SEED EXPLORER

Simulate shop contents for any seed โ€” predict drops, plan builds

Enter a seed and click Simulate

SEED CRAFTER & INVERSE GENERATOR

Reverse-engineer seeds for any target set rotation, early recursive loops, or specific ball drops

Loop Archetypes:
Select target sets or synergy ball, then click Craft Matching Seeds.

SEED DISSECTION

Seed DNA, rarity odds by round, pool census, ball-hunt probabilities

๐Ÿงฌ Seed DNA

First raw outputs of the current seed โ€” the fingerprint every shop derives from.

Run the explorer to dissect a seed.

๐ŸŽฏ Ball Hunt Calculator

Odds of finding a specific ball in one shop at a given round (approx โ€” ignores cross-slot exclusion).

Rarity Odds by Round

Round Common Uncommon Rare Legendary

Pool Census โ€” balls per set ร— rarity

Set Common Uncommon Rare Legendary Total

๐ŸŽฒ Set Odds

Each shop slot picks its set with weights [2, 1, 1] โ€” the first offered set lands the slot 50% of the time, the others 25% each. Sets offered grow per round: Round 1 = deck set only, +1 set per round up to 3 (non-Chill difficulties).

KNOWN SEEDS

Documented runs and their characteristics

2731947854 EYEBALL LOOP

Inspected Eyeball (Common, Spooky Lvl 1). Spooky unlocks R2.

Set 2: SPOOKY Loop: Eyeball Duplication
Spooky Classic Space
2734535347 GHOST SHIELD

Inspected Ghost (Spawn: Gain Shield, Respawns once). Friends + Spooky.

Set 2: FRIENDS Loop: Shield Respawn
Friends Classic Food
2729755659 FRIENDS STOCK

Friends set stocked. Shop 3โ‚ฌ/4โ‚ฌ/3โ‚ฌ, 9โ‚ฌ gold.

Set 2: FOOD Set 3: FRIENDS
Food Classic Friends
3808938423 LUDWIG

540k+ Spooky/Lich run

Peak: 540k+ Build: Spooky/Lich
Spooky Classic Tech
3234460247 NACHO

Nacho scaling attempt

Peak: 302/316 Build: FOOD scaling
Food Classic Friends
1377113742 MIXER

TECH + SPOOKY hybrid

Peak: 76/107 Build: Mixer hybrid
Tech Spooky Space
2667359853 UNKNOWN

Dog+Rat & Patchwork

Peak: -- Build: Friends/Patchwork
Friends Classic Nature
2673145677 EARLY

Early Spooky Apex

Peak: 92/107 Build: Spooky apex
Spooky Classic Tech
1380599562 PIPING

Tech-Spooky Piping

Peak: 66/79 Build: Cauldron + Piping
Tech Spooky Food

BALL DATABASE

147 balls across 7 sets with full ability descriptions

SNACK DATABASE

39 passive modifiers from the Snack Bar

CUBE DATABASE

10 negative modifiers from Bloody Mary+

SYNERGY ENGINE

Verified synergy chains, build archetypes, and engine roles

Engine Roles

What each piece does in a working build

Build Archetypes

Documented build strategies and their components

Verified Tier Lists

Snack Tier List

SEED VAULT

Save, annotate, and export your favorite seeds

No saved seeds yet

BUILD COMPARISON

Side-by-side seed analysis โ€” diff set rotations, shop contents, and timing

Enter two seeds and click Compare

SYNERGY CALCULATOR

Input your current balls โ€” see active synergies, near-misses, and recommended pickups

Quick presets:
Add balls to see synergy analysis

SHOP ODDS

Exact probability of every ball appearing in a shop slot

Enter a seed and click Calculate

GAME MECHANICS

Cocktail bar, scoring formulas, and core systems

๐Ÿ’€ The Recursive Spawn Loop (Reverse-Engineered Engine)

How the 540k+ infinite scaling runs operate through cascade entity creation, shield respawn cycles, and table drain triggers:

1. Eyeball Base Generator
Eyeball: "If you have no eyeballs, spawn two level 1 eyeballs with -2 score (min 1)." Pocketing your last Eyeball drops board count to 0, instantly triggering 2 new copies.
2. Gravestone Buffer
Gravestone: "Another ball spawns: +3 it." Every recursive Eyeball and Ghost spawn fires this trigger, pumping escalating base points into the table.
3. Ghost Shield Engine
Ghost: "Spawn: Gain Shield. Respawns once when pocketed." Creates 2x pocket triggers per spawn, feeding pocket multipliers while refreshing table presence.
4. Lich Finisher
Lich: "Spawn: Pocket all balls." Clears table in one tick, firing all pocket multipliers, shield respawns, and Eyeball 0-count duplications simultaneously!
Cocktail Hybrid Loop: Merging Ghost + Gravestone via the Cocktail Bar creates a hybrid that inherits both traits: it gains Shield on spawn and buffs all other spawned balls by +3!

