One button. One mountain. A thousand near-misses.
You climb with a single input — and a tap means something different depending on where you are. On a hold, an aim arc sweeps: tap to launch along it. In the air, tap to snap a dash and stretch your reach. Grabbing the next hold is automatic; the only decision that matters is when to let go.
That's the whole control scheme. A five-year-old learns it in one screen. A speedrunner spends weeks shaving frames off it.
Easy to learn, brutal to master. No tutorial text — the first three holds teach you everything. Depth comes from timing and reads, not button count.
Death is always your fault. Deterministic physics, telegraphed hazards, sub-second respawns. You always see why you fell, and you always want one more try.
Five biomes, one climb. Foothills, the Crags, the Winds, the Ice, and the Machine — each adds exactly one new idea: dashes, wind, slippery holds, moving/crumbling/spring holds.
Race your ghost. Every run records; beat your best.
B-sides. Summit once to unlock the meaner remix.
Assist Mode built in. Slow the sweep, widen the grab, infinite dash, invincibility — granular, optional, and it never gates the summit.
Free to start, one payment to finish. Play Foothills, the Crags, and a taste of the Winds free; a single purchase unlocks the whole mountain, the summit, and the B-sides — forever. No ads. No subscriptions. No tracking. Fully offline.
Built with love and zero imported assets — every pixel and every sound is generated in code.
One tap to climb. Easy to learn, brutal to master. Every death is your fault.