Steel Ball Brawl The rulebook

Everything the referee would tell you if this sport had one. Scoring, contact, the halls and their hazards, the gear — and how XP, gems and the division ladder fit together.

← Back to the arena

The match

Two 90-second halves. Most points wins — and goals are only one way to get them.

Goal · 10 points
Beat the keeper through the arch. Every hall has one at each end.
Injuring an opponent · 10 points
Hit a cyborg until his health is gone and he leaves on a stretcher — or struggles up, if the bench is empty. Violence is a scoring play.
Wall stars · 2 each, +10 for all five
Shoot the stars mounted on the far wall. The opponent can shoot them back out of your tally.
Wall loops · ×1.5 scoring, then ×2
Throw the ball into either wall loop to claim a scoring multiplier. Only one side holds it at a time — an enemy transit cuts it back, then takes it for themselves.
A match in the steel hall

The steel hall, mid-brawl

Controls

One stick, four buttons, and everything else is what you do with them.

Left stick
Move. Control auto-switches to the cyborg nearest the ball.
Switch
Take another cyborg. Hold the stick a direction and you get the nearest man that way; let it go and you get whoever can reach the ball. In your own danger zone it toggles you on and off the keeper, as often as you like.
Throw / Shoot
Tap to hurl it flat, hold to loft it. Under a high ball the same button jumps for the catch.
Pass
Tap for a flat pass, hold to arc it over heads. A yellow telegraph ring shows who you are aiming at before you let go.
Aftertouch
Keep the stick held while the ball flies — passes and shots bend.
Dash
Hold to sprint. It burns stamina — and a dashing hit is the heaviest contact in the game.
Carrying
Holding the ball slows you, a little at first and more the longer you keep it. Pass, or be caught.

Control & settings

One setting changes how the whole game plays: CONTROL decides who you are on the pitch.

Auto & Assist

AUTO keeps you on whoever is nearest the ball, every moment — faithful to the old-school arcade feel. ASSIST (the default) only switches you when possession actually changes hands, so you are never yanked off a run mid-stride.

Commit

Assist, plus a grace beat: when a teammate wins the ball, the AI plays him briefly while you stay your own cyborg — finish the hit you were lining up, or press SWITCH to take the carrier at once. The window always expires; the AI never holds the ball for you.

Manual

Nothing ever switches you automatically. Gaining the ball yourself still hands you the carrier — everything else is the SWITCH button, with the stick held to aim at the man you want. Full control, no safety net.

Stance
Your team's posture — DEFENCE, BALANCED or OFFENCE — changeable mid-match from the pause panel. TACTICS remains the full picker.
Ball marker & mate arrows
A tether under the ball (subtle, bold, or off) and edge arrows pointing at off-screen teammates — always, only while carrying, or never.
Handedness & joystick
Mirror the whole control cluster for left thumbs; let the stick float under your touch or stay fixed.
Difficulty
Scales the AI — including how human its keeper is — and the XP your matches pay.

Contact

There are no fouls. There are outcomes.

Barge their back
Run into a carrier from behind and you strip the ball loose. The ball never teleports into your hands — it spills, and the brawl decides.
Side barge
A 50/50 — defence wins the ties.
Head-on
A contest, not a free tumble. The carrier can brace — and bracing costs him stamina.
Dashing hits
Smash through even a head-on brace. If you see the charge coming, you can still dodge.
Tackle
A slide. Trip the carrier and the ball spills; miss and you are on the deck while play runs over you.
A heavy hit landing

A dashing hit, landing

Holding the ball

Carrying draws your guard ring — the rulebook of the next two seconds, drawn on the deck.

The pitch

The arena is a participant. Five halls, each with its own idea of fair play.

Domes
Two of them — bounce the ball off their crowns for angles no defender covers.
Gates
Teleport the ball across halfway. What goes in one side comes out the other, still yours.
Electro bumpers
Electrify your throw: the charged ball tackles one foe on contact (+1 more per lit loop dot). A steal or a stopped ball kills the charge.
Brutal halls
Division 1 territory. Mines arm on the deck, every hazard runs faster, and a spent mine re-arms in seconds. Reaching Division 1 unlocks them outside career, permanently.
The themes
Steel, ice, inferno, swamp and castle — earned up the XP ladder. Ice slides, the inferno burns, the swamp bogs you down.

Gear & squad

Pick-ups land on the deck mid-match; the squad work happens between fixtures.

Pick-ups
Coins pay credits. Freeze, zap, shield and door swing a defence — the door seals your goal behind an energy gate for six seconds. Reverse, slow and reduce hinder the other side; manic and increase help yours. Grab tugs the ball to you, transport warps it.
Armour
Eight pieces, each boosting one attribute for the match. Collect them on the pitch; fit your look in the Plating Bay.
Subs
Pause and rotate any man for the bench. A wounded wrecker keeps his wounds — but stops gifting injury points to the other side.
Gym & transfers
Career gold trains attributes in the gym and signs star cyborgs on the transfer market.
The gym

The gym, between fixtures

XP, gems & gold

Three currencies, three separate jobs — nothing you buy is power over another player.

XP — what you earn

Every match pays XP: more for winning, more for scoring. It climbs the ladder, and the ladder unlocks the things you play with — new halls and new formations, from 1,000 XP up to 18,000.

Gems — what you wear

A flat 200 a match, win or lose, plus achievement and ladder bounties. Spent in the Plating Bay on kits, trims, shells, ball finishes, trails, goal celebrations and emblems. Looks only — never power.

Gold — what the club runs on

The career purse. Match rewards and prize money pay for gym training and transfers — and it resets with the career, because it belongs to the club, not to you.

Divisions

The career is a ladder with two rungs and a trapdoor.

Everyone starts in Division 2
Fourteen rounds against seven rivals. Finish first and you have not been promoted — you have earned a promotion playoff against the team second from bottom of Division 1. Win that, and you are up. The incumbent keeps the draw.
Division 1 plays for keeps
The top flight plays in the brutal halls — mined decks, faster hazards. Finish 7th and you fight a survival playoff (a draw keeps you up). Finish 8th and you drop straight back down.
Reaching it once counts forever
The first time you make Division 1, the brutal halls unlock outside career, permanently — relegation and career restarts cannot take them back.
The career hub

The career hub