UltrapoolNews

Ultrapool turns trick shots into a ten-round roguelike

Ultrapool turns trick shots into a ten-round roguelike. Icedrop Games mixes familiar pool controls with purchasable special balls, cocktail combinations and…

Colorful special balls colliding on an Ultrapool table
Special balls create scoring effects that can be combined at the cocktail bar. Credit: Icedrop Games.

Ultrapool launched on Steam on August 24 as a pool roguelike built around increasingly strange equipment. Players still aim, set power and pocket balls, but the triangle can contain ghosts, bombs, chickens and other pieces whose effects matter as much as the shot angle.

Ultrapool: confirmed launch features

A run lasts ten rounds. Pocketed balls generate score, surplus score becomes money and the bar sells upgrades or replacements for the next table. Special examples include a ghost ball that returns after being pocketed, a chicken that produces egg-shaped balls and a bomb triggered by repeated impacts.

How the central mechanic works

The cocktail system pushes the build beyond collecting isolated bonuses. A bartender combines two balls into a new effect, creating interactions that can substantially raise a shot’s value. The challenge is deciding which pieces deserve space in the rack while preserving enough control to complete ordinary pool objectives.

Release and platform context

Ultrapool is a Windows single-player release with mouse-only and touch-only options, adjustable difficulty, Steam Cloud and save-anytime support. Icedrop Games compares its structure to score-building roguelikes, but the actual aiming remains based on recognizable pool mechanics.

This report reflects the developer’s official Steam information available on August 24, 2026. Store features and Early Access plans can change after publication, so the linked page and current build remain the final references.

Source: official Steam store page. Release dates, modes and feature counts come from the developer’s listing; the analysis is our own.

More recent strategy coverage: Breachline, Last Fiefdom and Casino Legends.

Editorial note

Facts and mechanics were checked against the linked primary sources before publication.

This article was reviewed on August 24, 2026.

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Marta started covering Counter-Strike in small LAN halls before moving into event reporting and long-form match analysis. Her work follows the decisions hidden by a final score: how an economy was protected, why a rotation arrived late and what a roster change asks a team to relearn. She leads Kaizensclan’s esports desk and edits reporting that crosses more than one competitive scene.

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