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May 19, 2025

How to Play PlinkIdle

Game Version Note

This How-To Guide is for the Early Access version of the game, and is subject to change as the game is rebalanced during development.

Game Overview

PlinkIdle is a ball-dropping idle game in which the goal is to drop balls down through a set of pegs and into a bucket, which gives coin currency.

 

Coins are given based on the rarity of the ball and the value of the bucket. Pegs can also be upgraded to give coins when hit by a ball.

 

There are various upgrades the player can choose from that increase the amount/rarity/frequency of balls and they create the idle loop: Drop balls, earn coins and balls, unlock and purchase upgrades, advance to new levels, prestige, upgrade globally, and do it all again.

Balls

Balls are dropped:

  • manually, when the DROP button is pressed
  • automatically, when the Auto-Drop upgrade is purchased

 

Balls will look cosmetically different based on stage and rarity.

 

Balls can be one of 5 different rarities when dropped and their rarity depends on the Ball Rarity upgrade chance:

  • Common - 1x multiplier, white
  • Uncommon - 2x multiplier, green
  • Rare - 5x multiplier, blue
  • Epic - 10x multiplier, purple
  • Legendary - 100x multiplier, gold

Pegs

Balls bounce off pegs on their way down to buckets. Pegs award coins when they are hit by a ball based on the rarity of the ball and the peg.

 

Pegs will look cosmetically different based on stage and rarity.

 

Pegs can be upgraded randomly to 5 different rarities that give coins whenever they are hit by a ball based on the value of the peg and the multiplier of the ball.

 

  • Starter - 0 coins, grey
  • Common - 1 coin, white
  • Uncommon - 2 coins, green
  • Rare - 5 coins, blue
  • Epic - 10 coins, purple
  • Legendary - 100 coins, gold

Buckets

Buckets slowly gain value as they collect balls. Buckets give coins based on the value of the bucket and the multiplier of the ball that lands in it.

 

Buckets have a max value for each stage.

 

Each stage begins with ONE maxed out bucket.

Coins

Coins are earned from balls hitting buckets and pegs, and can be used to purchase upgrades in each stage.

 

Coins follow you across every stage and can be spent anywhere. Coin progress and investments are lost only at prestige.

Basic Upgrades

Upgrades can be unlocked and purchased with Coins in the sidebar while playing PlinkIdle.

 

They start locked (gated by Stage progress level), and unlocking them once unlocks them for all stages for the current run.

 

Upgrades start at the minimum level for each stage.

 

Every stage starts with all upgrades at minimum (not yet bought.)

  • Drop Cooldown - Decreases the cooldown time on the DROP button so the player can tap faster and spawn more balls.
  • Auto Drop Cooldown - Starts Auto Drop, and then decreases the cooldown time of the automatic drop and eventually the player can spawn balls very quickly.
  • Random Peg - Increases the rarity and value of a random peg on the board. When a ball contacts a peg, coins are given based on the multiplier of the ball and the value of the peg.
  • Ball Rarity- Increases the % chance that a ball will have an additional rarity roll before being dropped.
  • Upgrade Random Bucket - Adds +1 to a random, non-maxed-out bucket.
  • Split Peg - upgrades a peg to a Split peg, causing the ball to double itself when it strikes this peg.

Stages

Stages are often called “levels” in our data, but let’s call them stages conversationally.

A stage is a vibe, a contained scene in which the player can be immersed in a different background, with audio, pegs, and balls that match it. The player progresses linearly through the stages with each playthrough.

 

The core stages are:

  1. Rainbow
  2. Winter
  3. Wood
  4. Stone
  5. Sea
  6. Neon
  7. Space

 

There will likely be more backgrounds and stages introduced later.

 

Advance through stages by reaching a certain threshold, measured by balls collected.

 

Stage x-1 = Intro stage, new upgrades are locked, cannot advance

Stage x-2 = = Unlock an associated upgrade or buff

Stage x-3 = Can advance to the next stage

Stage x-4 (max) = Can prestige if all stages are maxed out.

Achievements

A number of achievements will be in game to track the player’s progress.

 

Achievement levels will grant the player global bonuses or rewards across playthroughs.

Prestige

Coming soon, along with prestige-related global upgrades.

We Hope You Enjoy the Game

Thank you for playing!

