Smash, cast, survive the waves
Every glass you break spills something, and every spill reacts. Grow brambles, brew acid, call down storms - then bring the hammer down on 16 crowned bosses.
BREAK GLASS
Ivo Klad, alchemist, made one mistake: a gram too much moonstone, a flame too hot. He woke up as a hammer. His glassware did not sleep at all.
Now he must smash his way through eight rooms of furious, enchanted glass - test tubes and decanters, perfume bottles and snow globes - hunting four ingredients to brew the antidote that will turn him human again.
SMASH
Wave after wave of glassware closes in. Charge your hammer, time your swings, keep your combo alive. Every room has its own floor - slippery soap suds in the Bathroom, wine puddles in the Cellar, acid in the Lab - and a boss that rules it all.
Every glass you break spills what was inside it, and spills that meet react: acid pools, storm clouds, thorny brambles, quill pens hatching out of ink and wine. Which puddles you let touch is up to you.
SPELL
Unlock five spells on the skill tree and unleash them with a fully charged smash. Seal the floor in ice with Glacial Seal, light a six-armed blaze with Ignis Cross, bury the crowd under falling stone with Seismic Drop, send nail creatures hunting with Eerie Travelers, or tear open a rift with Open the Gates and watch what crawls out. Every third cast of the same spell is supercharged.
Land ice and fire on the same patch of floor and they react: a burst of steam that stuns everything nearby - and, deeper in the Elementalist path, lightning from above and a whirlwind that grows with everything it swallows.
BUILD
Beat bosses to earn skill points, then spend them on a deep skill tree across three paths:
- Striker: faster movement, wider swings, extra hearts, Seismic Drop
- Necromancer: nail minions that hunt for you, void rifts, kill tributes
- Elementalist: Glacial Seal and Ignis Cross, elemental reactions, whirlwinds that grow as they feed
EXPLORE
Eight rooms. Eight stories. The Study guards a reversal formula behind ink bottles that learned to walk. The Cellar's Grand Decanter sways at the far end of the rack, drunk on its own importance. Gather the four ingredients from the Bathroom, the Kitchen, the Cellar and the Garden - then go back to where it all began.
The Lab is the same room, the same tiles - but the air hums with caustic static, and the Crystalline Alembic remembers every hit you landed the first time.
CUSTOMISE
Collect shards. Unlock hammer skins - from polished Silver to storm-forged Mjolnir. Swap head shapes. Change your impact colour. All cosmetic, no pay-to-win.
FREE TO PLAY
Watch a short ad to revive once per run. Everything else is earned by playing.
Shatter the room. Brew the cure. Wake up human.