
Screenshots

Hand Almighty
James Brill · Published by James Brill
Last updated 28 Sept 2026
Hand Almighty is a whimsical medieval roguelike where you play as a giant divine hand, slapping enemies away from your castle. Build ridiculous upgrade synergies between waves, unleash absurd powers, and chase leaderboard glory.
About this game
THE HAND IS MIGHTIER
Hand Almighty is a roguelike base defence game where you play as a giant hand defending your castle from endless waves of enemies. Slap, smash, flick and obliterate the horde. It’s fast, chaotic, and intentionally ridiculous — can you find the dumbest, most broken combos?
HOW MANY WAYS CAN YOU BREAK THE GAME?
Between waves, shape your run by choosing upgrades, powers, defences and minions that stack, combine, and spiral into absurd synergies. Each run becomes a puzzle of optimisation and risk as you chase powerful combos and compete on the leaderboards for the fastest times to complete a run.
UNLOCK CRAZY NEW UPGRADES
200+ upgrades, including buffs, powers, walls, and minions
10+ distinct God Hands, each with unique abilities and attack styles
30+ wacky monsters, brought to life using public-domain historical paintings and drawings
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10/11, 64-bits
- Processor: i5-2300/Ryzen 3 1200
- Memory: 4 GB RAM
- Graphics: NVIDIA GeForce GTX 1060/AMD RX580
- DirectX: Version 11
- Storage: 8 GB available space
Recommended
- OS: Windows 10/11, 64-bits
- Processor: Intel Core i5 4690K / AMD Ryzen 5 1500x
- Memory: 8 GB RAM
- Graphics: NVidia GeForce 1080 GTX /AMD RX 5700
- DirectX: Version 11
- Network: Broadband Internet connection
- Storage: 8 GB available space
Supported Languages
Latest news
Patch NotesOfficial
Playtest build v2146 - leaderboards
LeaderboardsFor a long time, I've wanted a competitive element in the game to encourage players to find optimal strategies for speed-running. So I've added leaderboards for the fastest times for beating each level with each character. I think it will encourage some friendly competition and, hopefully, some debate about how to optimise runs for each player.Design decisionsI had to make some design changes to make this workable. There are two elements to this:In Hand Almighty, enemies randomly drop treasure chests that can contain huge rewards like 1000s of gold or multiple upgrade level-ups. I didn't want players that got these treasure chests and cruised to an easy win to dominate the leaderboards. It's important that players with the best strategies and skills get rewardedAt the end of a successful run, you are rewarded with a medal. Bronze and Silver are rewarded when you lose a life. Gold, Platinum and Diamond are rewarded for no-death runs with increasingly difficult timesTo make leaderboards more fair, I added the following rule: treasure chests are disabled until you either die or take longer than the Diamond time (9 minutes). In other words, if you have no hope of getting a Diamond performance, you are given the game-breaking treasure chests. This makes it impossible for treasure chest luck to give someone a crazy-fast run with a faster time than someone who worked hard to earn their time.This has one side effect that I'm still not happy with. Leaderboard submissions are currently limited to players that get a Gold medal (no deaths, any time) or better. If I allowed Bronze and Silver runs to submit times, then someone with deaths and some decent treasure chests could post a world record. You can still submit Gold or Platinum times with treasure chests, but they will by definition be below legitimate Diamond times.This does make the definition of "leaderboard" slightly confusing. People who get Bronze or Silver runs will rightly be confused when they don't get...Read full article on Community Announcements (Jebby)AnnouncementsOfficial
Playtest build v2121 - new playable characters
4 playable charactersFor the first time, you can play with a different character. The current playtest build has a character select screen where you can pick from 4 characters, each with strengths and weaknesses.The HandThe original character will be one of the base characters in the final game. It attacks for 40 damage, 5 times a second, and has a modest attack radius. This is where I want new players to start and discover the game.WandaI wanted an "accessibility-friendly" character for people who struggle to aim, like my older parents, my disabled brother, and even myself when struggling with RSI after testing this game for hours. I want those players to be able to play through the whole game and unlock all the levels and upgrades.Wanda will automatically attack the nearest enemy or projectile. So no matter where you're aiming, you'll be hitting something. The trade-off is that its attack damage and attack speed are weakened, and you can't hit multiple enemies at once. This is countered by the amazing accuracy the character has (it never misses, unless there's no enemies on-screen).The PotatoThis is a conversion of one of the Cursed Upgrades. The Potato cannot attack, but acts as a manager of a team of Baby Hands that do damage on its behalf. Enemies are frozen in place when you put the Potato on them, and Baby Hands prioritise those enemies, meaning you can order them around. You start the run with 2 Baby Hands and Mittens, which allows your Baby Hands to deal effects like poison and fire.The biggest perk is that The Potato gets double upgrade levels. Every time you gain an upgrade level, you get a bonus one. This is a great way to build some powerful upgrades to balance the lack of direct damage.The MortalAnother Cursed Upgrade conversion. Does double damage and has a double-sized attack radius, but... the character itself can take damage from enemies. And if it dies, the wave is over. So you need to keep an eye on both your base's health bar and your hand's hea...Read full article on Community Announcements (Jebby)Patch NotesOfficial
Playtest build v2034 - More challenges!
