Furyball: Rogue Revenge · published
When people look at Furyball today, many players ask us the same thing:
“How did you go from Tennis Manager to Furyball?”
It all starts with a simple desire: to break the norms without renouncing our DNA.
After spending several years developing tennis management games, we wanted to explore something more immediate, more visceral. A game where the sensations take center stage. A project that’s more instinctive, more fast-paced. Almost a creative outlet for the team.
But we still wanted to preserve what has been part of Rebound’s DNA from day one: a ball, trajectories, rebounds, and that unique sense of satisfaction that comes from mastering a back-and-forth exchange.
Initially, we even developed an early prototype of a 1-on-1 combat game centered around a ball. The project never saw the light of day in that form, but it laid the groundwork for everything that followed.
We might tell you this story in a future Dev Diary...
Then we started to twist the concept.
And little by little, Furyball was born.
We love games with instantly recognizable mechanics.
From the very beginning, we wanted to stay true to the studio’s DNA: a ball and bounces.
But we were looking for something different a, feel that blends elements of a fighting game, an action game, and pinball. Gameplay you couldn’t find anywhere else.
The best way to sum it up is probably:
The first prototype already used a top-down view.
We quickly got hooked on hitting the ball to speed it up and send it flying to destroy enemies. The faster it went, the more dangerous it became. And when it started ricocheting all over the arena at full throttle, the experience became incredibly satisfying.
That's when we began to define the true pillars of the gameplay.
As we looked at our shared references, we realized that Furyball fell somewhere between:
• The ricochets and the deadly ball of Lethal League
• The frantic pace and instant brutality of Hotline Miami
• The roguelite structure of Hades
We looked at all of that and figured:
At first, we just laughed it off. Then we realized that behind the jokes was a real game concept.
In Furyball, the ball isn't just a gimmick. It's the heart of the game. Everything revolves around it: combat, movement, combos, progression, and survival.
Because, at heart, Furyball is still a sports game. It's just that the rules have gone completely off the rails 😊
Our two key references are Rollerball and The Warriors.
On one hand, the idea of a sport that has become an ultra-violent spectacle. On the other, a city plagued by gangs with extremely strong visual and cultural identities.
From there, we began to imagine an entire city organized around a sport that has become a cult. Each gang practices its own version of sporting violence. Each neighborhood has its own rules, champions, arenas, and culture.
Concept Art by Hugo Richard
And in the midst of it all is Azami. A young woman from the slums of Neo Arcadia who receives a calling from the Furydome, the ultimate temple of Furyball. She has just one night to cross the most dangerous city in the world.
One of the ideas that excited us the most during development was incorporating pinball concepts into the levels.
We quickly realized that the arenas shouldn’t be mere backdrops but should feature interactive elements that enhance the gameplay experience. So we began incorporating flippers, bumpers, rails, traps, speed boosts and slowdowns, and all sorts of interactive elements capable of altering the Furyball’s trajectory. This brings several things to the table. Chaos, for starters. Fun, too! But also real tactical choices.
Concept arts by Pierre Georget
Players can use these elements instinctively because they’re satisfying… or learn to master them to regain control.
The pinball inspiration is also evident in the game’s rhythm: that constant desire to keep playing, to survive just a little longer, much like trying to beat your high score on a pinball machine. And above all, to occasionally experience the satisfaction that comes from simply watching your ball.
We then developed a distinctive aesthetic based on references drawn from film, anime and video games…
We wanted to create a memorable world with a unique style. Our main influences come from 1970s cinema: Grindhouse and American exploitation films. We share a similarity with them, a low-budget indie production, but a desire to be sensational!
Tarantino created a tribute series with Robert Rodriguez: Grindhouse (2007), featuring Death Proof and Planet Terror. Here, too, we’re keeping the badass characters and the stylized, theatrical violence.
We’re drawing inspiration from many other references: Rollerball (a violent sports game), The Warriors (the gangs), Escape From New York (the sense of time), Mad Max (the post-apocalyptic world), Death Race 2000, and plenty of other obscure references to 1970s sci-fi (with the caricatured, almost comical exaggeration).
Concept Art by Pierre Georget
Akira and Hokuto No Ken are probably the two most important influences alongside 1970s retrofuturism.
Akira inspires us with its blend of urban chaos and a decadent future, as well as its visual style, contrasts, and color palette.
Hokuto No Ken (Fist of the North Star) inspires us with its post-apocalyptic, over-the-top, and unapologetic style.
Quand on regarde Furyball, on doit avoir l'impression d'être devant une VHS oubliée entre un anime culte des années 80 et un film d'exploitation américain, mais réinventée avec les standards visuels d'aujourd'hui.
When it comes to video games, we drew inspiration from titles like *Deathloop* and *Rollerdrome* (’70s retro-futurism), *Borderlands* (post-apocalyptic + humor, not including the second one!), and *Hades* (visually distinct biomes).
Our goal was for every district in *Furyball*, every gang, and every boss to have its own identity, not just in terms of gameplay, but visually as well.
Finally, Furyball plays with the constant balance between Chaos and Control. It has always been the main focus of development and design.
At the start of a game, the player survives. By the end, he dominates.
At first, the ball seems uncontrollable. Then, little by little, the player learns the angles, the bounces, the timing, and the tools at their disposal to master the ball.
And suddenly, everything flows. The chaos is almost under control.
We hope you’ll be able to experience all our artistic vision with a controller in hand (or a keyboard and mouse!). Feel free to send us your feedback! The game is still a work in progress…
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