Press Kit
Background on Glimchase for anyone covering it: the facts, the pitch at a few lengths, and screenshots. Free to use in whole or in part, no attribution needed.
Fact sheet
- Name
- Glimchase — one word, no space, capital G only
- Developer
- Timo Haanpää — if you cannot type the ä, write “Haanpaa”. Never “Haanpa”.
- Platform
- macOS 11.0 or later, Apple silicon and Intel
- Genre
- Retro-arcade maze chase
- Players
- Single player, fully offline
- Release
- Coming soon to the App Store
- Price
- $4.99 USD / €4.99 EUR, one-time purchase
- Languages
- English
- Content
- Suitable for all audiences
- Website
- glimchase.com
- Press contact
- info@glimchase.com
Pronunciation
- Glimchase — GLIM-chase. "Glim" as in glimmer, then "chase", stress on the first syllable.
- Timo Haanpää — TEE-mo HAAN-pah. "Haan" like "barn" without the r; the double vowels run a beat longer than feels natural in English.
Descriptions
The pitch, at a few different lengths.
One line
Glimchase is a neon arcade maze chase for the Mac: four rival hunters, a brand-new maze every level, and one dash to get you out of the corner you just picked.
Short
Glimchase is a retro-arcade maze chase for macOS. You collect energy cores while four pursuers hunt you through the corridors, each with its own way of thinking. Grab a shield and the chase reverses: for a few seconds, you are the one hunting. Every maze is built fresh, so no two runs play the same.
Medium
Glimchase is a retro-arcade maze chase for macOS, built on one promise: clear the maze before the maze clears you. You sweep up energy cores through neon corridors while four pursuers close in from four directions at once. A short dash slips you through gaps that should not be there. Shields flip the hunt, turning the pursuers vulnerable and chaining every zap into a bigger combo. Every level builds a new maze, and from level three the rules themselves start to change: one-way corridors, dark mazes, pursuers that split in two. It is a one-time purchase, it carries no ads, and it runs fully offline.
Long
Glimchase is a retro-arcade maze chase for macOS. The promise is simple: clear the maze before the maze clears you. You move in continuous, buffered arcs through neon corridors, collecting energy cores while four pursuers close in. A short dash lets you thread a gap that should not be there. Shields are your reversal. Grab one and the pursuers turn vulnerable, the chase inverts, and every zap chains into a fatter combo. Freeze pickups pin the pack for four seconds. Keys open sealed corridors. Warp tunnels drop you out the far edge with nothing able to follow.
The four pursuers are the whole game, and they do not cooperate. The Hunter comes straight at you and recalculates its route every step. The Ambusher ignores where you are and commits to where you are going. The Sentinel guards its own patch of the maze and only breaks formation when you stray too close. The Erratic one does whatever it likes. Because their logic genuinely differs, they crowd each other, overshoot, and leave seams in their own net. Learning to open those seams is the skill ceiling.
No two runs look alike, because no two mazes are alike. Every level is generated fresh under strict playability rules, so randomness never turns into unfairness. From level three, modifiers start rewriting the game itself: dark mazes, one-way corridors, pursuers that duplicate every time you take a shield. The pursuers speed up as you climb and your shield window shrinks, so the game leans harder exactly as you get better at it. Glimchase costs $4.99 once, with no subscription, no ads, no in-app purchases and no energy timers. It runs fully offline and keeps a local high-score table of the runs that got away. It is developed by Timo Haanpää.
Key features
- Four hunters, four different minds. One chases you straight down the corridor. One cuts ahead to where you are going. One guards its own patch of the maze. One is pure chaos. They get in each other's way, and that is your opening.
- A new maze every level. Each one is generated on the spot, and checked as it is built: every collectible reachable, no dead end longer than three tiles. The same seed always builds the same maze, so a run can be replayed exactly.
- Rules that change from level three. Dark mazes, one-way corridors, pursuers that duplicate, sudden bursts of speed. The game rewrites itself as you climb, so no single strategy stays best for long.
- Shields, dashes, and combo chains. A shield flips the hunt and every zap chains into a bigger combo. The window gets half a second shorter every two levels, so the comeback has to be earned.
- Fully offline. No account, no tracking, no server. The app is sandboxed without network permission, so it cannot reach the internet even if it wanted to.
- A high-score table that stays on your Mac. Ten entries with initials, level, and date, written safely enough that a crash cannot cost you the board.
- Keyboard, mouse, or controller. Arrows or WASD, space to dash. Plug in a gamepad and every on-screen prompt switches to A and B by itself. A colorblind-safe palette and a reduce-motion switch are one toggle away.
Screenshots
The gallery on the home page runs through the same three shots at full size. Direct links, 1280×720 PNG:
- Shield hunt mid-chain — a combo running while a vulnerable pursuer flees.
- Extra life — the 20,000-point award.
- Title screen — the wordmark and the attract-mode collectibles panel.
Contact
Review copies, interviews, and questions: info@glimchase.com. For anything else, the support form reaches the same inbox.