About the Game

You arrive in the lands of Glimmith, a kingdom above the clouds. Your newest benefactor has hired you, a famed stained glass artisan, to help him restore the area to its former glory. However, he has given you an unusual stipulation: use whatever colors you please, so long as you follow the rules!

A cozy hamlet, an enchanted forest, and a forlorn castle await. Keep your eyes open for hidden paths and secret puzzles nestled away for the most observant players.

Curated, Not Generated: Experience a journey handcrafted by human puzzle designers.
Variety: Discover over 20 unique rule types while you color, cut, and join beautiful stained glass artworks.
Mastery: Optional finale puzzles put experts to the test. These challenges require you to use every trick you’ve learned to pass.

Create your own puzzles and share them with the community using the in-game level editor.

Screenshots
16 images
Version Information
Steam Patch Notes
Official update history
This is a quick patch that we've deployed to address some issues with the recently-added new languages.
Thanks to everyone who reported these bugs and problems!
The changes are as follows:
Fixed the broken packaging for the Czech localization.
Adjusted some Russian translations to make them more clear or fit better in the user interfaces (in particular, the descriptions for Palisade and Compass were adjusted).
Adjusted the Russian title font to fix characters that looked wrong.
Fixed the loading screen so that the text wouldn't fall off the side in some languages.
~ Elyot Grant
CEO and Game Director, Lunarch Studios
[dynamiclink href="https://store.steampowered.com/app/4160210/The_Artisan_of_Glimmith/"]
So we've pushed a patch this afternoon. The changes are pretty simple:
Fixed a dumb bug that caused the game to use 200MB more video memory than it should
Made further optimizations to save another ~100MB of video memory
But the dumb bug has a really funny story.
The Investigation
It started yesterday when, after the patch, we got a few reports of crashes. Usually this means the patch has a programming error that needs to be fixed, but the reports were quite sparse (we only ended up getting around 7 of them in 24 hours). And when we looked further, the crashes were... weird.
Normally if the crash is caused by a bug in our code, it's triggered whenever players do a very specific thing. But in this case, the crashes were happening at seemingly random times. And moreover, they didn't just crash The Artisan of Glimmith... they sometimes crashed players' entire computers!
When we looked at the hardware of the players having problems, we noticed something in common... these players were all running machines with Intel Iris Xe Graphics. This is an integrated GPU that ships with many low-end laptops, and it's not really meant to run high-end Unreal Engine games. In fact, it scores only 2608 on G3D Mark, and our minimum system requirements (a 1050Ti or similar) scores 6360.
However, it's used in about 1% of systems on Steam, which is still a lot:
https://store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam
To be honest, I was surprised that these systems were able to run Glimmith in the first place with only 40% of the minimum required graphics power, but apparently they had been able to play reasonably comfortably with a good degree of stability... until yesterday's patch!
We peeked at the error messages and callstacks from the crashes, which revealed a whole slew of random crashes deep in Unreal's engine code, often relating to DirectX. Usually this means that the video card is out of memory and refusing to allocate more VRAM.
Sure enough, I checked in the task manager and discovered that the new build was using around 220MB more VRAM, which is about 10% more on LOW settings. We knew it would go up a little bit for all the new features we added (tutorial messages, area counter, progression tracking, etc.), but it didn't make any sense... there's no way those things would add up to 220MB.
So we ran a memreport and compared it to one from the previous build. And what I saw left me scratching my head even more. Starting from the March 27th patch, Glimmith now had a random 196MB 3D sky texture loaded into video memory. And I had never seen it before. It was called 01.01.
For reference, 196MB is absolutely massive for a texture, like this was a gorgeous 3D skybox for a high-end video game that wraps fully around you in all directions. And Glimmith wasn't using 01.01 at all. It was just... there. And it was wasting a ton of video memory (likely acting as the straw that broke the camel's back for machines with GPUs way below our minimum spec).
WTF?
We checked for all references to the object and found our culprit here:
[img src="{STEAM_CLAN_IMAGE}/45917949/2bb613a3db952b51ebfc0454b0661079311f6c85.png"]
Buried deep in the UI widgets, there was the tutorial image box—a feature we added to support those new hand-drawn graphics you'll find in some of the game's tutorial boxes. It also happened to be a feature that went live in yesterday's patch!
The image box was set up with 01.01 as its default image. This was totally irrelevant to the game's functionality, because the default image is never used for this image box at all (our code immediately replaces it with the correct image). But Unreal had no way of knowing that, so 01.01 got packaged into the game and loaded into video memory all the time, at full quality, totally needlessly.
Why did 01.01 end up there as the default? Because 01.01 is the first texture alphabetically in the list of all textures in our library (which includes a bunch of asset packs and other files). If you create an image box and don't pick a default image, Unreal might just pick one for you.
After fixing this problem, we also poked around to see if we could find other VRAM optimizations. After all, if there were players with really low-end hardware that was just barely teetering on the verge of playability, a small change in VRAM requirements might create a massive improvement in stability for them.
We managed to find another 100MB of savings without much effort, mostly by compressing textures that were way higher quality than they needed to be. We'd have made these changes much sooner if we knew they would actually make a difference for players! (But our goal was to stay under 3GB of VRAM so we could run on 4GB cards, and we were already way below 3GB).
In any case, you shouldn't notice any visual differences as a result of the changes. If you do, please let us know.
One other thing...
We also got reports from a couple of players who had much more powerful GPUs than the Intel Iris Xe Graphics, but were still suffering from the same instability.
