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 (378 reviews)
Release Date: Mar 20, 2014

Sign in to add this game to your wishlist or mark as not interested

Buy Cloudbuilt

Downloadable Content For This Game

 

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 (17)

September 18

Change Log - v1.21 (386046)

Hi Cloudbuilt fans!

It's been a few weeks now since the beta ended and everyone got to see the benefits of our work, and not surprisingly we've been refining things even further using your feedback. As such, it's time for another mini-update to fix a few things that you've pointed out to us recently. Be sure to verify the integrity of your local content to grab this newest build, and you'll see the following things change:

  • Fixed 'Magnetic wall' bug
  • Fixed bug with Drone Hives respawn when loading checkpoints.
  • Removed a crash bug caused by invalid collision shapes in a few places
    on some Through The Fog levels
  • Fixed a bug with player death and throwback state resulting in double
    bounce height upon colliding with floors at times, also leading to some
    weird death poses
  • Made the death camera a little clearer, so it’s easier to see when you
    are dead
  • Fixed a potential bug with Quick On Your Feet achievement
  • Fixed a GUI element in the level select menu that did not scale
    correctly for different aspect ratios
  • Adjusted drone prediction algorithm to be closer to how it was before
    (the new algorithm resulted in some weird behaviors at times)
  • Added a better damage feedback effect; visible whenever you take
    damage from a bullet, or one of your bullets damage an enemy
  • Adjusted and improved projectile collision shapes for some assets used
    in the Through The Fog DLC
  • Fixed a visual bug with some clouds in a few levels.
  • Updated some settings for a couple of texture to not scale down quite
    as far on the lowest texture quality setting
  • Some under the hood changes to the engine

Thanks and enjoy!

The Coilworks/RSG team

3 comments Read more

August 29

Change Log - v1.2 (368869)

Hi everyone!

The beta that has been going on for a couple of weeks now has finally come to an end and the final build is now live!

We would like to thank everyone that participated, gave us feedback and helped test out the changes. We have made some smaller additional changes since the last live build in the beta including 7 new achievements to keep you busy for a while (I would hope for a week at least, but I know some of you are pretty quick with this stuff, so maybe that is hoping for too much!).

The changes in general are pretty large and can greatly impact the feeling of the game for beginners, but we have made sure to keep the play style of top level play as intact as possible and to not break any high scores with any of the changes. If you have any feedback on the changes or missed out on the beta, please feel free to tell us what you think in the comment section or in the discussion forums!

Here is a list of the changes included in this patch. Remember to verifying the integrity of your local content before playing to ensure you have the latest version of the game.

Version 1.2 (Build: 368869)