Black Heart Games

Games

About

Work With Us

May 19, 2025

How to Play PlinkIdle

Game Version Note

This How-To Guide is for the Early Access version of the game, and is subject to change as the game is rebalanced during development.

Game Overview

PlinkIdle is a ball-dropping idle game in which the goal is to drop balls down through a set of pegs and into a bucket, which gives coin currency.

 

Coins are given based on the rarity of the ball and the value of the bucket. Pegs can also be upgraded to give coins when hit by a ball.

 

There are various upgrades the player can choose from that increase the amount/rarity/frequency of balls and they create the idle loop: Drop balls, earn coins and balls, unlock and purchase upgrades, advance to new levels, prestige, upgrade globally, and do it all again.

Balls

Balls are dropped:

  • manually, when the DROP button is pressed
  • automatically, when the Auto-Drop upgrade is purchased

 

Balls will look cosmetically different based on stage and rarity.

 

Balls can be one of 5 different rarities when dropped and their rarity depends on the Ball Rarity upgrade chance:

  • Common - 1x multiplier, white
  • Uncommon - 2x multiplier, green
  • Rare - 5x multiplier, blue
  • Epic - 10x multiplier, purple
  • Legendary - 100x multiplier, gold

Pegs

Balls bounce off pegs on their way down to buckets. Pegs award coins when they are hit by a ball based on the rarity of the ball and the peg.

 

Pegs will look cosmetically different based on stage and rarity.

 

Pegs can be upgraded randomly to 5 different rarities that give coins whenever they are hit by a ball based on the value of the peg and the multiplier of the ball.

 

  • Starter - 0 coins, grey
  • Common - 1 coin, white
  • Uncommon - 2 coins, green
  • Rare - 5 coins, blue
  • Epic - 10 coins, purple
  • Legendary - 100 coins, gold

Buckets

Buckets slowly gain value as they collect balls. Buckets give coins based on the value of the bucket and the multiplier of the ball that lands in it.

 

Buckets have a max value for each stage.

 

Each stage begins with ONE maxed out bucket.

Coins

Coins are earned from balls hitting buckets and pegs, and can be used to purchase upgrades in each stage.

 

Coins follow you across every stage and can be spent anywhere. Coin progress and investments are lost only at prestige.

Basic Upgrades

Upgrades can be unlocked and purchased with Coins in the sidebar while playing PlinkIdle.

 

They start locked (gated by Stage progress level), and unlocking them once unlocks them for all stages for the current run.

 

Upgrades start at the minimum level for each stage.

 

Every stage starts with all upgrades at minimum (not yet bought.)

  • Drop Cooldown - Decreases the cooldown time on the DROP button so the player can tap faster and spawn more balls.
  • Auto Drop Cooldown - Starts Auto Drop, and then decreases the cooldown time of the automatic drop and eventually the player can spawn balls very quickly.
  • Random Peg - Increases the rarity and value of a random peg on the board. When a ball contacts a peg, coins are given based on the multiplier of the ball and the value of the peg.
  • Ball Rarity- Increases the % chance that a ball will have an additional rarity roll before being dropped.
  • Upgrade Random Bucket - Adds +1 to a random, non-maxed-out bucket.
  • Split Peg - upgrades a peg to a Split peg, causing the ball to double itself when it strikes this peg.

Stages

Stages are often called “levels” in our data, but let’s call them stages conversationally.

A stage is a vibe, a contained scene in which the player can be immersed in a different background, with audio, pegs, and balls that match it. The player progresses linearly through the stages with each playthrough.

 

The core stages are:

  1. Rainbow
  2. Winter
  3. Wood
  4. Stone
  5. Sea
  6. Neon
  7. Space

 

There will likely be more backgrounds and stages introduced later.

 

Advance through stages by reaching a certain threshold, measured by balls collected.

 

Stage x-1 = Intro stage, new upgrades are locked, cannot advance

Stage x-2 = = Unlock an associated upgrade or buff

Stage x-3 = Can advance to the next stage

Stage x-4 (max) = Can prestige if all stages are maxed out.

Achievements

A number of achievements will be in game to track the player’s progress.

 

Achievement levels will grant the player global bonuses or rewards across playthroughs.

Prestige

Coming soon, along with prestige-related global upgrades.

We Hope You Enjoy the Game

Thank you for playing!

