Pachinko, but you're cooking soup.
The bundle holds 16 files. One larger file is kept out to keep it quick to download — grab it separately below: BouncyBean_Trailer.mp4.
Factsheet
- Title
- Bouncy Bean
- Developer
- Binx.tv, Inc.
- Publisher
- Binx.tv, Inc.
- Formerly
- Monkey Byte Development
- Release date
- 5 December 2025
- Platforms
- PC (Windows) — Steam
- Price
- $1.99
- Genre
- Casual, Pachinko, Arcade
- Players
- Single-player
- Website
- binx.tv
- Steam page
- store.steampowered.com/app/4192040
- Press contact
- [email protected]
- Languages
- English
Description
Copy-and-paste ready. Use whichever length fits.
Drop your Bouncy Bean into a pachinko-style cooking frenzy! Bounce through veggies, spices, and rare ingredients to create the perfect soup. The more special items you catch, the higher your score!
Drop your Bouncy Bean into a pachinko-style cooking frenzy. Bounce through veggies, spices and rare ingredients to build the perfect soup.
The more special items you catch, the higher your score. Aim well and let the bean chaos begin.
Features
- 3 unlockable beans to play as
- 6 soups to bounce your way through
- Chase a five-star rating on every recipe
- Become the best Bean Chef around
Assets
All assets on this page may be used freely in articles, videos, streams and social posts covering the game. No permission needed, and no need to ask first. Please don't alter the logos or key art beyond scaling. If you need something that isn't here — a specific resolution, a build, an interview — just email us.
Trailer & video
Downloadable source files. Free to use in coverage.
Screenshots
Full resolution, straight from the game. Free to use in coverage.
Key art & capsules
Store capsules and hero art at native dimensions.
Logos & icon
Transparent PNG. Please don't recolour or stretch.
Studio branding
Binx logos and brand palette. Please don't recolour, rotate or stretch the marks.
About Binx
Binx is an independent game studio that has been making games for over thirty years. Originally Monkey Byte Development, its work spans 1990s PC and Mac releases, technology frameworks and tooling built for other companies, Twitch-native crowd-play titles, and a self-published Steam catalogue of roguelikes and physics toys.
The Binx team has been building games for over three decades. Originally Monkey Byte Development, the studio's earliest work included PC and Mac releases in the 1990s — among them Galactic Patrol, a 3D arcade shooter published in 1998 and now back on Steam for a modern audience.
Games were never the whole of it. Across those decades, the studio has built technology frameworks, engines, and tooling, much of it shipped under other companies' names. That work continues today with behind-the-scenes platform development for health engagement company Healthtek Inc., which will also publish a set of wellness-focused games currently in development.
Binx's own slate is deliberately unalike. Necromancer: Ash & Bone, arriving Q4 2026, is a roguelike bullet heaven built around sixty abilities, three skill trees, and twenty-eight artifacts. Bouncy Bean and Bouncy Brain, meanwhile, are chill physics toys about cooking soup badly.
Binx also builds for livestream audiences. Crash'em Derby and Doodle WHAT?! are crowd-play games where the audience competes directly from Twitch chat.
Everything under the Binx name is self-published. No committee, no green-light meeting: if something seems fun, the studio makes it and finds out.
Our use of AI-based tools
We've been making games for over thirty years. In that time, the tools have changed far more than we have.
Every generation of development brought something new, and every one of them arrived with the same accusation attached: that it would hollow out the craft. Middleware would kill engine programming. Physics engines would kill animation. Off-the-shelf engines would kill the studio. Procedural generation would kill level design. None of it happened. What happened instead is that the work moved — up, toward judgment, taste, and the harder question of what is actually worth building.
AI is the newest tool in that lineage, and we treat it exactly as we've treated every tool before it. Our artists and developers wield it; it does not wield them. It sits in the pipeline alongside the engines, the frameworks, the DCC packages, and the thousand small utilities we've written for ourselves over three decades — used where it earns its place, discarded where it doesn't.
Nothing ships without a human deciding it should. Every asset, every line, every frame passes through the hands of the person whose name is on it. The vision is ours. The standards are ours. The accountability is ours.
We have never been precious about tools. We have always been precious about the work. That hasn't changed, and it isn't going to.
Contact
Review keys
Review keys are available to press, streamers and content creators on request — email us with an outlet or channel and we'll send one over.
Request a key