An endless descent: the barque bats the solar disc up into the courses of seals pressing down from the gates, and it goes on until the river of fire takes the scarab. This page is the player's help desk.
Write to us: hunterclarke262@icloud.com
Slide your hand below the field to steer the barque. The disc leaves it at an angle taken from where it struck: dead centre sends it back the way it came, the very edge throws it out at sixty degrees. A bounce too close to vertical is nudged aside on purpose — a disc going straight up and down never comes back to you.
Rows come down at their own pace whatever you do. The only thing that pushes the stack back is breaking the row in front of it, and that is the whole game.
A descent ends two ways: the reserve runs out, or breakable stone reaches the barque's lane. Losing a disc costs a spare, relaunches and drops the streak back to ×1. The gates also change what comes down — a scorpion from the sixth, a veil of sand from the seventh.
All six exist from the first gate. What a later gate changes is the arrangement they come down in, not which of them you have met yet.
Nine amulets fall from broken stone — roughly one seal in eight — and are caught on the barque. Three can run at once; catching one that is already running puts its timer back to full rather than wasting it. Khepri's Wings and the Obelisk Strike take effect the moment they land and never occupy a slot.
The pharaoh's gaze is what a dark seal costs: ten seconds of either a narrower barque or quicker rows — one or the other, never both. A fresh gaze replaces the one already running instead of stacking on top of it, and Anubis Ward halves it.
Two lamps to descend by — the night skin and the gilded one — chosen at the start and changed at any time in settings. Both apply immediately and everywhere, as does the language: the game speaks English, French, Dutch, Norwegian, Czech and Romanian, and switches without a restart.
Sound and vibration are separate switches. Barques unlock on what you have actually done — depth reached, seals broken, score, gates passed, descents taken — and the amulet niche fills as each one is caught for the first time.
Reset progress in settings clears the records, the collection and every statistic in one go. It cannot be undone, and there is no copy of it anywhere else: everything the game remembers sits on this phone, with no account behind it and nothing syncing. A new phone starts at the first gate.
Photos are asked for twice, for two different things: reading one picture from your gallery to become the keeper's portrait, and writing one back when you save the tablet of a descent. Decline either and the rest of the game is untouched.
It cannot for long — a bounce inside fifteen degrees of vertical is pushed out. If it feels like it, you are probably striking with the middle of the barque every time; hit with the edge to throw the disc wide.
Obsidian never does. Granite takes two strikes and shows the crack after the first.
A dark seal was broken and the gaze fell on you. It lasts ten seconds. Anubis Ward cuts it in half if you have one.
Photo permission is off for the game in iOS Settings. Turn it on there, or pick one of the ready-made portraits instead.
Write, and say what you saw: the depth and score on the result screen against what the hub shows afterwards. Records are written when a descent ends, so a run closed by force-quitting the app mid-descent is not counted.
No. There is no purchase, no subscription and no currency — every barque and every amulet is opened by playing.
Read by the people who built the game, normally answered within two working days. Four lines usually settle it:
What is collected for analytics and attribution, and how long it is kept, is in the privacy policy; requests about your data go to the same address. The game needs an iPhone on iOS 15.0 or later.
Player support for TombBreaker · last revised 14 September 2026 · hunterclarke262@icloud.com