Another batch of challengesJust a small update this week, extending the challenges you can attempt:Challenge: Buy X upgrades after rerolling the shopChallenge: Win the treasure chest jackpotChallenge: Break X pinballsChallenge: Kill X enemies with pinballsChallenge: Kill X enemies with max damage pinballsChallenge: Deal X damage with a single pinballChallenge: Kill X enemies close to the baseChallenge: Get X critical hitsChallenge: Deal X damage to an enemy with one attackChallenge: Stun X enemiesChallenge: Set X enemies on fireChallenge: Deal X knockback damageChallenge: Push X enemies off the level with shockwavesChallenge: Win a run with X empty upgrade slotsChallenge: Hit X enemies with one attackI've probably gone a bit overboard with the challenges early on - you'll activate a load of them on your first run. They need some tuning so they get spaced out a little bit more."Win a run with X empty upgrade slots" is a particularly interesting challenge as it forces you to pick and choose your upgrades carefully, and sacrifice empty upgrade slots to boost the few upgrades you do have.All these challenges are the foundation for the game's progression system. The next update will have the first glimpse of that: a new playable character!Read full article on Community Announcements (Jebby)Patch NotesOfficial
Playtest build v2014 - Challenges
Challenges - the first meta-progressionSo far, there is no sense of progression between runs in Hand Almighty. In the long-term, I want the various upgrades, power-ups, levels, Hands, and other items to be unlocked over time. I didn't want a generic XP system to unlock items - I wanted progression to be based on challenges that encourage you to play the game in fun or silly ways.This update introduces a page where you can see a list of challenges. These have varying difficulties, ranging from Common to Mythic (there's only one Mythic challenge and it is possible, albeit ridiculous). Some challenges have multiple tiers.When you complete a challenge tier in-game, a little popup will appear telling you what you achieved.More challenges (and unlockable items connected to them) are on their way. For now, these are the initial challenges:- Challenge: kill X enemies- Challenge: beat Castle with X medal- Challenge: earn X gold- Challenge: earn X gold in a single non-boss wave- Challenge: push X enemies off the level- Challenge: push X enemies off the level in a single non-boss wave- Challenge: kill X Gold Gobblers before the end of the wave- Challenge: kill X enemies with Screamer explosions- Challenge: destroy X Spitter darts- Challenge: kill X enemies with Spitter darts- Challenge: kill X Dart Spitters with their own darts- Challenge: kill X Mole Men before they leave their molehill- Challenge: kill X red-shielded enemies simultaneously- Challenge: kill multiple Panthers with the same attack X times- Challenge: beat a wave without attacking or taking damage- Challenge: level up an upgrade to Level X- Challenges: collect X of each type of power-up- Challenge: complete a run with X cursed upgrades- Challenges: complete a run with each of the cursed upgradesHopefully, this will be a step towards improving Hand Almighty's replayability. Let me know if you find any bugs in the challenges and if you have any cool ideas for new ones.Cheers!JamesRead full article on Community Announcements (Jebby)AnnouncementsOfficial
Hand Almighty playtest is live and open to all!
Playtest build is now liveWant to playtest Hand Almighty? The following video explains how and what it is you'll be testing.My original goal was to make the gameplay as simple as possible - one hand, one button. Click on the monsters, buy upgrades, repeat. After spending 3 years on Coma Control and failing to release anything due to scope creep, I realised that one person working part-time on games must aim smaller. The result is Hand Almighty.I'm not sure how, but I've landed on a vaguely Monty Python-esque art style. I'm not much of an artist, so I've been mashing together public domain paintings and photos in GIMP, and this kind of weird medieval monster art was the most fun to work with. There's also stylised versions of my own photos, including of my own hand (I do plan to add different hands in future - I'm not quite that narcissistic!).The playtest build is still a prototype. It's just one level with no music and no progression (everything in the demo is unlocked, for better or worse). Using challenges to unlock new content is high on my priority list - I want to give players more reasons to play multiple runs.For now, I'm looking for feedback on the core gameplay. What feels good, what doesn't, what's confusing, where you get stuck.You can write feedback in-game, but the best place is sharing it on the Discord server. I'll even watch you play it myself over Discord stream if you DM me! My Discord server is here. It's small, but we're friendly to newcomers!Every bit of feedback will help me improve the game for everyone and will make a Boobly laugh and smile somewhere...Cheers!JamesRead full article on Community Announcements (Jebby)






