The tower is collapsing. You are climbing. That is the whole game.
THE FLOOR UNDER YOU IS TEMPORARY
The collapse starts at the bottom and climbs. When it reaches your row the ledge trembles — that is your warning, and the only one. Then it sinks, slowly enough to ride down and still jump off, then lets go and drops out of the world.
Low down the tremble lasts a second and a half. It tightens with height, to 0.62 seconds by floor 220, and never less. The tower holds still for your first six seconds, or until floor five, whichever comes first. Standing still is not a plan.
THREE BUTTONS
Left, right, jump. Nothing else. Landscape, laid out for two thumbs: direction on the left, jump on the right. No joystick, no swipes.
Hold a direction and you run, up to a speed limit. At that limit you clear two floors a jump, forever.
THERE IS NO UNREACHABLE FLOOR
Not a slogan — a rule the game checks at startup and refuses to run without. A standing jump clears the next floor with room to spare, at any height. Sometimes you have to walk to the right spot first while the tower comes apart below you. If you fell, it was not a bad platform.
KICK OFF THE WALL
The real ceiling, and the game teaches it on your first play. Running stops at its speed limit. Anything higher comes from the wall: meet it with speed, press away at the moment of contact, and you leave above that limit. A tap off the wall never clears more than two floors, however fast you were moving — three and up is what holding the jump is for. Hold it at full speed and you clear a third floor; hold it after two wall kicks and you clear a fourth.
Every wall kick returns more speed than it took, at any speed the game can produce.
FIVE STREETS
Metro tunnel, daylight street, neon night, rooftops, graffiti over everything. You never pick one: the street changes every hundred floors and the five come round in order. The music changes with it.
FIFTEEN CHARACTERS
None is sold for real money. Each unlocks two ways: reach the best score it asks for — the first at zero, the last at thirty thousand — or buy it with coins you earned playing, 400 for a common one, 6,000 for a legendary. Unlocked stays unlocked and changes nothing about your jump, speed or score — it is all looks.
EVERY DAY
• Daily reward on a seven-day cycle: 50, 75, 100, 150, 200, 300, 900 on the seventh
• Three fresh goals a day, paid the moment you meet them
• Eleven achievements, all paying coins
• A forgiving streak: miss one day and it survives, miss two and it resets
ADS, PLAINLY
Two offers you can take, one full-screen ad you cannot. Nothing else.
• DOUBLE YOUR COINS. When a run ends you can watch an ad to double that run's coins. Refusing costs nothing and you are not asked again. Offered only when the run paid at least 10 coins — floor 10 and up.
• CONTINUE. Watch an ad and carry on instead of starting over: you are set down on a solid ledge above the collapse, the pressure is wound back, and the run keeps its score. No coins, once per run, floor 10 and up. When both offers are live they sit side by side on the game-over card.
• AN OCCASIONAL FULL-SCREEN AD. At most one every five runs, never twice within two minutes, and none for two and a half minutes after a rewarded ad. Never at the moment you die — only after you press RETRY or MENU.
No banner ads. No in-app purchases: nothing in the game can be bought with real money. Coins are earned by playing and spent only on characters.
PLAYING NEEDS NO INTERNET, ADS DO
The whole climb runs on your phone. No account, no sign-in, no cloud save — your best score and coins stay on the device. With no connection the game opens and plays as normal, you just get no ads.
The ads come from Google AdMob and use data such as the advertising ID; see Play's Data safety section for what is collected. Where Google shows a consent form, Settings has an AD PRIVACY OPTIONS row that opens it again.
The tower is collapsing. How high can you get?
The floor you stand on collapses. Left, right, jump; your job is to stay up.