Glow Breaker: Neon Arcade

Glow Breaker: Neon Arcade

Neon arcade brick breaker.

0 ratings
Free
In-App Purchases

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Details

  • Released
  • Updated
  • August 21, 2026
  • August 30, 2026

Features

Glow Breaker: Neon Arcade screenshot #1 for iPhone
Glow Breaker: Neon Arcade screenshot #2 for iPhone
Glow Breaker: Neon Arcade screenshot #3 for iPhone
Glow Breaker: Neon Arcade screenshot #4 for iPhone
Glow Breaker: Neon Arcade screenshot #5 for iPhone
Glow Breaker: Neon Arcade screenshot #6 for iPhone
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About

Glow Breaker is a neon-soaked arcade brick breaker built for one-thumb play. Twenty hand-crafted levels. Five boss sectors. Dozens of unlockable skins, paddles, and tech upgrades. No ads. No timers. No energy. Just play. CORE GAMEPLAY • 20 hand-crafted levels, each with its own brick layout, hazards, and power-up rhythm • 5 sector bosses that change the rules — moving brick walls, EMP fields, laser turrets, and more • Power-ups: multi-ball, laser paddle, slow ball, magnetic catch, fireball, EMP burst • Tap-to-launch, drag-to-aim, one-finger control TECH TREE Spend Energy Cells you earn from clearing levels to permanently upgrade your run: • Wider paddle • Stronger ball • Power-up duration boost • Multi-ball chance • Auto-launch on level start UNLOCKABLE SKINS Choose from 12 ball skins and 8 paddle skins across five rarity tiers: • Common — Core, Hazard, Golf, Cue • Rare — Baseball, Tennis, Soccer • Epic — Basketball, Mercury, 8-Ball • Legendary — Saturn (with tilted rings) • Mythic — Black Hole (rotating accretion disc) PROGRESSION • Earn 1–3 stars per level based on bricks broken and time • Daily login rewards (7-day cycle) • Permanent unlocks — your tech tree, skins, and stars persist forever NO BAD HABITS • No ads • No energy/lives system • No forced upsells • No personal data collection • Plays fully offline Tap, aim, launch. Break every brick. Glow brighter.
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What's New in Glow Breaker

1.0.1

August 30, 2026

[1.0.0] — 2026-08-28 Fixed — Premium Pass Premium Pass restore now delivers all skins. The shop promised "All Skins + 500 EC" but only granted the EC and ownership flag on purchase. Premium is now an ambient runtime unlock via hasPremiumPass / isBallSkinUnlocked / isPaddleSkinUnlocked helpers. Restore works because it brings premium back into ownedPasses. START screen Premium pill added for purchase acknowledgment. Fixed — IAP (App Review 2.1b) RevenueCat plugin now bundles correctly in WKWebView via literal dynamic import. Package lookup now matches product ID via pkg.product.identifier, with offerings.all fallback. Restore uses allPurchasedProductIdentifiers and nonSubscriptionTransactions. Non-consumable restores now work. initIAP() runs at boot so prices load before the shop opens. Failure toasts now surface real error messages and codes. Added — Monetization Procedural skin system with BallSkin and PaddleSkin interfaces across five rarity tiers (Common through Mythic). 12 ball skins, 8 paddle skins. Shop UI overhauled with live animated previews, tier-colored cards, and IAP price labels. IAP storefront row: Premium Pass ($3.99), Starter Pack ($0.99), four EC bundles ($0.99 to $19.99). HMAC-signed save with tamper detection and legacy v3 migration. Economy retuned: scaled death costs, sector-scaled clear bonuses, first-clear 2x multiplier, 7-day login rewards. 3-star sector ratings, per-sector best score and time, daily login toast. Tech-tree rebalanced. Kinetic Impact capped at 4 levels, Nanite Repair extended to 5, price hikes on Score Multiplier and Extra Integrity. Added — Arcade Juice Combo milestone celebrations at every x5 chain step with SFX, haptics, and floater text. Combo indicator scales font and shadow with chain length. Gravity Wells spawn from L15, Wormhole pairs on L17 to L19. Changed — Game Feel INITIAL_BALL_SPEED raised from 5 to 6. SLOW_BALL rebalanced to proportional speed x 0.6 (floor 3) for consistent slowdown across upgrades. Added — Previous Batches Chiptune music engine with three tracks: Neon Drift (menus), Grid Run (gameplay), Code Crisis (bosses). Web Audio SFX engine, haptics wrapper, Capacitor shell init. In-app screenshot mode via ?shots=1 with six scene presets. First-launch tutorial, Settings overlay, Boss phase mechanics, Mission Log gating. 20 hand-crafted levels, Campaign Complete screen, Pause UI, Zen Mode, persistent save, ErrorBoundary, High-DPR canvas. Changed Game loop runs once with gameStateRef mirror eliminating closure staleness. BIG_PADDLE capped at 200 px. MULTI_BALL capped at 5 balls. GAMEOVER floors energyCells at 0. iOS locked to portrait. Status bar switched to light style. Fixed Splice-during-forEach replaced with filter patterns in seven places. Brick side-collision axis test corrected. SLOW_BALL now restores speed on timer expiry. EMP brick now suppresses paddle laser and magnetic pull. Level-complete handler latched to fire exactly once per level. Removed services/geminiService.ts, worker/, .env.local, @google/genai. Versioning MAJOR: save schema breaks. MINOR: new content. PATCH: fixes and balance.

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In-App Purchases

$19.99

Mega Cell Pack

7,500 Energy Cells. Long-haul stockpile.

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