Use quick wits and quicker reflexes to carve your own path through the mysterious ruins of Cloudbuilt, floating high above the ground. Manipulate the laws of physics to avoid fatal hazards, dodge hostile robots and reach not just the end of each level, but the top of the global leaderboards too.
User reviews: Very Positive (395 reviews)
Release Date: Mar 20, 2014

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Recommended By Curators

"High Speed platforming game that is all about precision and figuring out the best routes. Easy to pickup, hard to master and recommended."

Recent updates View all (19)

November 21

Defiance DLC out now!

Hi everyone,

So, it's been coming for a while but finally, the Defiance DLC for Cloudbuilt is available to buy! This new DLC packs a huge chunk of content to the game, including five brand new levels that will challenge you like never before, new skins for Demi, an entirely new game mode called Assault that can be unlocked to play on any of the original levels as well as these new ones AND even a new alternate ending to the game!

Coilworks have worked super-hard to make Defiance as jammed with content as it is, so we hope you'll show your support by picking it up. It's the ultimate test of skill for any Cloudbuilt player... have you got what it takes to see it through to the end?

Have fun!

The RSG team

4 comments Read more

October 30

New Cloudbuilt DLC Announced

We are happy to finally announce that a new and larger DLC is coming to Cloudbuilt very soon!

Compared to the previous DLC this one is more elaborate and much more substantial, including larger and more diverse levels, new mechanics, enemies, story, skins as well as a new game mode and a new ending.

We have spent the last few months working on this in secret and are now very excited to finally start talking about it and show you all what we have in store. We will post updates with new info and screenshots from the DLC every day till the release and we hope you soon will be as excited as we are!

We will start out these posts here and now! Follow the link below to find a discussion thread where we will post future updates:

Stay tuned to our Twitter or Facebook page to get all the news as we announce it!ːdeheadː

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“Cloudbuilt is a gorgeous free-running game with a touching metaphorical dimension.”
8/10 – Eurogamer

“Could easily top game of the year lists… f*ck this brilliant bullsh*t.”
Rock Paper Shotgun

“... primed to be an intensely challenging, beautifully stylised runner/platformer.”
Total Biscuit

About This Game

A young woman, a mysterious world and dark clouds on the horizon... welcome to Cloudbuilt.

Cloudbuilt sees quick wits and even quicker reflexes become your closest friends as you carve your own path through the mysterious floating ruins high above the clouds. A game of speed, precision and freedom, use your rocket-powered exoskeleton and manipulate the laws of physics to avoid fatal hazards, dodge hostile robots and reach not just the finish line of each stage, but the top of the worldwide leaderboards too.

Packed with progressively challenging levels, as well as all manner of shortcuts and secrets to discover, Cloudbuilt’s fast-paced competitive action will push the limits of gamers seeking a challenge time and time again.

Game Features
Jaw-dropping visuals – A unique and utterly gorgeous cel-shaded art style makes the world of Cloudbuilt come alive like nothing you’ve ever seen.
Run, jump, fight! – Cloudbuilt combines parkour-style platforming, action-packed gunplay and the fast-paced thrills of racing against the clock to create a hugely addictive and competitive game.
Blaze a trail – Open level design allows you to reach each goal in all kinds of different ways. Carve your own route through any stage you like, then keep refining it to get the fastest time possible.
Go your own way – Players can find their own route to the finish not just through each level, but also the game; a branching story across 22 levels offer seven unique worlds and four different endings to discover.
Fight for supremacy – Finish stages quickly and make your mark on the global leaderboards. Find new shortcuts and use all your skill to climb as high as you can!
A minute to learn, a lifetime to master – Rather than making players unlock abilities, Cloudbuilt gives you everything you need right from the start. Pick up the basics immediately, then discover skills you never knew you had and put them to good use!

System Requirements

    • OS: Windows 7
    • Processor: 2GHz Intel Dual Core processor
    • Memory: 2 GB RAM
    • Graphics: 512 MB OpenGL 3.2 compatible card
    • Hard Drive: 3 GB available space
    • Sound Card: Any compatible soundcard
    • OS: Windows 7
    • Processor: Intel Core i5 (or better)
    • Memory: 4 GB RAM
    • Graphics: Nvidia Geforce 560 Ti (or ATI equivalent)
    • Network: Broadband Internet connection
    • Hard Drive: 3 GB available space
    • Sound Card: Any compatible soundcard
Helpful customer reviews
4 of 4 people (100%) found this review helpful
3.9 hrs on record
Posted: October 28
Despite the rocky launch and some questionable design decisions, Cloudbuilt is a fun and visceral 3D platformer with the right mix of challenging, thoughtful, and perhaps just a little bit too much unforgiving.

