Zuma DeluxeCaricamento delle offerte dei negoziBunny Garden 2 Opens Wishlists as This Zuma Roguelike Faces a Real Test
According to Gamersky, Chain Blast, a Zuma-inspired roguelike marble-clearing game, has opened its store page for wishlists and test applications. The piece also includes links to the Bilibili trailer and the store page, while the asset metadata is dated July 19, 2026. The premise is simple: you fire marbles as the series’ signature frog, chain clears across a track full of monsters, and add deck-building progression to that old-school loop.

Chain Blast’s hook is the straightforward way it folds Zuma-style shooting into a deck-building roguelike structure. You still control the iconic frog and keep firing marbles down the track, but a run is shaped by more than raw clearing speed. You are also deciding which special-effect marbles to unlock, how to spend your gold, and how to assemble a build that fits the run in front of you. For players who want more strategy, that extra decision-making gives it more pull than a straight tribute to a classic formula.
The core rules remain straightforward: connect 3 or more marbles of the same color to trigger a clear. The difference is how closely each clear ties into combat rewards. Wiping a chain can damage enemies along the route, generate a defensive shield, and earn gold at the same time. That matters because gold is not just a score counter at the end of a run here; it feeds the broader roguelike build and upgrade loop. In practice, that turns each run into a real tradeoff between playing it safe and building your economy. That is also where Zuma veterans and roguelike players are likely to judge it differently.

The more interesting twist comes in the boss fights. So far, players will need to keep firing and chaining clears to keep powerful enemies under pressure while also repositioning to dodge large-scale bullet-hell attacks. That pushes the game beyond a simple reskin of a familiar marble puzzler and closer to a more action-heavy take on the formula. Whether that actually works comes down to two things: how smooth the marble handling feels, and whether the bullet pressure leaves enough room for the strategy layer to matter instead of turning the whole thing into a reflex test.

The market angle is fairly clear. Games like this tend to break through not because the theme is new, but because familiar mechanics have been remixed in a way that is instantly readable. The original article says Chain Blast has already built up solid momentum overseas, with some major creators even placing it on their must-play lists. At minimum, that suggests the game’s selling points already come across in a trailer: familiar rules, roguelike progression that is easy to grasp, and boss bullet patterns that create strong shareable moments. For an indie game, that is usually enough to give wishlist numbers a real boost.
If you already like old-school Zuma-style clearing games and can accept roguelike randomness, this looks worth adding to your wishlist, then keeping an eye on test feedback. If your priority is long-term depth, the real question is how many viable combinations the special-effect marbles and deck-building systems can actually support, because the risk is ending up with only a few fixed answers. For now, the most practical move is to apply for the test and see whether you are more interested in the immediate satisfaction of clearing chains or the longer-term buildcraft, because that will decide whether Chain Blast is just a nostalgia play or a small strategy game with staying power.
This article was produced and published by Gamersky. Reproduction without permission is prohibited.
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What sells me is how gold, shields, and enemy damage all come from the same matching loop, but bullet-hell bosses will make or break whether that deckbuilding layer stays tactical.
Wishlist pages are easy; the real question is whether the marble matching, shields, and deckbuilding stay readable once the boss fights get loud.
I agree, readability is the whole test here, and the playtest sign-ups matter more than the wishlist count because that old-school marble loop has to hold up once the bosses start flooding the screen.
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