Ultrapool is pool crossed with a deckbuilder, and it has eaten more of my week than I want to admit.
You build a triangle out of balls that all have strange effects. You break, you sink them for points, and you try to survive ten rounds before the shot counter runs dry.
That’s the whole game. It came out August 24, 2026 from Icedrop Games, published by Offbrand Games, and everybody keeps calling it “Balatro but pool,” which is lazy but not wrong.
Here’s the part you should know before anything else. The mobile version is free.
It’s on iOS and Android, there are no ads, and honestly the phone is the better way to play this. You’re tapping and dragging an aim line, not doing anything a mouse does better.
The Steam version runs $11.99 and the full unlock on iOS is $5.99. Download the free one, play it for a few nights, and if you’re still thinking about ball placement while you’re supposed to be working, then go pay for it.
Everything below is the stuff I wish someone had told me before my first ten losses.

You are chasing a score, not clearing the table
This is the mistake almost everyone makes on run one. You sit down and play it like actual pool, sinking whatever is easiest, feeling good about a clean table.
Then you hit the round threshold check and you’re at 60% of the target with no shots left.
Every round is a points quota, and the balls are just how you get there.
A shot that sinks nothing but sets up a huge next shot is often better than a shot that pockets two junk balls. Start thinking in points per shot instead of balls per shot and the whole game opens up.

Your rack is a band, not fifteen soloists
Money burns a hole in your pocket in this game. You clear a round, you get cash, and the shop is right there with a bunch of shiny things.
Don’t buy all of them.
Every ball you add makes your good balls a smaller slice of the rack. Think of your build like a band: you want a couple of people who can actually carry a song, somebody keeping time behind them, and that’s it.
Nobody needs a fourth drummer.
A tight rack of six or seven balls that work together will beat a crowded rack of twelve interesting strangers pretty much every time.
Merging is boring and it is how you win
Two identical level 1 balls merge into one level 2 ball. That’s it, that’s the mechanic, and new players skip it constantly because buying a brand new toy feels better.
Leveling up what you already have keeps your rack small while the numbers go up. It’s the single most reliable thing you can do with your money in the first few rounds.
There’s one exception worth knowing. A few balls actually want duplicates sitting at low level because their effect scales off how many copies you’re running, so read the effect text before you auto-merge everything.

Multipliers need something to multiply
Multiplier balls are the fun ones. Pants is a legendary that reads “Pocket: Increase the multiplier of 2 random pockets by 1,” and pumping pocket multipliers feels incredible.
It also does nothing if the balls going into those pockets are worth two points each.
Doubling garbage gets you slightly more garbage.
So build your base score first. Snacks like Cereal (“the first ball from your build you pocket each round gains +1 permanently”) and Croissant (“round start: give your balls +1”) quietly stack your ball values every single round.
Number balls do the same job through combining, since any number ball merged with another adds their scores together. Get a fat 6 or 7 ball, then start hunting multipliers.
And once your pockets have different multipliers on them, pay attention to which hole you’re sinking your best ball into. Same ball, different pocket, wildly different score.
Where balls sit in the triangle matters
Your rack has an order, and the break does not treat every position the same.
The corner positions tend to get pocketed right off the break, before you’ve done anything clever. That’s fine for cheap filler and terrible for the ball your whole run depends on.
Put your junk where it will get eaten early. Keep your scoring engine deeper in the triangle where you can set it up on purpose.

Pick a plan by round three and stop shopping around
The ball sets each have their own personality. Classic runs on numbers and pinballs, Tech is all about transforming and merging, Spooky brings shields and things that come back from the dead, Nature and Friends do their own thing with spawning and animals.
Balls like Blueprint (“hit another ball: transform into a copy of it”) and Mirror Ball (“spawn: spawn a level 1 copy of your front ball”) are basically photocopiers for whatever your best ball is.
Which means they’re incredible in a focused build and useless in a random one.
Decide what your run is about by round three and buy toward that. Chicken spawning eggs, Bomb chaining explosions, a big fat number ball, whatever. Pick a singer and back them up.
Snacks are not a side dish
Snacks are passive modifiers you buy with screws, and beginners undervalue them badly because a ball you can see on the table feels more real.
Chocolate gives the first ball you hit each shot +1. Wings drops cue ball friction by 20% and stops it from falling in pockets, which means way fewer scratched shots.
Up at rare, Mooncake triggers the pocket effect of every ball once you’ve sunk eight, and Tiger Roll launches every ball at round end.
Those rare ones are run-defining. If you see one and you can afford it, take it over another mid ball.

The cocktail bar is where runs get silly
The cocktail bar mixes two balls into one, effects and all.
This is the answer to the size problem I mentioned earlier. Instead of running two decent balls that each take up a slot, you run one horrible little monster that does both jobs.
Your band gets smaller and louder at the same time.
Look for combinations where one ball generates and the other multiplies. A spawner mixed with something that scores off spawns is the kind of thing that turns round eight from impossible into a formality.
Aiming is generous, planning is not
You get long aim guides showing where things are going, and the pockets are forgiving enough that a slightly off shot still drops.
The game is not testing your wrist. It’s testing whether you thought about the shot after this one.
So slow down. Every shot should be answering a question: what does this leave on the table, and can I score off it next turn?

Losing is the unlock system
There are eight ball sets and five difficulty tiers, and you open them up by playing, including by failing.
Your first handful of runs are going to end around round four or five and that’s normal. You’re not bad at it, you just haven’t seen enough ball effects yet to know what’s worth buying.
Every loss teaches you one specific thing about one specific ball, and that knowledge is the actual progression.
A couple of notes on the phone version
It chews battery, especially on an iPad. If you’re playing on a train, plug in or accept your fate.
Otherwise the mobile build holds up. The PC version is close to the same game with a border around it, so you’re not missing content by staying on your phone.
Which brings me back to where I started. It’s free, it’s a few hundred megabytes, and you’ll know inside two runs whether it has you.
–
Images in this article are from the Ultrapool page on Steam and used under Fair Use.
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