Cloudbuilt is primarily focused on the path from point A to B. You have many special abilities common to speedrunning platformers that you'd expect: a dash, double jump, wallrunning, all limited by a central boost bar that only replenishes when you're flat on the ground. The controls are very tight and responsive, and sometimes this results in touchy controls that burn precious boost in unskilled hands. In addition, there are the regular cadre of hazards like indestructible mines and projectile spewing enemies blocking your forward motion. There are many paths through a stage, many ways to avoid hazards, many things to see and find. Cloudbuilt certainly hits the mark on the core platforming experience.

My major gripe against the game sits with the enemies, however. Thankfully less annoying in behavior and strength than before, oftentimes their existence thwarts your main method of dealing with the threat: your gun. Most enemies will survive rapid fire from your woefully limited clip, requiring you to charge your fire beforehand. Why the gun doesn't automatically charge during any downtime escapes me, because there's no penalty to charging a shot, and no reason to resort to weaker bullets. Your best strategy is, at all times, to just dig your finger into the mouse button whenever you're not firing, which is a really weird mechanic to be sure. On the enemies themselves, many of them have a repair shield mechanic that goes up if you didn't outright kill them on the first few shots, it's not immediately clear that this shield deactivates the enemy, and some of these can be eternal threats through the rest of the stage if you let them heal back up. Having enemies that can shoot you from clear across the map is distracting in this kind of game, but thankfully only a scattering of levels are prone to this kind of abuse.

The environmental design is fairly nice. You have a good mix of organic, ruins-like areas, more mirror-like utopian areas and oppressive areas full of wire and colored lights. It would have been nice to have a few levels with an actual solid ground, though this would have gone against the namesake. Sometimes the path to the end of the level is far out of sight, but the maps are designed well enough to spur you in the right direction. The stencil shading does accent the terrain pretty well and highlights the ground edges, but doesn't look as good on the main character's model. The sound is just functional, and nothing spectacular. The music tracks are catchy, for the most part. The story isn't my cup of tea, and isn't as well woven as it could have been.

I'd recommend the game to anyone looking for a challenging platformer. For anyone who would be just on the edge of the skill range necessary to play this game, but is willing to brave it, be sure to play through all the first levels. Though it may have changed from my experience, the different paths on the map vary in difficulty and game concepts presented. At least one path is oriented more towards a pure platforming experience, with few to no enemies, and is the recommended path to take at first.
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3 of 3 people (100%) found this review helpful
21.3 hrs on record
Posted: November 16
Simply excellent. A high speed space puzzle about a veteran going through obscure obstacles in her dreams while lying unconcious in post wound rehab. When I write "high speed space puzzle", I mean every word of it. Most levels will equally demand the best from your reaction and your space orientation skills. And while there are obviously pre-designed routes, you are welcome to "break" them in every way you can to reach your goals in most optimum way. Cloudbuilt is everything you would expect from a good indie game: challenging, stylish, addictive and filled to its top with freedom. It has its little fallouts and some "garage-feeling" here and there, but not enough to bring even the slightiest shadow on its beauty.
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4 of 5 people (80%) found this review helpful
1.7 hrs on record
Posted: October 31
If you like Mirror's Edge youll like this more
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2 of 2 people (100%) found this review helpful
2.9 hrs on record
Posted: November 2
This is a pretty well built free-running game that is also very nice to look at with its pseudo-cel-shaded art style. The difficulty does jump a bit at some points but overall it stays pretty fun.
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2 of 2 people (100%) found this review helpful
5.9 hrs on record
Posted: November 17
Can best be described/reviewed as a bunch of exclamated statements.

Wall running! Jetpacks! Auto aim that you need half the time! Speed running! 3D platformer! Mines! Troll-y Turrets! Random tank things! Lasers! Purple Electricity! Falling off edges the other half of the time! Because You're twit! Jetpacks! Beautiful Cel Shaded graphics! Thing that shoots homing balls that should have less health! Super fast respawns! Checkpoints! Many different routes! Occasional terrain glitch like standing on a buzzsaw! Buzzsaws! Come to think of it, all the enemies are to some effect ♥♥♥♥♥, some greater than others! Great Soundtrack! Sensitive agility and mobility! Recommended speedy reactions on the part of the squishy thing behind the screen on the keyboard! Controller Support! Replayable modes! Jetpacks!

