AD · 728 × 90
AD · 728 × 90

Ballast: merge the orbs, mind the balance

Drop orbs into a bowl that stands on a rounded base. Two orbs of the same size that come to rest touching fuse into one orb of the next size up, and a good drop can set off a chain of them. The bowl rocks. A low, even pile rights itself; a high or lopsided one carries its weight past the point the base can hold, and the whole thing rolls over.

How to play

There is one action, and it asks two questions at once.

Why it is clever

Merging alone is the most copied loop on the internet, and on its own it is a game about pattern more than choice. The rocking base adds a second decision that is genuinely independent of the first: the best merge is very often on the side you should not be loading. You cannot satisfy both every time, so you are always trading a little score for a little balance.

The base also ties the two together in a way a fixed bowl cannot. What makes the bowl tip is not only which side you loaded but how HIGH the pile has grown, because a high pile puts its weight further above the base. Merging lowers the pile. So merging is not just points, it is the thing that keeps you upright, and a run you never tidy is a run you lose.

Tips

Frequently asked questions

Is Ballast free? Yes, completely free to play, with no account or download, in any modern browser on phone, tablet or desktop.

Does it work on mobile? Yes. Ballast is built for touch as well as mouse, and the controls sit at the bottom of the screen within thumb reach.

How do I win? There is no winning state. It is a score chase: the run ends when the bowl rolls over or an orb leaves it, and the aim is to beat your own best.

Is the rocking random? No. It is computed from where the weight actually sits and how high it sits, every frame. Nothing about it is chance, and the same seed plays out the same way twice.

Stuck? Read the Ballast strategy guide

Enjoy a good thinking puzzle? Try Bloom or Kaleido, or browse all Zamborin games.