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Pool Shot Hero
8 Oct 2026launched yesterday
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n/aApple doesn’t publish installs
Soft launch · 2 countriesCanada, United States
1.0.0latest version · yesterday
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About
Pool Shot Hero is a vertical-screen billiards game. Pull the cue ball back and release to take a shot; the farther you pull, the more power the shot will have. The pink dashed line indicates the cue ball’s path, while the yellow dashed line shows the target ball’s path, both of which can be turned off in the settings. Hero Break has a total of 50 levels. Each level will specify a playing method and light up the target pocket. The yellow ball must be potted into the lit pocket following this specified method. Three playstyles: Direct: The cue ball directly hits the yellow ball, which falls into the glowing pocket without touching any cushion. One Rail: The cue ball first hits the yellow ball, which then bounces off one cushion before sinking into the lit pocket. Borrow: The cue ball first hits a red, blue, green, orange, purple or cyan ball, which then knocks the yellow ball into the glowing pocket. Hitting the yellow ball directly does not count as completing this action. If you pot the ball into an unlit pocket, or into the correct pocket but along the wrong path, the yellow ball will be respotted on the table, and this shot will still count. If the cue ball is potted into any pocket, this level ends immediately. The other colored balls are only there to clear the path. Levels have a limited number of moves, and some also come with a time limit. Clear a level in one move to earn 3 stars; earn 2 stars if you use more than one move but don’t exhaust the allowed number; earn 1 star if you use up exactly the allowed number of moves. If you run out of moves or time, you fail the level. When you clear the level again, you will only receive the extra stars that exceed the highest star rating you have ever achieved for this level. Warm-Up Six is a local practice session. After entering from the home page, you will be matched with a practice partner, and the table will be ready for play in approximately 1 to 5 seconds. Both players share one cue ball, taking turns to shoot; a point is scored whenever a yellow ball is pocketed in any pocket. The session ends when six shots are used up, both yellow balls are pocketed, or the cue ball is pocketed. The player who pockets more yellow balls wins. If the cue ball is pocketed on a player's turn to shoot, that player forfeits the match. Practice wins are recorded in the Star Book, and no stars are directly awarded for the practice itself. Stars can be exchanged for props at Sticker Stall. Use Bridge, Glow, and Extra to pass each level. Bridge gently moves the edge cue ball away and stabilizes the aiming that has been aimed at the yellow ball. Glow makes the designated pocket brighter, slows down the timing, and earns an additional 2 stars for the next pass. Extra stops timing for 5 seconds and then increases by 16 seconds for each level. Practice using Trace, Rewind, and Sight. Trace draws the line from each yellow ball to the nearest empty pocket and disappears after the stroke. Rewind once per game, restoring the table to before your previous stroke before the opponent's stroke. Sight makes the aiming line for the next stroke longer and draws the first rebound after the collision.Read more
Pool Shot Hero is a vertical-screen billiards game. Pull the cue ball back and release to take a shot; the farther you pull, the more power the shot will have. The pink dashed line indicates the cue ball’s path, while the yellow dashed line shows the target ball’s path, both of which can be turned off in the settings.
Hero Break has a total of 50 levels. Each level will specify a playing method and light up the target pocket. The yellow ball must be potted into the lit pocket following this specified method.
Three playstyles:
Direct: The cue ball directly hits the yellow ball, which falls into the glowing pocket without touching any cushion.
One Rail: The cue ball first hits the yellow ball, which then bounces off one cushion before sinking into the lit pocket.
Borrow: The cue ball first hits a red, blue, green, orange, purple or cyan ball, which then knocks the yellow ball into the glowing pocket. Hitting the yellow ball directly does not count as completing this action.
If you pot the ball into an unlit pocket, or into the correct pocket but along the wrong path, the yellow ball will be respotted on the table, and this shot will still count. If the cue ball is potted into any pocket, this level ends immediately. The other colored balls are only there to clear the path.
Levels have a limited number of moves, and some also come with a time limit. Clear a level in one move to earn 3 stars; earn 2 stars if you use more than one move but don’t exhaust the allowed number; earn 1 star if you use up exactly the allowed number of moves. If you run out of moves or time, you fail the level. When you clear the level again, you will only receive the extra stars that exceed the highest star rating you have ever achieved for this level.
Warm-Up Six is a local practice session. After entering from the home page, you will be matched with a practice partner, and the table will be ready for play in approximately 1 to 5 seconds. Both players share one cue ball, taking turns to shoot; a point is scored whenever a yellow ball is pocketed in any pocket. The session ends when six shots are used up, both yellow balls are pocketed, or the cue ball is pocketed. The player who pockets more yellow balls wins. If the cue ball is pocketed on a player's turn to shoot, that player forfeits the match. Practice wins are recorded in the Star Book, and no stars are directly awarded for the practice itself.
Stars can be exchanged for props at Sticker Stall. Use Bridge, Glow, and Extra to pass each level. Bridge gently moves the edge cue ball away and stabilizes the aiming that has been aimed at the yellow ball. Glow makes the designated pocket brighter, slows down the timing, and earns an additional 2 stars for the next pass. Extra stops timing for 5 seconds and then increases by 16 seconds for each level. Practice using Trace, Rewind, and Sight. Trace draws the line from each yellow ball to the nearest empty pocket and disappears after the stroke. Rewind once per game, restoring the table to before your previous stroke before the opponent's stroke. Sight makes the aiming line for the next stroke longer and draws the first rebound after the collision.
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Versions
- Version 1.0.0First seen · 8 Oct 2026
Countries
Soft launch · 2 countries Soft launch
Apple lists this app in a small set of storefronts, a typical sign of a test or regional launch.
CanadaUnited States
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