Now More Accessible to newer players of the precision platform genre!

I think that pretty much sums it up.
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2 of 2 people (100%) found this review helpful
1.3 hrs on record
Posted: November 21
This is what sonic and mirrors edge should have been. Its a speed Runners dream.

Non-Linear levels. Check. Guns. Check. Rocket Pack. Check. Gorgeous graphics. Check. Challenging play. Check. Multiplayer support/mac support. Nope. This game needs a race mode vs friends. Other than that, my kind of game. Like Demon souls, Dark souls, Ninja Gaiden and Mirrors edge put together. Don't expect a video game to hold your hand and make you feel good. This one is not for the faint of heart. You will think you are good. The early levels are not too hard, you think. It will push you. You will get quicker reflexes. You will learn how to aim on a dime. You will fail a lot. You will cry. You will overcome. You will excel. You will get rebuilt. YOU WILL GET CLOUDBUILT.
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1 of 1 people (100%) found this review helpful
13.7 hrs on record
Posted: November 3
This game will keep you on your toes! Hard to learn, harder to master. If you're a speedrunner, or just enjoy learning game mechanics I'd reccomend this game to you.
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1 of 1 people (100%) found this review helpful
71.9 hrs on record
Posted: November 6
Cloudbuilt is an amazing speedrunning platformer. It can be very difficult at times but with enough practice you will be able to speed through any level. Most people recommend playing this game with keyboard and mouse. However I play with a controller and I was able to get in the top 100 scores on most maps. Some people complain about the controls on a controller (LB to jump), but that is necessary to be able to speedrun this game. Fast respawns make death not so worrisome when you are first starting out or having trouble on a level. If you like challenging games, platformers, or speedrunning then this game is for you. If you are having trouble with levels or have any problems check out the community page where the active developers and greatest players often talk.

Great graphics
Fun fair gameplay
Controller support

No linux support
Some people don't like the controls
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1 of 1 people (100%) found this review helpful
8.3 hrs on record
Posted: November 25
Cloudbuilt is an excellent game all around. Its graphics are a unique style bordering on "cel-shading" and "toon-shading" and its snappy responsivness justifies the difficulty of some levels.

Will it take a long time to complete certain levels? It depends.
If you are a speedrunner by trade, learning every inch of this game is rewarding and time-consuming. Each level is non-linear and offers many different paths, ones that are more diffucult but overall faster, and ones that are more scenic, fun, and allow you to shoot your blaster and more things. Pew pew.

This game provides hours upon hours of playtime, and I do not regret buying it at launch. It is highly underrated and should not come off as intimidating. Casual and Hardcore gamers alike will love playing this well done chunk of code.
Hats off to the folks at Coilworks.
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1.4 hrs on record
Posted: October 27
It's like mirror's edge mixed with sonic generations. Fast parkour.
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37.7 hrs on record
Posted: November 21
This game got the reputation of being very hard and not for the everyday gamer, but I beg to differ.

If you want to run from the start to the end without ever stopping, like a true speed tuner, then you will need practice and put in some serious amount of work but if you take it slower difficulty will also go down and the game turns into a big wonderful platformer with a lot of puzzles to solve.

I recommend this game for almost everyone out there that ever played a shooter or a platformer. This is a wonderful game!
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2.9 hrs on record
Posted: November 21
Mirrors Edge meets Wipeout?
love it.
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2.7 hrs on record
Posted: November 10
I'm glad this game exists, and I enjoy the idea of playing it and even had fun with the early levels, but I ran into a wall trying to make any progress later on. The movement and speed feel good, and finding high risk/reward paths through levels vs. slow and clumsy routes that do ultimately get you to the end but take several times longer is satisfying.

Having a finite number of lives before you have to start over from the beginning is aggravating, especially because the only way to increase the number of lives you start each level with is by getting a higher rank on the levels you've beaten, and if you're good enough to get an A or S rank on one level, you're probably good enough to not need that many extra lives on the next. I would be much more willing to spend as much time and as many lives starting over from whichever checkpoint(s) and accept that my time (including the penalty per death) is complete garbage if it would make it less painful to learn the later parts of the levels without having to put up with the early parts repeatedly.

I also found the levels with no enemies and only platforming skill-based challenges to be more interesting/satisfying. The enemies are not necessarily a huge problem in a level you already know, but trying to find a path through 3D space when you're being assaulted by infinitely-respawning, nearly-indestructible robo-nonsense is kind of a load of crap, especially when you spawn right next to them. It makes trying to find alternate routes through levels frustrating, compared to the enemy-less levels where you can stop for a second or two to look around and see what might be possible.

