A slab sweeps back and forth over the top of your tower. One tap drops it.

Whatever hangs over the edge is sheared off for good, and the next slab is that much narrower. Nothing gives it back except landing one dead centre.

The tower is your own record of every mistake

There is no health bar. The width of the thing you are standing on is the health bar, and it is made entirely out of your own sloppy taps. Twenty floors up you can look down the spire and see exactly where you rushed — every step in the silhouette is a drop you would take back if you could.

That is the whole hook. One input, one number, and a punishment you cannot undo but can always see.

A clean landing turns the tower into something else

Land inside the centre line and you lose nothing — and the chain of clean landings changes what you are building with:

MaterialFromWhat it does
Clay where every climb starts no span back · 1.00× speed
Stone a chain of 2 +1.2 span a drop · 1.10× speed
Glass a chain of 4 +2.6 span a drop · 1.26× speed
Light a chain of 6 +4.5 span a drop · 1.46× speed

So a hot streak literally rebuilds the tower underneath you — and makes the slab move faster while it lasts. Getting greedy on a Light chain is how good climbs end. Miss the centre once and you are back to clay.

Glass turns up on most climbs. Light does not, and you will know when it does.

Three ascents

AscentCentre lineThe number to catch
I Steady ±3.8 75
II True ±2.8 60
III Sheer ±1.9 45

Each keeps its own register. The benchmarks are measured rather than guessed — a simulated player whose drops carry a realistic timing error, taken at roughly the 90th percentile of a good one. Out of reach cold, reachable with practice.

The sky keeps score too

You start in the afternoon. Somewhere around thirty floors the light goes orange, the clouds fall away beneath you, and by sixty there are stars. You never need to look at the counter to know roughly how high you are.

Controls

  • Drop — tap, click, or Space. That is the entire control scheme
  • Pause — Esc · Mute — M
  • The slab never stops moving and there is no undo

Details

  • The tower is drawn in isometric, and the camera drifts sideways with it as the stack wanders off its own foundation
  • The slab hovers above the stack and casts a shadow onto it — that gap is the only cue for how far off centre you are, and at speed it is the one you read
  • Sound is procedural: a clean landing walks up a pentatonic scale, so a long chain plays a rising phrase and a miss is a dull knock
  • Type a username on the title card and your climbs post to that ascent's register

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