
Screenshots

Watch trailer on Steam ↗BURST
FoxDevilsWild · Published by FoxDevilsWild
Last updated 4 Oct 2026
One to four player sports action game taking a unique spin on the beloved leisure sport activity of bubble football. Play against an overwhelming number of (rather stupid) opponents and lay waste to the field in the process.
Action, Indie, Early Access, Sports · More free games
Join the fray as BURST challenges your skills in early access. This action-packed indie game lets you control a squad against numerous, if not always smart, adversaries on the field.
About this game
BURST is a small one to four player local sports game that takes a very different spin on bubble football. Try your luck against an overwhelming number of opponents and lay waste to the field in the process.
Inspired by hallmarks of the genre like NES World Cup this game is also easy to pick up ideally enjoyed with friends.
1 - 4 player local co-op with gamepads
Remote Play Together supported
adaptive difficulty
2D retro pixel graphics
tackle your your opponents to gain control over the field
charge up and use a power shot to score a goal
short 5 minute rounds, ideal for in-between times
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 or higher
- Processor: Intel Core2 Duo E4500 (2 * 2200) or equivalent
- Memory: 4 GB RAM
- Graphics: Intel HD 4400
- Storage: 100 MB available space
- Additional Notes: Controller is required for local multiplayer / local coop.
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
Latest news
AnnouncementsOfficial
Feature complete
Since we decided to develop our little game jam game into something more polished and worthy of a place on Steam a lot has happened. So let's dive in:Destructible environment and an overall mess: I had so much fun creating stuff that shows your time on the field that we now have to figure out how you can still see the ball with all the chaos around. Oh well, that is a challenge I like more than having a clean, boring game.Sprinting and UI: We added sprinting and limited the number of powerkicks and tackles (sorry) and created a UI so you know what's up Progression system: There is now a small XP system you progress through by picking up little gems (you know the type) which over time will give you MORE tackles, MORE powerkicks and longer sprints. We already have plans for even more level up rewards. between matches and right before, the pitch is yours. So if you like you can just kick around with your friends and get to know the controls. More enemy types: the masses of little guys (we call them "swarmer") served us well for the game jam but we knew we need more variety. So we added a thief that will steal the ball (wearing as it's head) and the brute that tackles you if you are not fast enough Steam integration: we did not manage to get Peer-to-Peer multiplayer working (I wrote about it some months ago) but at least we do have functioning "Remote Play Together" and can use the players Steam names in game. Also we do have Steam achievements and stats integrated, so that is pretty cool, too. Then tons of quality of life features, that everybody kind of takes for granted but in game development every detail has to be created first so: main menu with settingstranslatable texts so we can provide the game in English, German and French at the start and - maybe if the community helps us - even more in the future.making the player and ball visible when they are obscured explanations on how the game works (very bare bone at the moment) And I am pretty sure I forgot a lot of ...Read full article on Community Announcements (Fjonan)Patch NotesOfficial
Road to Early Access - Update August 26
I am aware that the life signs are few and far between but let's not pretend this project is anything else but a passion project some friends create in their spare time so this will be the last time I make some kind of apology since I do genuinely feel bad for not writing more often but I also know rationally that I do not need to apologize for anything.Can't wait to put this little thing into peoples hands but it will take as long as it will take and that's fine.So without further ado before writing a more detailed posting with screenshots and such; here is a short list what has happened recently if just for my own feeling of accomplishment: upgraded to Godot 4.71 introduced localization to the game fixed a handful of small to midsize bugs from our "To do for Early Access list" made a snarky post on Bluesky (@fjonan.bsky.social if you like) Tata,-- FjoRead full article on Community Announcements (Fjonan)AnnouncementsOfficial
The good, the bad, the ugly
We took the last few weeks to improve on our game to get it to a state that can be released into early access.The GoodA ton of mid to small improvements have been made. Banal things like a working main menu (yay!) or that we use your Steam name for the player in game but also adding more "game feel" that make the playing field look even more messed up once you're done with it. Filing the rough edges for a more rounded experience and things are coming together.The BadWe spend a considerable amout of our time on a proper Steam Integration and while Valve has a great SDK and GodotSteam (our engine) does all the heavy lifting to put the tools in our hands we ultimately had to give up on things like Peer-to-Peer and proper online lobbies.We had to accept that the game - as it was originally build - is simply not compatible with a client/host setup. Synching the game state between all players would require to basically rebuild the whole game. The decision was not easy and we learned a lot but we decided the time would be better spent elsewhere since the Remote Play Together does work just fine and even though a proper online multiplayer integration would have been awesome it would not have added a whole lot new to a game from a players perspective.The UglyOk using a movie title reference as post structure does have its limits. There is nothing more ugly than having to spent so much time on something you have to effecitvly throw in the trash. But I'd rather talk about that we have a finite list of things we want to integrate before we put the game in early access and manage to progress through it - but as usual a list of of bugs keeps growing instead. But an end is tangible. Some more enemy variety, a mit more quality of life that players just expect, than we can start to learn about how to actually publish a game on Steam (first time for everything).Anyway, just wanted to let you know. I wish everyone reading this a peacful new year and maybe we see each other at the Glob...Read full article on Community Announcements (Fjonan)AnnouncementsOfficial
Still here
It has been quiet since we launched the Early Access page and that's because … well life happened.I have been looking for a new place for quite some time and of course, right after we started working on the game properly I found something. And that meant I had to focus all my spare time on renovating and moving for many weeks and could not work on the game with the other two guys. But this is done now and i am back on the game. As a little teaser here is a gif of an effect I made. Currently I am working on some more ways the players action take a lasting effect on the field. The power shot is one of those:Andy is looking into connecting multiplayer over Steam to the game so fingers crossed, that would be quite something! Remote Play Together already works quite well but joining a friend over the Steam friends list would be so much better.I will try to show progress more frequently if it is worth showing.Till then, tata-- FjoRead full article on Community Announcements (Fjonan)






