Glombies

Every glimmer is looking for its Keeper.

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.

Coming soon toApp StoreComing soon toGoogle Play

Free to play · Eggs hatch while you're away · Nobody ever gets hurt

Fox
Drakon
Felaris

Tap a Glomby to say hello

152
Glombies to hatch
9
Forms each
6
Colours of the Glow
Stages on the Road

The Sanctuary doorstep

Three little ones are waiting for you

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

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

A peek inside the Sanctuary

Walk the Long RoadBuild your teamKeep with friends

Walk the Long Road

How it plays

A Glomby's day

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.

  1. 1

    Walk the Long Road

    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.

  2. 2

    Find eggs at Waystones

    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.

  3. 3

    Keep them warm

    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.

  4. 4

    A new friend — or Kin!

    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.

  5. 5

    Grow & go further

    Power Up with stones, deck them out in accessories, and walk a stronger team further down the Road than ever before.

Rarity is pacing, not power

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

Hatch
4 h
Kin / rank
12

A quick, happy choice. Common is wonderful.

Rare

★★

Hatch
8 h
Kin / rank
6

Took its time picking. A little more Glow inside.

Epic

★★★

Hatch
12 h
Kin / rank
4

Lingered at the Waystone for days.

Legendary

★★★★

Hatch
24 h
Kin / rank
2

The Glow stayed and stayed. There are very few, and they know it.

Evolve & Ascend

Nine forms. One Glomby.

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

So much to keep you Keeping

Hatching, growing, pairing, tussling and a whole Guild of friends — all in one cosy Sanctuary at the edge of the world.

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.

The Hatchery

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.

Kin, never duplicates

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!

Nine forms each

Every species evolves eight times, from the little one that hatched to a grand, glowing final form. Past that, it keeps Ascending forever.

Power Up

Give a Glomby Power Stones of its own colour to earn stars. Bronze, Silver, Gold, Cyan, Amethyst, Crimson — and round again.

Pairing

Two Glomby friends who spend enough time together leave a little one behind — usually like a parent, now and then a whole tier rarer.

Accessories & Soul Dust

Scarves, charms and satchels, upgraded with the glittery Soul Dust a Wanderer sheds when it finally settles down.

Six Wardens

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.

The Gauntlet

Three Glombies, one go, no naps in between. Climb a monthly ladder — and only ever get rewarded for beating your own best.

Daily Boss

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.

Guild Raids

Something enormous comes down the Road. The whole Guild takes turns, and when it finally naps, everyone shares what it shed.

Guilds

A club with your friends — a Guild Hall, shared Guild Coins, missions to run together and perks for every member.

Sable's bestiary

152 shapes to borrow

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

It's a circle, not a ladder

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!”

  • Fire

    Warmth, courage, getting things done right now.

    Bright vs Ice & Nature

  • Ice

    Stillness, snow-quiet, being cosy while it's cold outside.

    Bright vs Nature & Wind

  • Nature

    Growing things, patience, the smell of rain on leaves.

    Bright vs Wind & Water

  • Wind

    Speed, laughter, never being where you were a second ago.

    Bright vs Water & Light

  • Water

    Rivers, play, holding hands so you don't float away.

    Bright vs Light & Fire

  • Light

    Dawn, finding lost things, being brave about big problems.

    Bright vs Fire & Ice

Your mentors

The Six Wardens

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.

Ember, Flame Warden
Fire

Flame Warden

Ember

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.

Frost, Glacier Warden
Ice

Glacier Warden

Frost

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.

Marina, Tidecaller
Water

Tidecaller

Marina

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.

Sylva, Grovekeeper
Nature

Grovekeeper

Sylva

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.

Zephyr, Stormrunner
Wind

Stormrunner

Zephyr

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.

Lumen, Dawnbringer
Light

Dawnbringer

Lumen

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

And Sable, always Sable

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.”
Sable

The Long Road

A road that never ends

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.

The Verdant Reach

Nature

Tall grass, bees, and hedges that rearrange themselves when you're not looking.

  • Meadow Path
  • Sunlit Glade
  • Verdant Maze

The Tideglass Coast

Water

Rock pools, mangroves, and a marsh that's only spooky until you meet who lives there.

  • Tidal Hollow
  • Shadow Fen

The Hush

Ice

Snow that squeaks, caves that chime — the quietest place in the world.

  • Frostbarrow
  • Crystal Cavern
  • Glacier Rift

The Cinderlands

Fire

Warm ground, orange trees, and a volcano keeping a very poor secret.

  • Emberwood
  • Cinder Ridge
  • Molten Crag

The High Winds

Wind

Kites without strings, cliffs that sing, a tower you climb by being blown up it.

  • Whisperwind Vale
  • Gale Summit
  • Stormspire

The Dawnfields

Light

Grass that glows at night, and a nest on the roof of the world.

  • Aurora Steppe
  • Dragon's Roost

Waystones

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.

  • ×5Small WaystoneOne big, bouncy Wanderer
  • ×10Chapter StoneThe Chapter's champion
  • ×25Triple StoneThree friends who won't be separated
  • ×50Great StoneSomething enormous and delighted to see you
  • ×100The GatheringA whole crowd of Wanderers at once

Weather on the Road

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.

Off the main Road

The Gauntlet

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.

The Daily Boss

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.

The Raid

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 buildSeptember 2026

The First Hour with Sable, living creature animations, and the finishing touches ahead of the store launch.

Read the updates

Three little ones are watching the door.

Glombies is coming soon to iPhone and Android. The Sanctuary door is almost open.

Coming soon toApp StoreComing soon toGoogle Play

Need a hand?

Support & contact

Hit a bug, lost an egg, or have a question about your account? Send us a message and we'll get back to you.

Or email us directly at support@glombies.com