The Long Road
An endless road that loops the whole world through six lands. Same path each lap — but the Wanderers you meet get bigger and bouncier the further you walk.

A cosy creature-collecting game about Keeping. Hatch 152 lovable Glombies, grow each one through nine forms, walk the endless Long Road with your team, and take on giant Raids with your Guild. Nobody gets hurt — Glombies just get tuckered out and have a nap.
Free to play · Eggs hatch while you're away · Nobody ever gets hurt
Tap a Glomby to say hello
The Sanctuary doorstep
Every Keeper's story starts the same way: three glimmers on the doorstep who won't settle with anybody else. Go on — say hello.

Sable
Keeper of the Sanctuary
“You made it! Oh, I'm so glad. Careful of the step, the little ones nest in the doorway and won't budge for anybody.”
“Three of them came in last night! I fed them, warmed them, sang to them (badly), and not one of them will settle with me.”
“They've been watching that door since dawn. I don't think they were waiting for me. I think they were waiting for you!”
See it in action



Walk the Long Road
How it plays
Short sessions, real-time eggs, and a reason to come back. You grow a Glomby by keeping it well — walking the Road together, and coming home to a nest that's ready to hatch.
Spend Energy to tussle through Stages. Lose one and you lose nothing but the Energy — and it refills one a minute, whether you're playing or not.
Every fifth stop is a Waystone, where the Glow pools into an egg. A flawless clear the first time? The Glow was so impressed it pools twice.
Tuck eggs into the Hatchery's four nests. They hatch on their own clock while you're away — an empty incubator is a wasted afternoon.
The glimmer inside picks a shape. A species you don't own joins the collection; one you do is Kin, and your Glomby grows a rank.
Power Up with stones, deck them out in accessories, and walk a stronger team further down the Road than ever before.
Rarer eggs take longer to hatch but need fewer Kin to rank up — so every tier takes the same 48 hours of hatching per rank. A team of commons is never behind.
4 incubators · 2× Speed Boost
Common
★
A quick, happy choice. Common is wonderful.
Rare
★★
Took its time picking. A little more Glow inside.
Epic
★★★
Lingered at the Waystone for days.
Legendary
★★★★
The Glow stayed and stayed. There are very few, and they know it.
Evolve & Ascend
Two of a kind always snuggle into one. Every species has nine forms, from the little one that hatched to a grand, glowing final form — and it keeps its shape forever.
Just hatched
Kitnip
Hatch Kin — another of the same shape — and the two snuggle into one: a little bigger, a little brighter.
What's inside
Hatching, growing, pairing, tussling and a whole Guild of friends — all in one cosy Sanctuary at the edge of the world.
An endless road that loops the whole world through six lands. Same path each lap — but the Wanderers you meet get bigger and bouncier the further you walk.
Four warm nests and eggs that hatch in real time — 4 to 24 hours by rarity. A Speed Boost warms every nest at once and halves the wait.
Hatch a shape you already have and the two snuggle into one — a little bigger, a little brighter. A second copy is never wasted. It's a rank!
Every species evolves eight times, from the little one that hatched to a grand, glowing final form. Past that, it keeps Ascending forever.
Give a Glomby Power Stones of its own colour to earn stars. Bronze, Silver, Gold, Cyan, Amethyst, Crimson — and round again.
Two Glomby friends who spend enough time together leave a little one behind — usually like a parent, now and then a whole tier rarer.
Scarves, charms and satchels, upgraded with the glittery Soul Dust a Wanderer sheds when it finally settles down.
Pick a starter and the Warden of its colour becomes your mentor. All six are exactly as strong — a Warden is a direction to grow in.
Three Glombies, one go, no naps in between. Climb a monthly ladder — and only ever get rewarded for beating your own best.
A visiting champion camps by the Sanctuary for a 14-day season and wants a rematch every day. It doesn't heal between tries, so every tussle counts.
Something enormous comes down the Road. The whole Guild takes turns, and when it finally naps, everyone shares what it shed.
A club with your friends — a Guild Hall, shared Guild Coins, missions to run together and perks for every member.
Sable's bestiary
A Glomby is a glimmer of the Glow that fell in love with a shape — and kept it forever. Sable sorts every one into four Kindreds. Here are a few old friends.
The Six Colours
Every Glomby borrows one colour of the Glow (sometimes two). Each colour shines brightest against the two that follow it on the Wheel — so there's no best colour, just a good match.
Sable:“Ooh, Fire shines bright against Ice!”
Warmth, courage, getting things done right now.
Bright vs Ice & Nature
Stillness, snow-quiet, being cosy while it's cold outside.
Bright vs Nature & Wind
Growing things, patience, the smell of rain on leaves.
Bright vs Wind & Water
Speed, laughter, never being where you were a second ago.
Bright vs Water & Light
Rivers, play, holding hands so you don't float away.
Bright vs Light & Fire
Dawn, finding lost things, being brave about big problems.
Bright vs Fire & Ice
Your mentors
Long before you arrived, six Keepers each took one colour of the Glow as their own. Pick a starter and its Warden becomes your mentor. All six are exactly as strong — a Warden is a direction to grow in, never a better choice.

