Face-first to the ground, wounded but not bleeding; in pain but not screaming. Dying, reborn, again and again... What is the cost of hidden truths, and what about the lies before your eyes? Bear the cost of your choices in this medieval rogue-like platformer. CLIMB, DIE, TRY. Isn't that life?

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Pembangun permainan ini berhasrat untuk melancarkannya sebagai projek yang sedang berlangsung, dengan perkembangan dipengaruhi oleh maklum balas pemain.

Nota: Permainan dalam Akses Awal belum lengkap dan mungkin akan mengalami perubahan. Jika anda tidak berminat untuk bermain permainan ini dalam versi semasa, anda seharusnya menunggu untuk melihat jika permainan ini akan terus dibangunkan. Ketahui lebih lanjut

Kata-kata daripada pembangun:

Kenapa Akses Awal?

“The main reason for this being an early access title, the main goal during the development phase is to improve and advance the development process by taking into account players' requests within the game, and to provide a clean, fun experience as free from problems as possible. For this, I need as much feedback as possible. I will continue developing it until it is finalized, and I am considering seeking investment.”

Berapa lama permainan ini dijangka akan berada dalam Akses Awal?

“The game will remain in Early Access until the main story mode is completed. I think it might take around a year.”

Apakah perbezaan yang dirancang antara versi penuh dan versi Akses Awal?

“The Early Access version currently includes a Challenge Mode, a fast-paced, action-oriented mode focused on parkour and climbing, designed purely for fun. For the full release, I plan to add a completed story mode with a fluid, dark narrative. Additionally, I am considering adding at least three new sections to the Challenge Mode, each taking place in different habitats and conditions.”

Bagaimanakah keadaan semasa versi Akses Awal?

“Currently, only the Challenge Mode is active. Challenge Mode is almost fully ready. It contains traps that you can interact with, pushing you to perform parkour and constantly think about your movements. The main elements of the Challenge Mode, as required by the nature of the mode, involve climbing out of an enclosed tunnel to escape. The climbing movement, trap interaction, and various trap combinations within the tunnel that make this fun are all prepared. In short, the core mechanics of the game are ready; I just need to add more interaction and material to enrich the gameplay.”

Adakah harga permainan ini berbeza semasa dan selepas Akses Awal?

“There will be a small price increase once I complete it. Challenge Mode is almost fully ready. It contains traps that you can interact with, pushing you to perform parkour and constantly think about your movements. The main elements of the Challenge Mode, as required by the nature of the mode, involve climbing out of an enclosed tunnel to escape. The climbing movement, trap interaction, and various trap combinations within the tunnel that make this fun are all prepared. In short, the core mechanics of the game are ready; I just need to add more interaction and material to enrich the gameplay.”

Bagaimana anda merancang untuk melibatkan Komuniti dalam proses pembangunan anda?

“Based on community feedback, suggestions, and critiques, I plan to make adjustments to systems such as damage, traps, and difficulty. I'm also considering adding or removing certain sections.

The story mode, however, will be developed internally and is not subject to external involvement.

For your ideas, opinions, and all criticisms, you can reach me via Discord, Twitter, Instagram, and Kick”
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Tentang Permainan Ini

Climb Of Death is a climbing-focused rogue-like platformer set in a medieval atmosphere. As players ascend through dark structures filled with danger, they are tested by both their reflexes and their decisions.

Gameplay & Mechanics

The game is built on climbing mechanics that require precise timing and control. Movements such as jumping, grabbing, and balancing are vital. Narrow platforms, sudden traps, and unforgiving falls are a natural part of the progression. There are no saves. Death is permanent. However, with every attempt, the player learns a little more and gains mastery.

Choices & Progression

There is no single path in the game. The route you choose directly affects the challenges you face and your overall experience. Some paths are safer but longer, while others are shorter but much more dangerous. Progression is not achieved through a leveling system, but entirely through the player's skill.

Story & Atmosphere

The story is not told directly. It is presented to the player through environmental storytelling, dark locations, and obscure details. As you advance between hidden truths and obvious lies, the ending awaiting you remains unclear.

Objectives & Difficulty

The goal is simple: climb and survive. However, obstacles that push your reflexes to the limit, traps requiring full attention, and platforms that leave no room for error await you along the way. The game prioritizes the feeling of learning and mastery.

Music & Experience

Music and sound design that support the atmosphere keep the player constantly on edge. Even silence is a threat.

Additional Content

  • High replayability

  • Different paths and different outcomes

  • Multiplayer climbing paths to be added in the future

CLIMB. DIE. RETRY. Because sometimes the greatest struggle is not going up; it is not giving up. Isn't that what life is?

Keperluan Sistem

    Minimum:
    • OS: 64-bit Windows 10
    • Pemproses: Core i7-6700 or Ryzen 5 1600
    • Memori: 8 GB RAM
    • Grafik: GeForce GTX 1060 6GB or Radeon RX 580 8GB or Arc A380
    • Storan: 50 GB ruang tersedia
    • Nota Tambahan: SSD required.
    Dicadangkan:
    • OS: 64-bit Windows 10
    • Pemproses: Core i7-12700 or Ryzen 7 7800X3D
    • Memori: 16 GB RAM
    • Grafik: GeForce RTX 2060 SUPER or Radeon RX 5700 XT or Arc A770
    • Storan: 50 GB ruang tersedia
    • Nota Tambahan: SSD required.
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