GLASS is a calm puzzle game.

Each puzzle starts as an empty stained glass window – a unique piece of art even before you’ve started.
The challenge is to place colours one by one until your window is complete.
But there’s one rule:
Same colours CAN’T TOUCH

Players can play three puzzles every day with different styles:
– Morning wake-up
– Afternoon brain-training
– Evening chill-out

Origin story

Every morning Dan Fountain headed out to for work, imagining what his next game could be.
Every morning he pushed open his front door with it’s big, beautiful stained-glass window.
Every morning these thoughts mixed on the walk down the hill, and formed together to form GLASS.

GLASS is the first solo project by Dan Fountain.
Dan is inspired to make beautiful experiences. He combines novel puzzles that are just taxing enough to be compelling with animation and art that wraps the whole thing up into a satisfying experience.

Dan worked at State of Play Games, starting with puzzle design, and also finding himself as the sole technical artist on Lumino City. He developed novel techniques to achieve the game’s unique look using real handmade models, winning a BAFTA for ‘Artistic Achievement’.
He then went on to lead the concept and puzzle design of the BAFTA-nominated puzzle game series KAMI and programmed the ink-splatting visual effects in the Apple Design Award winning INKS.

The gameplay of GLASS originated from the discovery of the ‘Four Color Theorem’, which states that any map (or in this case, a stained-glass window) can be coloured with only four colours, such that no country (or in this case, glass shape) borders another of the same colour. This took mathematicians 150 years to prove. Their work paid off because now it forms the basis of every one of the thousands of puzzles in GLASS. The simple yet surprising truth is that any window design in GLASS is *always* a valid, working puzzle… in effect, like a law of nature.

Dan experimented and play-tested different ways to design the window-filling game and concluded with the fairly tricky mechanic of presenting the mandatory next colour to place. This makes the difficulty just right, and the pace relaxed. Dan describes it as playing at the same pace as a Sudoku.

GLASS is Dan’s way of combining everything he loves about games;
It turns his favourite mathematical theorem into a tactile experience.
It showcases technical art with fancy physics and refractions.
It’s bright, colourful and makes life just a little more satisfying, one completed window at a time.

Be a part of Dan’s journey into solo development, and give him the boost he needs by partnering with him in Leftfield.

When and Where?

GLASS will be released this year, definitely on mobile, and then possibly other platforms, including PC (and maybe Apple Vision pro?)

Download links

Find a beta version HERE