Formbreaker

Take back the world's colour

$0.99 · Designed for iPad. Not verified for macOS.

Under every land you win, a seal lets go. Seven deep caves, seven Gnawers, ten Facets, and a gate in every fortress yard. No ads, no purchases, no internet. A hungry king drained the colour out of the world. You are the one who told him the truth about it, and you have been in a cell ever since. Formbreaker is an open-world shooter with an ending. One world, eight lands, eight bosses, and a grey map that turns back to colour as you take it apart. No accounts, no ads, no purchases, no energy timers, and no internet connection — it plays the same on a plane as it does at home. THE FIRST MINUTE You wake in the dark with the cells hanging open. The blue hat on the hook in your cell is what gives you your legs — the run, and the roll. The guard's blaster on the floor is what gives you your shot. Clear the cells, walk out through the castle, and the grey world starts at the gate. WHAT IS OUT THERE • Eight lands around one castle, each with its own palette, weather, music and boss: the plains, the Sand Dunes, the Dense Forest, the Rocky Highlands, the Frozen Tundra, the Poison Swamp, the Volcanic Wastes and the Dark Ruins • Seven towns of people who talk to you (Sunscar Oasis, Greenhaven, Stonewatch, Glacierhold, Miregate, Molten Hold, the Ruins of Oblivion), houses you can walk into, and an errand board in every town you restore — with a Hunt at the bottom of it, a champion of the forms that the town wants gone • Caves with someone held in every one of them — and under the last cave of each land, floors that go deeper: her galleries, a key on a hook, her lock, and a Gnawer that has chewed at her seal for years • A fortress in every land, a sanctuary with a circle at its heart, and a watchtower you can climb to see the whole land from the roof — and from any roof, the road to every other tower • A stair in every fortress yard, choked by thorn, lodestone, murk, torrent, mirage, ember or drift. Carry the element that answers it and it gives way • A ring road around the castle where nothing will attack you, for when you want to breathe • Ruins to search, a sealed vault, and a puzzle nobody hands you the answer to • Enemies far above your level that cannot be fought, only outrun WHAT YOU BECOME Bullet abilities you pick up and stack — a shotgun spread, rapid fire, twin shots, heavy rounds and explosive ones — and an element hidden in each land you clear. Free every captive in a land and they walk to the boss gate themselves and break its seal together, because the wards were never keyed to a crown. Beat a boss and the land gets its colour back: its sky, its town, its music. Under each restored land waits a Facet: the Sealwright's own work, fused into you for good. Ten in all, always on, never in your bar. And when the knights finally trust you, they give you the thing they have been keeping: forty volleys of held fire, and then nothing in the ring is a shape any more. THE LAST ROOM Everything in this world is drawn out of the same circle the king drew around nothing. Follow it far enough and you will be standing in a chamber under the ruins with the crown itself, which has been waiting to find out whether you are the one it remembers. It is a single-player game that you finish. Three save slots, three difficulties, and after the ending, every boss again against the clock — with Game Center keeping your times. Your progress saves itself, on your own device, and never leaves it. Landscape, iPhone and iPad. Game controllers supported. One purchase, no ads, nothing collected about you.

  • 5.0
    out of 5
    2 Ratings

EVERY LAND, THE SAME RULES From the first playthroughs, with thanks. • Your survivor stays with you after the win. Once a land's boss falls, its survivor follows you anywhere in that land: the surface, its caves, every deep floor under its last cave, and back up the stairs. Leave the land and they go home; walk back in and they are beside you again • A hollow form you kill stays dead for five to ten minutes, each on its own clock, in every land past the Plains (the Plains join in the night the Crown walks into the castle). Clear a fortress yard and it stays cleared: they return one at a time, and quitting does not refill it • Errands drive the arrow. Read a board and the minimap arrow points at the next thing to do, the next petal and then the board, with a label that says what and how many. The world map glows on the same step. Tap any board while carrying an errand to put it back • The plaza board reads: live bearings to the land's watchtower, sanctuary, fortress and boss ground, and the land's own history, before and after the colour came back. Reading it marks the three places dim on your world map until you find them • The arrow goes gate first. From the ring road it sends you round to the right junction and up the spoke into the next land, then to its cave, never across open ground at a wall • A delivered letter now pays a Shield, like a Hunt; Find still pays a revive or a level • The Gnawer under a land is sized for the company that walks in, so the fight lasts the same with or without your survivor. Survivors step out of post-game rematches so times stay comparable AND EVERYTHING 1.1 BROUGHT UNDER HER MARK • Every boss land's last cave goes deeper once its boss falls: the Galleries, a key on a hook, her lock, her chest, and Her Floor below • The Gnawers: SIFT, THICKET, FLINT, RIME, SILT, CLINKER and HUSH, each its land's shape with a bite taken out of it, twice the size • Behind each Gnawer, a vault and a Facet. Ten in all: permanent, always on, never in your bar • Element gates: a stair in every fortress yard. In a land you have won, shoot it carrying the element that answers it • Hunts: a fourth, harder line on every restored town's board. The first one handed in gives WAYMARK, and TRAVEL then reaches every fortress you have found in a land you have won FROM THE FIRST PLAYERS • Three save slots; Easy, Regular or Extreme, chosen at the start • Boss rematches against the clock after the ending, a Highscores page, Game Center leaderboards and achievements • Every land has a fortress, a sanctuary where the queen reaches you in a dream, and a watchtower you can climb and TRAVEL between • Restored towns have an errand board: gather, find, carry a letter • Every land's hollow forms have a move of their own; game controller support; a Settings page • Queen Seraphine restocks your Extra Revives; the courtyard after the ending is a fair; the keep has a stair to the castle roof • Difficulty rebalanced, conversations trimmed, and a long list of fixes

The developer, CHRISTOPHER SOTOMAYOR, indicated that the app’s privacy practices may include handling of data as described below. For more information, see the developer’s privacy policy .

  • Data Not Collected

    The developer does not collect any data from this app.

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    Seller
    CHRISTOPHER SOTOMAYOR
    Size
    59.1 MB
    Category
    Action
    Compatibility
    Requires iOS 15.0 or later.
    • iPhone
      Requires iOS 15.0 or later.
    • iPad
      Requires iPadOS 15.0 or later.
    • iPod touch
      Requires iOS 15.0 or later.
    • Mac
      Requires macOS 12.0 or later and a Mac with Apple M1 chip or later.
    • Apple Vision
      Requires visionOS 1.0 or later.
    Languages
    English
    Age Rating
    13+
    • 13+
    • Frequent
      Cartoon or Fantasy Violence
      Guns or Other Weapons

      Infrequent
      Contests
    Copyright
    © 2026 Chris Sotomayor