Chainbreaker is a physics chain fighting game — a chain breaker in the oldest sense. Your weapons are two god-forged chains, simulated as real ropes with sag, mass and momentum, and every gesture you draw is answered by an arena full of ragdolls.
FLICK, WRAP, LASSO, YANK
Flick a chain and it cracks like a whip. Wrap a pillar and slingshot around it like a grappling hook. Lasso a brute and yank him into his friends. Draw a circle to sweep the whole crowd. Nothing is canned: this is a ragdoll physics fighting game where the ropes are simulated, the enemies have real mass, and no two hits ever land the same way.
ANIME SPECTACLE, ZERO GORE
Cel-shaded, animation-first game combat, played half for spectacle and half for laughs — funny physics by design. Enemies burst into embers, sparks and shards: stylized cartoon impact, no blood, ever.
A CHAIN FIGHTER, NOT A BUTTON MASHER
There is no combo list to memorise. You draw a line and the chain obeys physics — angle, slack and timing are the entire skill ceiling. Miss, and the chain wraps a pillar instead of a throat. A flick fighting game in the literal sense: the flick is the input, and the arena is the punchline.
THE WEAPON IS THE GAME
Two chains, simulated as ropes with mass, sag and momentum. Wrap, lasso, yank, sweep, slingshot. If you have gone looking for a whip fighting game, a chain weapon game, a kusarigama game or a physics brawler and come back with whip soundboards and stickman filler, this is the one that was missing.
WHY THE RAGDOLLS MATTER
Nothing here is canned. Enemies have real mass, real joints and no scripted death animations, so one good hit sends a brute into two of his friends and the physics writes a joke you did not plan. That is what makes this a ragdoll physics fighting game rather than a fighting game with ragdoll decoration — and it is why no two runs produce the same clip.
RUNS THAT FIT IN A POCKET
Cold start to combat in under ten seconds — a game built for short breaks. An arena run is three to five waves in two to four minutes; chain runs into a full circuit like an arena roguelite, take on the daily arena, and climb the leaderboards. Every run ends on a style rank and an ember payout — and a great run is replayed as an automatic clip.
FIVE BIOMES, FIVE BOSS SANCTUMS
Thirty-five fights from the Emberdeep Foundry to the Titanfall Ossuary, and every biome ends in a boss that plays like a puzzle game: the Hunt-Chorus share one health pool, Okeros' Warden eats his own lightning when you wrap a rod, the Drowned Choir must be dragged out of the air, and Vurokh, the chained titan, falls only to three god-chain tugs-of-war. Your vigor bar grows as the campaign goes on — and the hits land harder to match. Lose, and one tap puts you straight back in the same arena.
CIRCUIT MODE AND EDICTS
Chain six arenas into a roguelite circuit. Before every fight, pick one of three Edicts — Oiled Sands, Ironbound, Crowd Favorite, Long Leash — and they stack, rewriting the physics itself: rope length, mass, friction, payout. Circuit mode is free in the base game.
RELICS
Beat the game's bosses for Godsparks and unlock five relic chain-heads, each with its own wrap: Emberfang sets foes alight, Moonhook slows them, Tidebinder yanks harder and whirlpools a crowd, Gravemaker hits like a falling tomb.
FREE, AND HONEST ABOUT IT
- The first biome, the Emberdeep Foundry, is free.
- One purchase unlocks every biome beyond it, all the way to the final sanctum. It is one-time and permanent — never a subscription — and it restores on a new device.
- No ads, no energy, nothing consumable: the whole game, honestly priced.
- Circuit mode and the daily challenge are free too.
- Invite a friend and you both get $5 in promo credits.
A chain fighting game, a chain fighter, a physics brawler, a funny physics fighting game — or just eight seconds of perfect slapstick. The chains are waiting.
Break something beautiful. Questions or ideas? dev@adelyons.com
Swing a physics chain to grapple, flail & smash ragdoll foes in anime arenas.