๐ŸŽฑ Cocktail Bar

Unlocked at Pineapple Malibu difficulty. Buy cocktails that combine two balls into one, transferring effects and combining scores.

Key Mechanic: The cocktail bar lets you merge two balls. The resulting ball inherits abilities from both parents. Critical for scaling builds.

๐Ÿฟ Snack Bar

Opens at Wine Mixer difficulty. Passive modifiers that trigger on various game events (pocketing, round start, selling, etc.)

Strategy: Snacks enable build-defining synergies. Cereal + first-ball scaling, Wings for cue control, Nacho for row manipulation.

๐ŸงŠ Cubes

Negative modifiers that appear at Bloody Mary+ difficulty. Add challenge but can be leveraged for scoring.

Notable: Patchwork's -1 mult can be undone by pocketing 3 balls. Cubert spawns tungsten balls that scale with round number.

๐ŸŽฏ Scoring

Each pocket has a score and multiplier. Ball score ร— pocket mult = points. Pocket effects modify these values.

Formula: total_score = ฮฃ(ball.score ร— pocket.mult). Effects stack additively within categories.

๐Ÿ”„ Rerolls

Cost increases each time. Consumes shop RNG, so rerolling changes future shop contents. Reroll count persists across rounds.

RNG Impact: Each reroll advances the shop PRNG by the number of balls offered. This affects set selection for future shops.

๐Ÿ’€ Difficulty Scaling

5 difficulty tiers affect rounds, shots, available sets, and negative modifiers.

Tiers: Chill Night (10 rounds, basic) โ†’ Wine Mixer (+2 sets, snacks) โ†’ Pineapple Malibu (-1 shot, cocktails) โ†’ Bloody Mary (cubes) โ†’ All Nighter (20 rounds, double difficulty)

Difficulty Levels

1

Chill Night

10 rounds. Only chosen set balls. No snacks, cocktails, or cubes.

2

Wine Mixer

10 rounds. +2 extra sets. Snack bar opens. Standard challenge.

3

Pineapple Malibu

10 rounds. -1 shot per round. Cocktail bar opens. Strategic depth.

4

Bloody Mary

10 rounds. Cubes haunt the table. -1 shot. Maximum challenge.

5

All Nighter

20 rounds. Cubes + double length. Endgame endurance test.

Meta Builds

Community builds from the wiki โ€” core balls plus key snacks

Loading buildsโ€ฆ

Ball Tier List

Snack Tier List

RNG STATUS

Current understanding of the random number system

โœ“

RNG Algorithm

PCG32 (Godot 4.x default)

CONFIRMED
โœ“

Seed Initialization

seed(seed_int) global scope call

CONFIRMED
โœ“

Shop Generation

seed + rounds_played + rerolls

CONFIRMED
โœ“

Set Selection

rand_weighted([2,1,1]) on local RNG

CONFIRMED
~

Ball Selection

hard filter by required_sets

NEEDS VALIDATION
!

Gameplay RNG

Physics, events, spawning

UNKNOWN

Key Hypotheses

Hypothesis Evidence Status
Same seed = same shop Code analysis + 1 observation CONFIRMED
Rerolls advance RNG shop.gd:428 CONFIRMED
Purchases affect future shops shop.gd:431-435 CONFIRMED
PCG32 not xorshift64* Godot source code analysis CONFIRMED
Ball DB matches mobile v0.14.15 Needs more observations PENDING
Gameplay consumes shop RNG Unknown WEAK

Live Validation โ€” obs-001

Seed 3808938421 ยท Round 1 shop ยท observed on mobile v0.14.15 vs PCG32 simulator

Observed (game)
Sets: CLASSIC / FRIENDS / SPOOKY
Balls: GHOST, POTION, OOZE (all SPOOKY)
Predicted (PCG32 sim)
Sets: CLASSIC / SPOOKY / FOOD
Balls: 2-BALL, GOLDEN-BALL, BOTTLE
SETS โœ— BALLS โœ—

Anomaly: legacy xorshift + SHOP_SETS-order model reproduces the observed sets exactly. Possible older engine RNG on mobile, device load-order differences, or coincidence โ€” needs more observations. See dataset/predictions/validation-obs-001.json.

PLAY ULTRAPOOL WEB CLIENT

Full WebAssembly port of Ultrapool running in-browser with complete mechanics, DRM-free

WebAssembly Game Runtime

Deployed at webport-ruddy-delta.vercel.app with COOP/COEP isolation and cached audio worklets.

โ†— Open Fullscreen