Price history
Recorded standalone sale prices and the latest available store price, in USD. Historical dots use the sale start date and its recorded offer price. Prices can change during a sale; this is not a daily price log. Bundle prices and upcoming offers are excluded. History covers up to the 100 most recent recorded offers.
Lowest recorded standalone price in this history: $13.99. The latest store price is $19.99.
View 4 recorded prices
| Sale start / price check | Price | Observation |
|---|---|---|
| $19.99 | Latest store price | |
| $19.98 | Unity First Price 2026-09-10 2026-09-10 | |
| $13.99 | Unity New Release Discount 2026-09-10 2026-09-24 | |
| $13.99 | Unity New Release Discount 2026-09-10 2026-09-24 |
Sale and bundle history
The 3 most recent recorded offers including this asset. Past offers may no longer be available. Bundle prices cover a package, not this asset alone.
About Ball Blast Kit
- Tools, Systems & Learning > Game Templates & Systems
- Tools, Systems & Learning > Development Tools & Automation
- Tools, Systems & Learning > Level & World Building
- Art & Visuals > 2D
- Art & Visuals > UI & GUI
Import it, run the Setup Wizard, press Play. What you get is a complete, playable game — then every colour, number, sprite, sound and level sits in an asset you can edit, so making it yours doesn't mean editing scripts.
One click to a playable scene
The Setup Wizard generates placeholder art, prefabs, every config asset and a fully wired scene. Everything it produces is an ordinary project asset — nothing hidden, nothing locked, all yours to edit or delete. Re-running it repairs missing references without overwriting your work.
What's in the box
Exact ball simulation — swept circle casts give constant speed and no tunnelling at any frame rate or fast-forward multiplier, and the aim preview runs the same code so the guide never lies
Four brick types: numbered, shifter (slides between shots), spinner (random deflection) and ball pickup
Procedural endless levels and hand-authored levels with an in-Inspector grid painter
Streak callouts, banners, toasts, camera shake and pooled particles
Two power-ups (damage all, extra balls) as extensible ScriptableObjects
Full UI: splash, main menu, HUD, level-complete and game-over screens, settings sheet with a self-updating brick and power-up legend, and a power-up bar
Save system with per-level best scores
Setup wizard, config validator, level painter and a scene wiring diagnostic
Change anything without touching code
Look — one ThemeConfig drives every colour, font and UI sprite, applied live in the editor
Brand — app name, logo, splash, menu copy and legal links in one BrandingConfig
Difficulty — starting balls, level length, brick health and rewards as animation curves, so you shape progression visually
Board — grid size, cell size and launch line; the camera reframes itself for any aspect
Content — add a BrickDefinition to a spawn table and it appears in game and in the help legend, with no copy to keep in sync
Built to extend
New brick behaviour is a component implementing IBallHitReceiver, IBrickDeflector or ITurnListener. A new power-up is one Execute override — the button, charges, audio and analytics come free. New content pipelines implement ILevelSource. New input schemes implement IPointerInputSource; legacy Input Manager and Input System backends are both included.
Ads, analytics and IAP without the SDKs
Each sits behind an interface with a working stand-in, so the project compiles and ships with nothing installed. Wire a real network by overriding one factory method on GameBootstrapper — nothing else in the project changes. Interstitial cadence, rewarded continues and remove-ads are policy in a config asset, separate from whichever network you choose.
Clean architecture
Config never references scenes. Gameplay never references UI. UI reads event channels or calls the controller. Runtime and Editor assembly definitions keep the kit's compile time off your code. Every script is documented and written to be read.
Included / not included
Placeholder sprites are generated for you so the game runs on first launch — they're placeholders, meant to be replaced with your art. No audio clips or particle prefabs are bundled; the SoundEvent and effect slots are wired and empty, ready for yours.