Those gripes aside, and my own incompetence at the game (my reflexes aren't what they used to be), it's rewarding when everything comes together and you really nail something you kept screwing up. It's hard, especially later in the game, and you will screw up a lot, but when you get a feel for it you can do some truly crazy things, and it all flows from one high speed move to the next.

Also, the launch trailer (the one they used on Steam) is junk and doesn't give as good a sense of what the game is really like as the original three-minute gameplay trailer did. Go look that one up instead.
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4.3 hrs on record
Posted: November 23
Like the rocket boots.
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15.8 hrs on record
Posted: November 25
Fantastic Art, good music and the perfect level of difficulty.

These are the first things when I think about Cloudbuilt. I really love the shader look and the level design in general. It looks very simple with blocks, walls and thin ground, but there was no need for more.

When I first listened to the music, I was like "okay, that's nice", but at some point when I played a really difficult level I couldnt get the music out of my head. It reminded me of what I learned before, that I CAN beat this level.

I was slowly dragged into the world of Cloudbuilt. I actually could relax playing this game while dieing hundred of times due to my own stupid mistakes (and it was never because of poor level design or bad controls, my last fps was Call of Duty: Modern Warfare 1, yes 1, that's like 5 years ago). To be fair, if I think there is a slight chance to beat a level, I will try it!! <3 It felt fantastic after hours of playing the game.

I even sneaked into the other game modes, discouvered some levels, but I dont feel the need to complete everything there to get 100%.

Yeah, I really didnt pay attention to the story. It felt 2 depressive/boring and I didnt want to read 4192 lines of dialogue. It was actually annoying ^^. Im playing a fast game, it was a nice contrast, but I played this game for its difficulty, not to hear a story ;P, even though the developer tried to say me something :D.

People complaining about stuff, my reaction:
"No infinite boost, I cant discover the map, game is bad" -> You dont need to discover the whole map to beat a level, thus you dont have to waste even more time on completing the level + There's actually a gamemode where you have infinite boost.
"Controls are bad, my character isnt doing what I want" -> I rarely play first-person-games with a mouse and had no problems at all, if I wanted to go up a wall, I used my mouse to look up and if I wanted to go down... well guess what I did <3. Never had troubles here.
"Music is annoying" -> Well, I guess you cant hit every players music taste, even though I never listen to this kind of music, after playing the game several hours, I felt it was really fitting the scenery.

tldr; If you dont pay attention to stories and like fast games with some challenges, you should definitely get it! <3
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157 of 220 people (71%) found this review helpful
1.5 hrs on record
Posted: June 22
This is a game clearly made by a team of people that love precision platforming games--that much is obvious, and I will always applaud any team that makes a game out of love. Unfortunately, in trying to make a unique contribution to the genre, they've added a lot of needless complication and frustration that serve only to make the game inaccessible to new players and frustrating for all the wrong reasons. The overall premise is great, and the visual style is very fresh, but being that this is a precision platformer, the devil's always in the details.

First off, while the controls themselves are serviceable, and I feel like I could learn them just fine given the practice, the "rules" for how I interact with the world feel a little loose. Hands down the number one cause of failure I experienced was accidentally performing wall climbs when I meant to perform wall runs, and vice-versa. This interaction is controlled entirely by the angle your mouse is at as you approach it--point mostly straight-on to run up the wall and at an angle to run along it. Unfortunately, being a little too far one way or the other can mean you do the entirely wrong thing, wasting a substantial amount of boost bar at best or dying at worst. This was particularly frustrating when almost every wall in the game is blatantly placed for either climbing or running but not both--I knew what I wanted to do, the game knew what it wanted me to do, but the difference of a few degrees wrecked everything. Again, I know these aren't problems a pro would ever deal with, but as a ♥♥♥♥♥ I'd appreciate some fudge room--maybe let walls that I'm "supposed" to run across fudge the angle a bit so I only run across them unless I come at them really straight. I know I'm a ♥♥♥♥♥, I won't ever get an anywhere near "good" time on a level without busting my ♥♥♥, but I'd rather fail because I made a bad decision or reacted poorly, rather than because the controls are merciless.

