How to play
SKY CLIMB is a calm third-person climbing game. A giant tower of floating junk rises out of a sea of clouds into a soft, hazy sky, and your little hooded climber with a long scarf has to get to the top and ring the bell. There are no enemies and no lives. The only danger is falling.
Move with W A S D or the arrow keys, and jump with Space: hold it for a full-height jump or tap it for a short hop. Shift sprints. Look around with the mouse (click to lock the pointer) and zoom with the wheel. M mutes.
If you fall into the clouds, you go back to your pin. Press F while standing on something to plant it; you are given one pin each time you reach a new zone. R returns you to your pin, or to the start if you have none. A long drop onto a lower platform also counts as a fall, and the screen shows how many metres it cost you.
Tips and strategy
- Pin early. As soon as you reach steady ground in a new zone, plant your pin. A fall then costs you a few platforms instead of the whole zone. Planting a new pin moves it, so plant again each time you reach a safe spot further up.
- Control your jump height. Letting go of Space early makes gravity pull you down much harder, which is what turns a tap into a short hop. Most of the climb is short hops. Save the full held jump and the sprint for real gaps, because overshooting is as bad as falling short.
- Jumps are forgiving at the edge. You can still jump for a split second after walking off a ledge, and a press just before you land is remembered. Run right to the lip of a platform before you jump.
- Land softly. A drop of more than about 15 metres leaves you stunned for half a second, so you cannot move straight away. Do not try to run on the moment you land from a big fall.
- Use the camera. Turn the view to see where the next platform really is before you jump. Zoom out to plan a route.
- Watch the bobbing platforms. From Paper Kite Reach upward, some pieces of junk float slowly up and down. Wait until one is near the bottom of its bob, or ride it up.
- Collect sky shards. They stay with you between climbs. Six of them unlock Scarf Glide: hold Space while falling to glide, which slows your fall to a gentle drift and rescues a lot of bad jumps.
What's in it
Six zones of 22 platforms each, plus the bell platform at the top, each zone with its own junk and haze colour:
- The Scrap Shore: crates, tyres, suitcases and washing machines.
- Pipe Gardens: pipes, valves and crates.
- Laundry Winds: washing lines, baskets and suitcases.
- Paper Kite Reach: kites and teacups, and the first bobbing platforms.
- The Drowned Library: books, tables and pianos.
- Bell of Stillness: stone columns and slabs up to the bell.
There are 36 sky shards to find along the way, some sitting right on the path and some floating a little off to the side. Six unlock Scarf Glide, 16 weave a dusk-purple scarf and 28 a gilded gold one. Below the main path, spare pieces of junk stick out from the tower. They will sometimes catch you when you slip, so a fall does not always go all the way to the clouds.
Ring the bell and a card shows your climb time, how many times you fell, the total height you lost and how many shards you hold. Your best height and best time are saved.
Behind the game
The tower is built from a fixed recipe, so it is the same tower every time you play. A known route lets you chase a better time or a run with fewer falls. The path spirals around the tower, and the gaps between platforms grow the higher you are, so the top zones ask for more sprint jumps.
The movement is tuned to feel light but dependable. You get to full speed quickly on the ground but can only steer gently in the air, so you commit to a jump once you leave the ground. Every jump on the main path has been checked to be possible.
The dreamy look comes from a haze that thickens with height and takes on each zone's tint as you climb, soft sun shafts, a muted film-like colour grade, a cloud sea below, and a scarf made of linked points that trails and flutters in the wind and spreads out wide when you glide.
Questions
Do I need an account?
No. Your shards, best height and best time are saved in your browser.
Can I lose?
No. Falling just costs height. You can keep climbing as long as you like.
Can I play on a phone?
Yes. The left side of the screen is a movement stick, and pushing it all the way also makes you sprint. Drag on the right side to look around, and use the on-screen buttons to jump and plant your pin.
Do I keep my shards if I start a new climb?
Yes. A shard you have collected stays collected and does not appear again, so each climb only shows the ones you are still missing. Scarf Glide and the new scarves stay unlocked.
Is it violent?
No.
Does it flash?
No.