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Pure Pool ProNewsPure Pool Pro | Ask The Devs #4
Community

Pure Pool Pro | Ask The Devs #4

Pure Pool Pro · published 14 Nov 2025, 17:01 UTC

All newsPlayers around this dateRead on Steam

Hello again, Pool Fans!

We’re back with a new round of questions from across the community! Thanks to everyone who’s sent in thoughts, suggestions, and great questions – let’s dive in...


Q1. “How is the PS5 Pro version coming along?”

– Bucci35, Twitter

It's going great! We’re getting very close to hitting our performance targets for PS5 Pro and are really pleased with how it’s shaping up. Just a few visual/reflection bugs left to squash, and then we’ll be ready to show it off. Expect some footage soon – stay tuned!


Q2. “How did you decide on the balance between visual realism and performance optimisation, especially for maintaining smooth gameplay across different hardware setups?”

– William B. Pordobel, Twitter
Great question! Pool games give us some unique advantages. Since everything is focused around a single table and players operate within fixed rules, we can concentrate visual detail exactly where it matters. The game’s physics are also lightweight, freeing up resources to push for realism in lighting, reflections, and materials. It’s a big benefit for a small team like ours - and we’re trying our best to make the most of it!


Q3. “I’m torn between purchasing the game for my PC gaming laptop or PS5 Pro. I would like to know if the PS5 Pro version of the game will match visually the maxed-out PC graphical experience?”

– Emp, Facebook
We hear you, Emp! Like the PC version, the PS5 Pro version is looking gorgeous in-studio, especially on a 65” display. While the two platforms may have minor differences, they’re definitely comparable. Once we drop footage in the coming weeks, you’ll be able to judge for yourself.


Q4. “Hello, I was wondering if there will be a practice mode or free play mode where the player could retake shots? It's a great way to learn how different spins work.”

– Lemmy9, Discord
Hey Lemmy! The Demo and full game both include Freeplay – you can rack up, take unlimited shots, and move the cue ball freely to experiment with spin and physics. We don’t currently have a shot retake feature, but we’ve seen some interest from the community – if demand grows, we’ll definitely explore it post-launch.


Q5. “If possible to get a licensing partner like Matchroom on board? It’d be great to have access to professional player stats and profile bios/images, as well as arena/event brands.”

– Mogzie, Discord Thanks for the suggestion! Pure Pool Pro, like the original, is unlicensed. We’ve chosen to focus our resources on realism and gameplay rather than licensing partnerships. With no character models or animations and a first-person table perspective, licensed content just didn’t feel essential for us. We're not aiming for a 'Broadcast-style' experience. Instead, we’re putting our efforts into making Pure Pool Pro a rich, authentic, 'pure' pool experience.


Q6. “It would be better if you could adjust the cushion and cloth responsiveness. They felt a little dead. This is massively important; things need speeding up, and sensitivity needs to improve.”

– RhesusVX, Discord

Totally agree on cushions! Based on demo feedback, we’re actively tuning cushion responsiveness and bounce – it’s already feeling more lively. As for customisable cloth/cushion speed, it’s a cool idea but tricky to implement as it affects both AI and camera logic. Not planned for launch, but never say never.


Q7. “Will there be an option for turning off aim guidelines when it releases?”

– K., Discord

Absolutely! In the full game, “Pro” difficulty disables all aim aids for a truly Pure experience. We’re also adding a menu toggle to let players disable guides in any mode, so you can tailor the experience to your liking.


Q8. “Can you use a keyboard or just a controller?”

– Ay, Discord

Both are supported! In fact, we’re actively reworking our mouse and keyboard controls based on feedback – aiming is now handled by simply moving the mouse, with no need to click and hold.


Q9. “RELEASE DATE?”

– Brooner82,

TikTok Watch this space – we’re revealing a little more on this next Thursday, the 20th!


Q10. “One thing that I'm finding in the Demo is that the on-table audio (ball striking sounds, including cue to cueball) sound muffled. Will the audio receive some attention prior to release?”

– Kimkom, Steam Community Thanks so much for the detailed feedback! Audio is highly subjective, but we’re hearing from a few Demo players that some SFX felt muted or “tinny.” We're actively refining ball and cushion sounds – they’re already improved beyond the Demo, and we’ll continue fine-tuning to make them more impactful before launch.


Keep your questions coming!
We’ll be answering more in our next entry, so if you didn’t see your question here, feel free to ask again on our socials or Discord. And don’t forget…

Wishlist now:

https://loom.ly/iVoTvn0

– The Ripstone Team

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