Black Heart Games

Games

About

Work With Us

May 19, 2025

How to Play PlinkIdle

Game Version Note

This How-To Guide is for the Early Access version of the game, and is subject to change as the game is rebalanced during development.

Game Overview

PlinkIdle is a ball-dropping idle game in which the goal is to drop balls down through a set of pegs and into a bucket, which gives coin currency.

 

Coins are given based on the rarity of the ball and the value of the bucket. Pegs can also be upgraded to give coins when hit by a ball.

 

There are various upgrades the player can choose from that increase the amount/rarity/frequency of balls and they create the idle loop: Drop balls, earn coins and balls, unlock and purchase upgrades, advance to new levels, prestige, upgrade globally, and do it all again.

Balls

Balls are dropped:

  • manually, when the DROP button is pressed
  • automatically, when the Auto-Drop upgrade is purchased

 

Balls will look cosmetically different based on stage and rarity.

 

Balls can be one of 5 different rarities when dropped and their rarity depends on the Ball Rarity upgrade chance:

  • Common - 1x multiplier, white
  • Uncommon - 2x multiplier, green
  • Rare - 5x multiplier, blue
  • Epic - 10x multiplier, purple
  • Legendary - 100x multiplier, gold

Pegs

Balls bounce off pegs on their way down to buckets. Pegs award coins when they are hit by a ball based on the rarity of the ball and the peg.

 

Pegs will look cosmetically different based on stage and rarity.

 

Pegs can be upgraded randomly to 5 different rarities that give coins whenever they are hit by a ball based on the value of the peg and the multiplier of the ball.

 

  • Starter - 0 coins, grey
  • Common - 1 coin, white
  • Uncommon - 2 coins, green
  • Rare - 5 coins, blue
  • Epic - 10 coins, purple
  • Legendary - 100 coins, gold

Buckets

Buckets slowly gain value as they collect balls. Buckets give coins based on the value of the bucket and the multiplier of the ball that lands in it.

 

Buckets have a max value for each stage.

 

Each stage begins with ONE maxed out bucket.

Coins

Coins are earned from balls hitting buckets and pegs, and can be used to purchase upgrades in each stage.

 

Coins follow you across every stage and can be spent anywhere. Coin progress and investments are lost only at prestige.

Basic Upgrades

Upgrades can be unlocked and purchased with Coins in the sidebar while playing PlinkIdle.

 

They start locked (gated by Stage progress level), and unlocking them once unlocks them for all stages for the current run.

 

Upgrades start at the minimum level for each stage.

 

Every stage starts with all upgrades at minimum (not yet bought.)

  • Drop Cooldown - Decreases the cooldown time on the DROP button so the player can tap faster and spawn more balls.
  • Auto Drop Cooldown - Starts Auto Drop, and then decreases the cooldown time of the automatic drop and eventually the player can spawn balls very quickly.
  • Random Peg - Increases the rarity and value of a random peg on the board. When a ball contacts a peg, coins are given based on the multiplier of the ball and the value of the peg.
  • Ball Rarity- Increases the % chance that a ball will have an additional rarity roll before being dropped.
  • Upgrade Random Bucket - Adds +1 to a random, non-maxed-out bucket.
  • Split Peg - upgrades a peg to a Split peg, causing the ball to double itself when it strikes this peg.

Stages

Stages are often called “levels” in our data, but let’s call them stages conversationally.

A stage is a vibe, a contained scene in which the player can be immersed in a different background, with audio, pegs, and balls that match it. The player progresses linearly through the stages with each playthrough.

 

The core stages are:

  1. Rainbow
  2. Winter
  3. Wood
  4. Stone
  5. Sea
  6. Neon
  7. Space

 

There will likely be more backgrounds and stages introduced later.

 

Advance through stages by reaching a certain threshold, measured by balls collected.

 

Stage x-1 = Intro stage, new upgrades are locked, cannot advance

Stage x-2 = = Unlock an associated upgrade or buff

Stage x-3 = Can advance to the next stage

Stage x-4 (max) = Can prestige if all stages are maxed out.

Achievements

A number of achievements will be in game to track the player’s progress.

 

Achievement levels will grant the player global bonuses or rewards across playthroughs.

Prestige

Coming soon, along with prestige-related global upgrades.

We Hope You Enjoy the Game

Thank you for playing!