Compare Glaive: Brick Breaker prices across 50+ stores and find the best deal. Developed by Blue Sunset Games. Published by Blue Sunset Games. Released on 4/26/2018. Available on PC, Mac, Xbox. Genres: Action, Casual, Indie.

Over 200 levels of Arkanoid-style action with local co-op and a built-in level editor sounds generous on paper, but loose ball physics undercut nearly every clever idea here.

I wanted to like Glaive: Brick Breaker more than I did. The premise is warm and nostalgic - a small studio taking the old Arkanoid blueprint and dressing it up with 3D visuals, neon environments, and a genuinely energetic licensed soundtrack featuring artists like Tobu, Steam Phunk, and Kubbi. That soundtrack, honestly, is the best thing about it. It crackles with the kind of dance-floor urgency that should make you feel like a ball-bouncing ace. The problem is the game underneath rarely earns that energy. At its core, you control a paddle (re-skinned as the "Glaive" ship) and knock a ball into arrangements of bricks until the screen clears. The mode selection is actually broader than you might expect for a budget release: there is Classic arcade, a Pong-style variant where you manage paddles at both ends of the screen simultaneously, a Shape Breaker mode built around 3D cube targets, boss fight stages, an Endurance run of randomly shuffled levels, a local 2-player versus mode, and a Level Creator that lets you build your own stages. Power-ups drop from broken bricks and include familiar aids like paddle widening alongside more explosive options - rockets that clear clusters, repulser fields, and a charge meter that, once filled, triggers a brief invincibility and speed burst. On paper, that is a respectable pile of content for the price tier. Here is where the craft falls short. The ball physics are the beating heart of every brick-breaker ever made, and Glaive's feel genuinely unfinished. Instead of the paddle imparting directional spin based on where and how quickly you intercept the ball, the game applies a crude left-side or right-side deflection rule. The result is that precision aiming is mostly illusory. The ball will occasionally settle into long wall-to-wall loops that have nothing to do with the bricks, and waiting those out kills whatever momentum the soundtrack built. White indestructible barrier bricks appear in frustrating quantities on later levels, often boxing off large sections of the playfield in ways that feel designed to extend session time rather than test skill. A level editor exists but offers no way to share creations online, limiting its value considerably. The three visual environments - wooden table, icy winter, and futuristic neon - provide some mild visual variety, and the neon set in particular has a low-fi arcade charm that almost sells the overall package. Boss encounters, while not mechanically deep, do break the rhythm pleasantly. Positive user voices point to a genuine "one more stage" pull, especially in the early-to-mid game before the brick layouts become grindy, and the local versus mode lands as a light, crowd-pleasing option for a couch session. Critics across Switch, Xbox, and PC versions have consistently flagged the ball control and level design as the core issues, and time has not patched those fundamental feelings away. If you are someone who genuinely loves the Arkanoid lineage and can forgive imprecise physics in exchange for sheer volume of content and a banger soundtrack, there is a modest amount of relaxed fun here. If tight, satisfying ball control is non-negotiable for you - and honestly it should be in this genre - the experience will feel like a missed opportunity dressed in good music. Kai, Scout Team

Glaive: Brick Breaker
ActionCasualIndie

Glaive: Brick Breaker

Apr 26, 2018Blue Sunset Games
GamerScout Says

Over 200 levels of Arkanoid-style action with local co-op and a built-in level editor sounds generous on paper, but loose ball physics undercut nearly every clever idea here.

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About Glaive: Brick Breaker

I wanted to like Glaive: Brick Breaker more than I did. The premise is warm and nostalgic - a small studio taking the old Arkanoid blueprint and dressing it up with 3D visuals, neon environments, and a genuinely energetic licensed soundtrack featuring artists like Tobu, Steam Phunk, and Kubbi. That soundtrack, honestly, is the best thing about it. It crackles with the kind of dance-floor urgency that should make you feel like a ball-bouncing ace. The problem is the game underneath rarely earns that energy. At its core, you control a paddle (re-skinned as the "Glaive" ship) and knock a ball into arrangements of bricks until the screen clears. The mode selection is actually broader than you might expect for a budget release: there is Classic arcade, a Pong-style variant where you manage paddles at both ends of the screen simultaneously, a Shape Breaker mode built around 3D cube targets, boss fight stages, an Endurance run of randomly shuffled levels, a local 2-player versus mode, and a Level Creator that lets you build your own stages. Power-ups drop from broken bricks and include familiar aids like paddle widening alongside more explosive options - rockets that clear clusters, repulser fields, and a charge meter that, once filled, triggers a brief invincibility and speed burst. On paper, that is a respectable pile of content for the price tier. Here is where the craft falls short. The ball physics are the beating heart of every brick-breaker ever made, and Glaive's feel genuinely unfinished. Instead of the paddle imparting directional spin based on where and how quickly you intercept the ball, the game applies a crude left-side or right-side deflection rule. The result is that precision aiming is mostly illusory. The ball will occasionally settle into long wall-to-wall loops that have nothing to do with the bricks, and waiting those out kills whatever momentum the soundtrack built. White indestructible barrier bricks appear in frustrating quantities on later levels, often boxing off large sections of the playfield in ways that feel designed to extend session time rather than test skill. A level editor exists but offers no way to share creations online, limiting its value considerably. The three visual environments - wooden table, icy winter, and futuristic neon - provide some mild visual variety, and the neon set in particular has a low-fi arcade charm that almost sells the overall package. Boss encounters, while not mechanically deep, do break the rhythm pleasantly. Positive user voices point to a genuine "one more stage" pull, especially in the early-to-mid game before the brick layouts become grindy, and the local versus mode lands as a light, crowd-pleasing option for a couch session. Critics across Switch, Xbox, and PC versions have consistently flagged the ball control and level design as the core issues, and time has not patched those fundamental feelings away. If you are someone who genuinely loves the Arkanoid lineage and can forgive imprecise physics in exchange for sheer volume of content and a banger soundtrack, there is a modest amount of relaxed fun here. If tight, satisfying ball control is non-negotiable for you - and honestly it should be in this genre - the experience will feel like a missed opportunity dressed in good music. Kai, Scout Team

Tags

singleplayermultiplayerlocal-coopachievementscontroller-supporttier:sub-5Arkanoid-styleLocal VersusLevel EditorBoss FightsCharge MechanicLicensed SoundtrackCouch Co-opPhysics Issues

System Requirements

Minimum

OS
Windows 7 / 8 / 10
Memory
1 GB RAM
Storage
500 MB available space
Graphics
Dedicated GPU Recommended
Processor
2.2 GHz recommended

Recommended

OS
Windows 7 / 8 / 10
Memory
2 GB RAM
Storage
500 MB available space
Graphics
Dedicated GPU Recommended
Processor
2 x 2.2 GHz or higher

Reviews & Ratings

No ratings available

Game Info

Developer
Blue Sunset Games
Publisher
Blue Sunset Games
Release Date
Apr 26, 2018

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