  • Changes to enemies to make them easier to read and understand while keeping true to their original intent:
    • Strike Turrets no longer shield themselves when they are about to die in combat, and can be killed straight up. However, they do defend themselves if you attack them when they can’t see you.
    • Strike turrets heal themselves much quicker if forced into shielded mode.
    • Arachtoids have become easier to read and give more time to react to its different actions, but have also received smarter path finding and are capable of healing themselves when unable to fight back.
    • The time it takes for an Arachtoid to shield itself when it’s attacked but can’t fight back is now constant and a little longer than before.
    • Arachtoids’ walking animations and animation feedback when about to wake up has been improved.
    • Drop mines can now damage enemies and get pushed by explosions.
    • Drone Hives is now killable. They can only be killed while they intend to attack you or any of its drones are still alive. (Now is your time for some sweet revenge!)
    • Drone Hives now have animations and effects when spawning drones making them easier to understand and spot from a distance when they engage you.
    • Hunters will now only keep their shield up for a limited time, and if you are skilled you can even take them out before the time is out.
    • Hunters and drones will now try to predict where you are moving to and attempt to intercept you. This is to make them a little more challenging for experienced players, and they be easier if you take a slower approach and try to duke them.
    • Lobber explosions now behave like one would expect and can damage you even if you hide behind minimal covers.
    • You are now unable to kill lobbers. It was possible before but had no feedback and added no value as no challenges were ever built with it in mind.
    • Guardians are now more affected by explosions and bullet impacts when they are dead meaning you can push them around more easily.
  • Improved player controls and interactions:
    • Wall running has been improved to give you more control over speed and direction, while also enabling you to transition between different wall running states. You will still benefit from knowing how to use your momentum, but wall interactions are less punishing, as it’s easier to recover from small mistakes. (You can tweak the wall running behavior through the options menu and turn the transitions off if you prefer how things handled before).
    • Air control has been changed to feel more consistent and to easier make good air jumps.
    • Throwback state has been changed to take slippery surfaces into account and can be canceled by an air jump a little earlier.
    • Player now reacts more reasonably to spikes.
    • Wall slide state now behaves like a wall run for the first 0.5 sec to ensure that all wall run interactions behave consistently right as you land on the wall and have yet to have time to react to what state you entered. This will ensure much fewer accidents when doing quick wall jumps and drops.
    • When intending to climb up a wall the camera’s forward direction is now taken into account in some situations to better read the intended action.
    • The deployment of checkpoints is now more intuitive and to cancel the deployment you need a more explicit action instead of just moving, making mistakes less likely.
    • A death camera has now been added that follow the player for a short moment after death.
    • The weapon has been improved to be able to disable homing if you aim straight at a target that is immune to homing, which makes it easier to target specific enemies in a group.
    • Fixed a bug where bullets clipped through walls if you stood too close to them and tried to shoot directly into them.
  • Added real raw mouse input.
  • Added gameplay options to customize the experience more.
  • Added info text for some of the alternatives in the options menu.
  • Optimized the rendering and batching systems of the engine. Giving some levels up towards 3 times the render performance on our testing hardware.
  • Added 7 new and a little different/unusual achievements.
There has been a lot of tweaks as you can see and we apologize if we have missed anything here, but this list should most changes and all major changes are here noted.

Hope you enjoy it!

The Coilworks/RSG Team

7 comments Read more

Reviews

“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

    Minimum:
    • 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
    Recommended:
    • 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
152 of 205 people (74%) found this review helpful
1.5 hrs on record
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.
Posted: June 22
Was this review helpful? Yes No
18 of 21 people (86%) found this review helpful
7.5 hrs on record
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.
Posted: July 13
Was this review helpful? Yes No
37 of 59 people (63%) found this review helpful
2.3 hrs on record
Cloudbuilt could've been great if it wasn't for the stationary enemies. Maybe I was expecting a third person Mirror's Edge here, but let's me tell you that it's not. Platforming feels great, especially if you can pull of some neat little tricks, but enemies and some nasty obstacles just stop you in your tracks every now and then, and you suddenly have to think about how to avoid them as soon as possible, and in the best way possible, without taking any damage.

The graphics are lovely, even if it distracts just a little bit but I can't complain about the audiovisual experience too much here. That's all just fine.

I hoped I could play yet another virtual parkour runner with Cloudbuilt, but by adding enemies it became more than that. And I'm sorry to say that I'm not a big fan of that. Lower your expectations (if you have any) and you might just have a good time with it.

[Rating: 68/100]
Posted: May 21
Was this review helpful? Yes No
17 of 23 people (74%) found this review helpful
2.9 hrs on record
PROS: In-Game mobility & agility
CONS: Real-life mobility & agility
Posted: June 23
Was this review helpful? Yes No
6 of 6 people (100%) found this review helpful
120.9 hrs on record
♥♥♥♥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 :)
Posted: August 10
Was this review helpful? Yes No
767 of 897 people (86%) found this review helpful
19.5 hrs on record
If Mirrors Edge and Sonic decided that they wanted to have a baby but then megaman x was upset cause he always wanted to have a baby with mirrors edge so he inserted nano machines to make the baby a bit more like him this game is what you would end up with!
Posted: March 20
Was this review helpful? Yes No