In all such cases, it turned out that they were running laptops with both integrated GPUs (the Iris Xe) and discrete Nvidia GPUs, and their systems were choosing to run Glimmith using the integrated graphics (definitely not a good idea if you want the best possible performance in the game)! This is likely because Nvidia just hasn't yet learned that Glimmith benefits from the more powerful GPU (likely because it's not particularly demanding).
So if anyone out there is not getting the performance out of the game that they think they should, check if this might be the problem!
To fix this issue, you need to override your system's assignment of which GPU is used for which program. For Nvidia users, you can use the NVIDIA Control Panel app to create overrides. Just go to Manage 3D settings -> Program Settings, and add Geri.exe (typically located at C:\\Program Files (x86)\\Steam\\steamapps\\common\\The Artisan of Glimmith\\Geri\\) and set it to use the NVidia GPU.
Edit: you may also need to add Geri-Win64-Shipping.exe which is typically located at:
C:\\Program Files (x86)\\Steam\\steamapps\\common\\The Artisan of Glimmith\\Geri\\Binaries\\Win64
Thanks again to all the players who shared their crash reports and system specs with us to help us identify the problem. Please try the main build on Steam again and let us know if you have any further issues.
Happy puzzling!
~ Elyot Grant
CEO and Game Director, Lunarch Studios
We've pushed a patch just now with several bugfixes and improvements.
Changes:
Fixed a crash in the puzzle editor that happened when you deleted every single grid cell
Fixed a bug involving some endgame unlock triggers not working correctly
Made crimson plinths more crimson-looking
Tried another fix for the floating difficulty number remaining visible while puzzles were open (hard to reproduce so please let us know if it's still happening!)
Fixed 2 puzzles that didn't have unique solutions
Improved the lighting, color, and clarity of puzzle grid symbols (this was a planned change that we completed before release, but we had to delay it due to an unexpected problem)
Fixed a workshop bug where grids were lit wrong if settings were set to medium
Added Shift+TAB to cycle backwards through input modes (it won't work if you have it bound to Steam overlay, but at least it has a mapping for now)
Fixed a graphical issue where vertex highlights would remain visible when hovering over buttons
Added a number of minor translation fixes in several languages (Spanish, German, Korean, etc.)
Fixed a number of font sizes to fit better in various languages
Updated credits to include more testers, translators, publishing staff, and our voice actor
This was intended to be a quick patch, so these are mostly things that we could fix quickly and were relatively low-risk.
We'll have more substantial changes coming later in the week so check back for additional patches. We're working on improvements to endgame progression tracking, new coloring options, some performance optimizations, and more.
Please reach out via Steam forums or Discord if you encounter any further bugs or have any other suggestions for improvements.
Also, a huge thank you to everyone who left a review. Our goal is to get to 500 reviews so we can be rated Overwhelmingly Positive on Steam and every review counts! So please leave one if you haven't already!
~ Elyot Grant
CEO and Game Director, Lunarch Studios
[dynamiclink href="https://store.steampowered.com/app/4160210/The_Artisan_of_Glimmith/"]
We've pushed another patch today. Here are the changes:
When coloring, the random color variation has been modified to never choose the exact same color as that used in any of the adjacent 4 cells. Note that this will not fully prevent adjacent regions from being the same color (since it's still possible to extend same-color regions until they touch), but it should reduce instances of it happening substantially.
Added a "larger text" option that increases the size of the text on puzzle rule panels. It should be defaulted to Enabled on Steam Deck and Disabled everywhere else, but if you already have a save file then you will need to manually Enable it.
When using the random palette, repeatedly coloring the same cell will now cycle it through all colors in the palette, not just the variations of an individual hue.
Changed the right control stick to pan on the map screen on controllers and Steam Deck.
Fixed a bug where resolution changes would sometimes revert when re-opening the menu screen.
Modified the sound and music sliders in the options menu to scale more evenly.
Fixed a bug where puzzle clues would appear blurry for a bit when they were first loaded.
Thanks everyone for all the feedback and your reviews of the demo!
~ Elyot Grant
CEO and Game Director, Lunarch Studios
Previous patch notes: [dynamiclink href="https://store.steampowered.com/news/app/4160210/view/511852044167940704?l=english"]
[dynamiclink href="https://store.steampowered.com/app/4160210/The_Artisan_of_Glimmith/"]
We've pushed an update to the demo with the following changes:
Added an option in the settings to disable motion blur.
Applied a fix for the vsync issue that was causing screen tearing in the previous build (enable vsync for it to work).
Removed the 60fps frame cap with vsync enabled and replaced it with an option to cap the FPS at a frame rate of your choosing.
Added more resolutions, including the proper resolution for the Steam Deck.
Configured Steam Deck to start in the proper resolution and Medium quality settings when the game is first launched (but this won't have any effect if you already have a save file on Steam Deck).
Fixed a bug where the game sometimes would start in the wrong resolution if it was started in fullscreen mode.
Fixed borderless fullscreen mode to display the correct resolution in the settings menu and grey it out (it can't be changed since the game just uses your native resolution in borderless mode).
Adjusted the volume of some SFX.
Reduced delays on some SFX.
Added new sounds for the ESC menu, opening/closing papers, and erasing notes.
Fixed SFX that were only playing when buttons were pressed but not when hotkeys were used.
The desktop icon shouldn't have that weird white box anymore.
Coming next: The #1 most requested fix has been to improve the colors and prevent the same color from appearing next to itself, so we'll be looking at that soon.
Thank you to everyone who has tried the demo and given us feedback, and a special thanks to everyone leaving a review!
~ Elyot Grant
CEO and Game Director, Lunarch Studios
[dynamiclink href="https://store.steampowered.com/app/4160300/The_Artisan_of_Glimmith/"]
Current Release
Build 23168488
Uploaded Jul 04, 2026
System Requirements
How to Install
Geri.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
1.1 GB
23168488
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