena encounters and repeatable roguelite runs, Furyball: Rogue Revenge places players in control of Azami, who has a single night to make her way across the dangerous city of Neo-Arcadia. The setting is described as a retro-futuristic citadel with a strong 1970s grindhouse influence, while the combat spaces turn familiar sporting locations into hostile pinball-like battlegrounds.
A Beat'em Ball Built Around Momentum
Rebound calls Furyball: Rogue Revenge the first "rogue Beat'em Ball," a label intended to capture its combination of brawler-style aggression, ricochet mechanics, and run-based progression. Azami does not simply equip a conventional firearm or sword and trade blows with enemies. Instead, combat revolves around launching and directing a bullet ball that rebounds around arenas, collides with opponents, and becomes more dangerous as players learn to exploit the space.
For useful background on this topic, read Outbound's Free Say Cheese! Update Adds 34 Animals and a Camera System.
That focus on motion looks set to distinguish Furyball from more familiar top-down or twin-stick action roguelites. The ball is not an auxiliary tool; it is the center of the combat design. Each arena is effectively structured as a lethal pinball table, asking players to consider angles, hazards, enemy placement, and timing while attempting to keep the pressure on.
The pitch also suggests a game that values immediate aggression over cautious attrition. Neo-Arcadia's arenas are designed to hurt, and surviving them will mean making use of the environment rather than merely avoiding it. With a single night framing Azami's journey through the city, the game's tone leans into urgency, excess, and a knowingly pulpy style.
The Early Access launch trailer is accompanied by a new track from French Touch producer The Toxic Avenger, fitting the game's stylized retro-futuristic presentation. Furyball's visual and musical identity appears designed to support its high-energy combat rather than soften it: this is a game presenting sport, spectacle, and violence as parts of the same exaggerated arena show.
Two Districts Open at Early Access Launch
Furyball: Rogue Revenge begins Early Access with two playable districts, each controlled by its own gang and each reworking a sports venue into a war zone.
- The Madbull Warriors occupy a ballpark transformed into a bullring.
- The Iron Angels inhabit a golf course that has been turned toward open conflict.
Those concepts point toward the game's willingness to bend sports imagery into something far more hostile. Rather than using stadiums and courses as decorative backdrops, Furyball positions them as the foundation of its arena design. A ballpark becoming a bullring and a golf course becoming a battlefield should give the initial districts their own identities while leaving plenty of room for environmental tricks and collision-driven combat situations.
At launch, the Early Access build includes two weapons, two ball tunings, and two handgears. It also features more than 50 items, 10 skills, and 24 challenges. In a roguelite, those systems should provide the core of a run's customization, allowing players to alter how Azami and her ball function from one attempt to another.
Although Rebound has not outlined every possible combination, the inclusion of weapon choices, ball-specific adjustments, handgears, items, and skills suggests that experimentation will be a major part of the Early Access experience. Players may begin with the same basic objective--cross Neo-Arcadia--but the tools they collect and the upgrades they pursue can reshape how they approach its gangs and arenas.
What Early Access Means for Furyball
The September 23 release is not the finish line for Furyball: Rogue Revenge. Rebound has laid out a broad route toward version 1.0, with updates planned through 2027. The studio's roadmap calls for a third district, additional bosses, narrative quests, and a mode or feature known as the Furydome.
That roadmap makes the launch build a starting point rather than a complete expression of the game's planned scope. The first two districts give players access to the central systems and a substantial pool of items and challenges, while future updates are intended to extend Neo-Arcadia, develop its story elements, and introduce more major encounters.
Antoine Papot, Game Director at Rebound, characterized the Early Access version as a strong foundation for the game's future development. "The core is here, and it hits hard. From today, players help us make it bigger."
That is the central promise of the project's Early Access period. Rebound is putting the basic loop--Azami, the bouncing bullet ball, the sport-themed districts, and the roguelite build structure--in players' hands now, then intends to grow it alongside community feedback. For a combat-focused game whose appeal depends heavily on responsiveness, readability, and the satisfaction of ricochets, an extended public development phase could be especially important.
Roguelites tend to live or die on how consistently they make a new run feel worthwhile. A large item selection can create variety, but it must also produce meaningful decisions; a fast combat system needs to remain understandable even when the screen becomes chaotic; and challenge structures need to encourage mastery without making experimentation feel punishing. Furyball's Early Access release gives Rebound the opportunity to refine those balances before the full launch.
A Console Release Is Planned With Version 1.0
For now, Furyball: Rogue Revenge is launching through Steam on PC. A console release is planned alongside version 1.0, though specific console platforms have not been announced. Players interested in the future console edition will need to wait for more details as the project moves through its 2027 update schedule.
The lack of named systems means the PC Early Access version is the only confirmed way to play at launch. It also puts Steam players in the position of experiencing the game as it develops, from its initial two-district structure through the additions planned for the road to 1.0.
Regional regular prices listed for the game include £13.99 in the UK, C$19.99 in Canada, CNY 69 in China, KRW 19,000 in South Korea, and JPY 1,990 in Japan. The initial EUR9.89 / $9.89 launch offer is available for the first two weeks, after which the game returns to its stated regular launch pricing. Rebound has confirmed that pricing will rise again before the full 1.0 release, though no later amount has been specified.
Neo-Arcadia's First Night Begins
Furyball: Rogue Revenge is entering a crowded roguelite field with an intentionally strange hook. Its approach is not simply to add random upgrades to arena combat, but to make pinball-style rebound physics and spatial awareness the heart of every fight. The result could appeal to players looking for an action game that rewards both reflexes and a sense for how a room can be turned against its inhabitants.
The game's launch content is compact in terms of districts, but it is supported by a clear list of systems: multiple weapon, tuning, and handgear options; over 50 items; 10 skills; and 24 challenges. Combined with the promise of more bosses, story quests, a third district, and the Furydome over the course of development, Rebound is positioning Early Access as an evolving campaign through a city built for mayhem.
PC players can enter Neo-Arcadia when Furyball: Rogue Revenge arrives on Steam on September 23 at 3 PM CEST. Whether its ball-driven combat becomes a new favorite among roguelite fans will depend on how sharply its arenas play, how much variety its build systems deliver, and how effectively Rebound expands the experience on the road to version 1.0.
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