Flame Warden
“Trained in the ash fields, where nothing survives on defence. Ember teaches Glombies to end fights before they become long ones.”
Playstyle · Aggression. Fire damage and lingering burns.
Her first Glomby was a Fox that stole her breakfast every morning for a month.

Glacier Warden
“Patient to a fault. Frost believes any fight can be won by simply still being there at the end of it.”
Playstyle · Attrition. Ice damage behind heavy armour.
Wears three scarves and considers a nap a tactical decision.

Tidecaller
“Came up mending what the tide broke. Marina's teams lose fights slowly and rarely finish one on the floor.”
Playstyle · Sustain. The strongest healing in the game.
Has a bandage for everything and a song for every homesick Glomby.

Grovekeeper
“Keeps the hatchery as carefully as the roster. Sylva measures a trainer by what they raise, not what they defeat.”
Playstyle · Growth. Faster eggs and pairings, sturdier Glombies.
Built half the Sanctuary's incubators herself and knows every egg by its sound.

Stormrunner
“Never once been hit by something they saw coming. Zephyr's teams simply take more turns than yours.”
Playstyle · Tempo. Raw speed — more actions for the whole team.
Holds the Gauntlet record on a technicality nobody can argue them out of.

Dawnbringer
“Hunts the things other trainers route around. Lumen's roster is small, rare, and pointed at whatever is biggest.”
Playstyle · Settling big Glombies. Boss damage, and your rarest hit hardest.
Rings the bell in the Hall whenever a Raid comes down the Road.
Keeper of the Sanctuary
Chestnut braid, a compass pendant she never takes off, sleeves permanently rolled up. Sable has been on the doorstep for every glimmer that ever arrived. She's not a trainer and never a fighter — she's your mentor and friend, and her voice follows you down the Road in tips and the occasional “Back already? Wonderful!”
“Somebody has to be here when they arrive. That's the whole job, and honestly? It's the best job in the world. We call it Keeping.”

The Long Road
From the Sanctuary door a path winds over the meadow and circles the whole world. It passes through six lands — and the further you walk, the bigger and bouncier the Wanderers you meet.
Nature
Tall grass, bees, and hedges that rearrange themselves when you're not looking.
Water
Rock pools, mangroves, and a marsh that's only spooky until you meet who lives there.
Ice
Snow that squeaks, caves that chime — the quietest place in the world.
Fire
Warm ground, orange trees, and a volcano keeping a very poor secret.
Wind
Kites without strings, cliffs that sing, a tower you climb by being blown up it.
Light
Grass that glows at night, and a nest on the roof of the world.
Where the Glow pools on the ground like a puddle of sunset. Waystones are the only place on the Road you'll find an egg — and something special is always waiting there.
Some days the Road is dramatic. Never dangerous — just a little more exciting.
Meteor Shower
“Ooh, shooting stars! Bit chippy, though — everyone loses a little puff each turn. Be quick!”
Solar Frenzy
“The sun's showing off today. Everybody's shining a quarter brighter.”
Unstable Ground
“Wobbly ground! Nobody can plant their feet, so every bump lands harder.”
Verdant Bloom
“The moss is being very helpful to the other team. They'll perk up a little each turn.”
An obstacle course down a long valley. Three Glombies, one go, no naps in between. Your furthest run is chalked up on a monthly ladder.
A champion camps by the Sanctuary for a 14-day season and wants a rematch every single day. It doesn't heal between your tries.
A Glomby so full of Glow no one Keeper could settle it. The whole Guild takes turns — and shares what it sheds, fairest share to whoever helped most.
Losing a stage costs nothing but Energy — 200 to spend, one back every minute. Nobody should ever be afraid to try.
Pre-launch build — September 2026
The First Hour with Sable, living creature animations, and the finishing touches ahead of the store launch.

Glombies is coming soon to iPhone and Android. The Sanctuary door is almost open.
Need a hand?
Hit a bug, lost an egg, or have a question about your account? Send us a message and we'll get back to you.