Single player · iPhone & iPad · plays offline

FORMBREAKER

Colour is life. Bring it back.

A hungry king drank the colour out of the world. You are the one who told him what he was becoming, and you have been in a cell ever since. Now the door is open. Eight lands, eight bosses, and a grey map that turns back to colour as you take it apart.

  • 8 lands
  • 8 bosses
  • an ending, not a scoreboard
  • 7 who fight beside you
  • 7 deep caves, 10 Facets
  • 450×450 tiles, one seed
  • no ads, no purchases, no internet needed

Get it on the App Store $0.99 · one purchase · no ads · no in-app purchases · plays offline

450 by 450 of them, zoomable down to a single cave mouth.

Seven Gnawers, seven gates, ten Facets, and a Hunt on every board.

The Null Crown's sigil: a black crown on violet, with two watching eyes.
The cast of Formbreaker in a row: a knight, a queen, six survivors in their own colours, and Aether in the blue hat, each standing over the colour of their own land.
Eleven people are still out there. You will need most of them. CHROMARA · SEED 7331
Drag it

One town, before and after.

Every land in the game has two states, and the Crown's grey is not a filter laid over the world — it is the world, until the thing holding it down stops standing. This is Greenhaven, in the Dense Forest, with its boss still alive; drag across and it is the same street after he falls.

Greenhaven while its boss still stands: the green drained down, husks in the street.
The same street after its boss falls: colour up, banners out, people back at their doors.
Boss standingBoss down one frozen frame · the same camera

Both halves are one frozen frame of the running game on identical pixels, with only the land's state changed: the whole palette lifts, banners and awnings and window flowers go up, hearths light, the wreckage goes, a memorial stone is cut for the knight who was freed, the husks in the street are gone, and eight villagers are back at their doors. They are standing rather than walking home, because the clock has to be stopped for two frames to line up this exactly.

No spoilers past the first hour

The night the lights went out

This is the part of the story the game tells you in its first ten minutes. What happens at the end of the road is yours to find.

01

A king asked what colour was for.

Nobody could answer him, so he found out for himself. The hunger he made of himself pulled the colour out of Chromara in one night — out of the fields, out of the roofs, out of the people — and left a shape standing where each of them had been. He calls himself the Null Crown now: a circle drawn around nothing.

The cell block during the drain: lamps flickering, colour streaming out of the figures inside.
The drain, as it happens. You are watching it through your own bars.
02

You were the one who said it out loud.

You stood in his hall and told him what he was becoming. He built you a room for it: stone walls, one window. There was a hat on a hook in that cell when they shut the door — nobody issues a prisoner a hat — and it has been waiting there through every grey year since.

Aether bareheaded in his cell, the blue hat still hanging on its iron hook.
The first thing you do in this game is take it down off the hook.
03

The morning after is very quiet.

The cells hang open. The great hall is empty except for the captain of a guard that does not exist any more, still watching an empty chair. Seven who served these walls went home to fight the thing that took the colour. None of them sent word. Something is standing in each of their lands now, wearing a shape you might recognise.

The great hall of Castle Chromara, grey and empty.
Castle Chromara. The gate is open, and eight roads lead out of it.
04

The things in the fields used to be people.

This is the part the game is named for. What walks the roads now is not a monster that moved in — it is what the drain left standing where somebody was. They wear their own shape as a hood, they have two dim lights where a face should be, and their sleeves are empty. Break one and what it took seeps back out. A villager in a ruined town will tell you not to feel bad about it; she is right, and it does not help much.

Two hooded husks on a stone floor, one mid-lunge, the geometric shape forming its head and shoulders.
A lunger caught mid-dash beside a chaser at rest. The shape is the creature.
05

Here is how you put it back.

Each land has people held in its caves. Free every one of them and they walk to the boss's ground themselves and break the ward across it together — it was keyed to them, not to any crown. Beat what is waiting inside and that land gets its colour back: the sky, the town, the people who lived there, the music. Then there is one more of you, and one more land, and one more piece of a circle you are carrying.

A Circle Fragment rising from a beaten boss.
One of seven fragments. Together they are a shield nothing gets through.
A town with its colour and its people back.
The same street, after. They come home on their own.
“It will be the last colour here. Do not be frightened — it is only like colour leaving a blade. Quick, and quiet.” The Null Crown, the first time he notices you
And that is where this page stops. There is a room at the end of the north-west road, and something in it has been waiting a long time to find out whether you are the one it remembers. What happens there — and what happens after — is the reason the game has an ending instead of a scoreboard. And there is one more crown, for whoever finishes it alone.