Dig down after Gran's lantern. Every mine has its own creatures, rooms and old mole doors that open new games. Endless, cozy, offline.
A small mole, a lantern, and a forest that glows at night.
Glimmerwood is a cozy digging adventure. Dibble's gran went down under the old stump and never came back up, so Dibble lights a lantern and follows her chalk marks into the dark. Tunnel through eleven mines, sell your haul to Old Puddock, a toad who won't talk about the stump, and find out what happened the autumn the Glimmeroak fell.
DIG DOWN
• Tap beside Dibble to tunnel down an endless shaft. Dig out crystals, keep your lantern lit, mind the falling boulders, and stay ahead of the roots creeping after you.
• Every cave has its own creature, hazard, event and landmark room. Dodge Nibbler Grubs and Cinder Newts, bounce through the Cap Cathedral, dig on the beat in the Heart Chamber.
• Find power-ups in the rock: Firefly Jars, Mole Claws, Ember Pods, Frost Charms, Springcaps and more.
• In the last mine, the shaft runs up.
OLD MOLE DOORS
• The Lantern Moles kept the wood with seven trades, and their doors are still down there. Dig deep enough and you'll break through.
• The Sorters' door opens Shardgrid: drag crystal pieces onto the board and clear lines before the roots close in.
• The Haulers' door opens Rattlecart: ride an old mole cart, swipe between tracks, hop the gaps and scoop up crystals.
• The Wick-Trimmers' door opens Lantern Lines: turn wick pieces to carry the flame to every dark lantern, on a line that never ends.
• The Surveyors' door opens Sounding the Rock: tap the rock, read its echo, and find the hoards before your taps run out.
• The Bellows-Keepers' door opens The Long Burn: pump the bellows and give each crystal its own heat.
• The Bell-Ringers' door opens Swing the Great Bell: pull as it tops its swing and send its ring down the lantern line.
• Find the other six and the Keepers' door opens The Night Watch: walk Gran's rounds, and watch Wickhold grow back.
THE GLIMWORKS
• A workshop under the stump where your rescued pets wash and refine what you dig into gold, even while you're away.
• Upgrade the machines, put the right pet on each one, and collect Puddock's crate when you come back.
BUILD A CAMP
• Spend your gold on a better lantern, a sharper pickaxe, a root charm, a gem lens.
• Dress Dibble: hats, scarves, lanterns, fur, a cloak or two.
• Your camp grows with you: a tent, a banner, a gem shelf, a hammock, firefly jars, and the little creatures you free from the crystals, who wander about and nap by the fire.
• Firefly Jar: the glowing jar in the grass. Trace loops around the swarms at night and keep the jar lit.
• Puddock's Haggle: mind the stall. Raise the price, read each customer's face, and stop before they walk.
• Daily Dig: the same shaft for everyone, once a day. Keep the streak.
• Calm Grove: dig with no roots chasing you.
A STORY UNDERGROUND
• 33 Amber Memories to find, each a piece of the night the Glimmeroak fell.
• Gran's chalk marks in the tunnels. A toad with something on his shelf. Something far below that is still being pulled.
FAIR DEALING
• Shafts and crystals are never changed by ads, purchases, or how close you are to your best. Power-ups are found, never sold.
• Rewarded ads are optional, and you choose when. Remove the rest with one purchase.
• No account. Your save stays on your phone. Game Center leaderboards if you want them.
A storybook look, with original music and sounds. In English, Deutsch, Español, Português (Brasil), 日本語, 한국어, 简体中文 and हिन्दी.
I'm an indie developer who has been making games since 2022, and this is my first game on a real app store. It's still early in development, so feedback is greatly appreciated: ideas for new caves or creatures, something that feels broken or unfair, a bug that cost you a good run. Please send it through the Support link on this page. I read every message.
Bring a lantern.