Coins
Chrome discs that bend physics and payouts. The Cherry Bomb blows up the pile, the Ghost phases through coins, the Black Cat doubles your mult on tails and Midas turns whatever it touches to gold.
Flick coins into a neon stadium. Chain the ricochets. Break the House.
A coin-flicking roguelike set in a 1986 casino. Clip a card to a coin, pull back like a slingshot and let it fly. Every coin stays in the bowl for the whole table, so the one you threw three shots ago might be the one that wins you this one.
Coming soon to Steam Windows Steam Deck
Real gameplay, with the game's own music and sound effects.
The whole game lives in a chrome-rimmed, spinning-top bowl. You get a handful of coins per table and a target to beat.
Your deck is a coin purse. Each coin needs a card before it flies: a Rocket, a Curveball, a Double Down.
Drag back like a slingshot and watch the power bar run from cyan to gold to hot pink. Let go. Coins slam, pop up, tumble and land heads or tails.
Every hit feeds the Ricochet Streak. Nothing leaves the bowl until the table ends, so each throw sets up the next one.
Heads pay chips, combos pay mult, and the tally counts it all one pop at a time. Clear the target with coins still in hand and each one pays $2 at the bar.
The meter wakes up and every clink comes in a little higher.
The meter catches fire and the music kicks in.
The siren on the ceiling starts to spin.
Slow-mo on the next hit. Every slot machine in the room slams 7-7-7 and sprays coins across the carpet.
Big chains snowball and the streak pays out at the tally, where CHIPS × MULT smashes into the score. Push a run deep enough and that number climbs into the billions.
Coins don't just pay more. They change how the throw behaves, how the bowl reacts and how the tally adds up.
Chrome discs that bend physics and payouts. The Cherry Bomb blows up the pile, the Ghost phases through coins, the Black Cat doubles your mult on tails and Midas turns whatever it touches to gold.
Clip one on before the throw. Rocket, Curveball, Double Down, Wildfire, Twin Shot. And All In: ×4 mult on your last coin.
Pair, Full House, Rainbow, Clean Sweep, Snake Eyes and Lucky Sevens: exactly seven heads for 77 chips and ×7. Neon Signs from the bar level them up.
Ten coins and ten cards that join the shop from table 41, built to scale a run. The Golden Goose gets sweeter every time it lands heads. Domino makes every coin it hits score again.
Ten venues, a boss table at the end of each one, and THE HOUSE itself waiting at table 100. Beat it, then cash out or let it ride.
Difficulty tiers from Low Roller to The Owner's Table, alternative starting purses, and a daily Midnight Run where everyone plays the same seed.
A tails coin isn't a dead throw. It adds multiplier instead of chips, so a bowl full of tails can still pay.
Every table opens with the dealer's chips already in the bowl. They score like yours and feed the streak, so a good opening break can carry a whole table.
Coins and cards you haven't used in a while heat up and pay a bonus. Hoarding your five best isn't the only build.
Beat a boss and you get promoted to the next room. Every feature counts toward the score, not just the scenery.

Green felt under one hanging lamp. A plain bowl, so you can learn the throw.

Pop bumpers that DING and kick coins back into the pile.

A current sweeps the Deep End. Rest a coin in the water and it scores SPLASH ×2.

Kickers and rollover lanes, straight off a pinball table.

The floor spins. Coins ride it round until they settle in a pocket.

Warp portals. In one side, out the other.

A sweeping gate and a magnetic core. Authorized personnel only.

Wind gusts. An arrow warns you a second before each one shoves your coins mid-air.

Low gravity. Coins fly higher and flip twice as much.

Two earlier features remixed every table, plus a laser fence on the rim. Touch it and you're out.

Beat the House and let it ride. Targets grow ×1.25 a table into the trillions. Take Markers and survive the Loan Shark.
Every tenth table the lights go red and the House changes a rule. Lucky stops polishing glasses and slides the table tent across the bar.
FLIPSIDE '86 · open all night
Thank you, come again ★★★
No. All the money in FLIPSIDE '86 is pretend. There's nothing to buy inside the game and nothing pays out in real money. The casino is the setting. Underneath it's a physics roguelike.
There's no release date yet. It's coming to Steam for Windows PCs and the Steam Deck. Join the launch list and you'll hear about it the day it's out.
The price gets announced together with the release date.
Yes to both. The right stick is the slingshot: pull back and let go, with the left stick to fine-tune the angle. Every screen works on a pad, the button icons follow whatever you touched last, and the Deck gets Steam Input defaults. On keyboard and mouse you can rebind every key.
That's fine. Lucky runs a short tutorial at the bar and drops a tip the first time something new shows up. The first venue is a plain bowl, so you learn the throw before the tables start doing strange things.
No. No accounts, no ads, no analytics, and it never talks to a server of ours. Achievements, leaderboards and cloud saves go through Steam. The details are on the privacy page.
Nullvorm, a one-person studio in the Netherlands. The game runs on Unreal Engine 5, and every sound effect and music cue in it was synthesised from scratch instead of pulled from a sample library.
The zip has every logo, the Steam capsules, all five screenshots, Lucky and a plain-text fact sheet. Want a key or a full-res trailer? Email info@nullvorm.com.