Speaking of merciless, I'm having a hard time seeing how it helps the game more than it hurts to have a limited boost bar. I mean, I can only assume it's limited because so many other games with similar mechanics have limited boost bars, but did the team ever stop to ask whether it was really necessary for THIS game? Any wall that's longer than one bar's-worth of boost has a full-boost-refill powerup halfway across it anyway, and I can still only jump once more in the air regardless of how much boost I have, so what does it hurt? The only thing that would be lost is limiting my ability to run straight up walls, but that's already taken care of in the level design--there aren't any walls that I could "cheat" by having unlimited boost, and if there were, putting a limit on specifically running up walls seems like a better solution. At the end of the day, the only thing the limited boost bar does is send rookies and experimenters plummeting to their deaths when they run out of meter mid-jump because they were a little inefficient--would it be so bad to let them finish the level anyway and just give them a D, rather than let them make ZERO progress?

The inclusion of enemies and shooting mechanics was an interesting one, but there were a number of details to it that were just baffling. First, I still have zero understanding of when enemies shield and when they don't. The fact that they seem to put up a shield when I KILL them rather than when I'm fighting them makes zero sense, as does the rules for when they revive. Is it on a timer? Is it when I get more than a certain distance away? I even encountered an enemy that chases me constantly with a shield up that never goes down until I get hit by it--that simply felt like a glitch, because I couldn't figure out any other way to deal with that enemy, which was a jarring break in the flow of the game. Perhaps the most needlessly frustrating enemies were the invincible missile-launchers that constantly fire persistent but destructible homing missiles. Why, of all enemies, would THIS be the one that I cannot destroy--the one enemy that I don't have the option of outmaneuvering and escaping? The enemy that, uniquely, can attack me from behind if I try to outrun it? In a game all about speed and agility, having an enemy that would EVER force me to stop, turn around, and shoot down an incoming missile seems like a mismatch. Really, the enemies are mostly fine, there were a few that made me question how much thought went into their design.

Perhaps the biggest frustration: why are there limited retries? I understand that If I were actually good at this game, I wouldn't need any retries at all, but I'm not, so I'm perfectly happy just trying to finish the level AT ALL and collect my D-rating. They were smart to include both static and custom checkpoints, AND a one-button instantaneous reset (which is great, and I think it should be standard to the genre) but a limited retry system on top of that serves no purpose but to frustrate the players that need retries the most. And then, paradoxically, the reward you get for getting high ratings on levels is... more retries! Does it make much sense that I only get more retries by proving I DON'T need them?

Lastly--and this is a minor quibble--while I found the little story wrapper that they came up with compelling, the monologues between levels had a little TOO much navel-gazing for my tastes. I always appreciate having a bit of narrative to chew on, but they might have been better served by going for something a little more understated.

Ultimately, I do respect this game for the love that went into making it, but because of its unusually unforgiving systems and somewhat scatterbrained design, I can't recommend it to anyone but diehard precision-platforming fans.
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20 of 23 people (87%) found this review helpful
7.5 hrs on record
Posted: July 13
The game's story should have explained why we are trying to jump with the heroine protagonist through floating levels in the air. But nonetheless, Cloudbuilt is a perfect platformer that will charm you with a booster-like tempo along with its graphics. Cloudbuilt is fun once you get the hang of things. A good challenge for those that do not frustrate easily.There are some aspects that we would have liked to see polished, but still, Cloudbuilt is a very original, challenging and addictive experience, that everyone who enjoyed classic platformers should, at least, try.Cloudbuilt does have its flaws; the worst of which are the controls and difficulty curve. If you can get past those, though, you'll find a fairly decent and fun game in a genre that doesn't see a lot of entries. If speed running is your thing, definitely give this one a shot.Cloudbuilt is a pretty game with a strong incentive to replay. If your primary interest is in a story, it's probably not for you. If you're more intrigued by jetpacks, rocket boosts, wall-running and the thrill of flying off a ramp as you make your way to levels end as fast as you ruddy well can, Cloudbuilt is heartily recommended.Overall 8/10.
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20 of 27 people (74%) found this review helpful
2.9 hrs on record
Posted: June 23
PROS: In-Game mobility & agility
CONS: Real-life mobility & agility
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8 of 8 people (100%) found this review helpful
125.3 hrs on record
Posted: August 10
♥♥♥♥ing great game. If you like hard games and going fast, then this is for you. The skillcurve is pretty steep at first but the movement is insanely fun especially once you get good at it. Controller is supported but not recomended for higher level of play.
Also the devs are very cool people that are open about what their plans are and they respond to any problems you might find :)
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8 of 9 people (89%) found this review helpful
16.1 hrs on record
Posted: July 5
Feels like a lot of the reason this game isn't doing incredible is because people arn't sure they'd like/enjoy it. The best and most fair platformer I have played. If you screw up it's your fault ok.
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