Store data
- UK price
- Unavailable
- US price
- Awaiting regional check
- Positive reviews
- 60%
- Total reviews
- 10
- Release date
- 17 September 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
7 player-data days recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
| Month | Peak | Gain | % gain | Average | Avg % gain |
|---|---|---|---|---|---|
| Last 30 days | 1 | -2 | -66.7% | 0 | -86.3% |
| November 2026 | 0 | -1 | -100.0% | 0 | -100.0% |
| October 2026 | 1 | -2 | -66.7% | 0 | -87.2% |
| September 2026 | 3 | — | — | 0 | — |
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| United KingdomGBP · GB | — | — | Unavailable | 0% | £4.29 | 30 Sept 2026 |
| United StatesUSD · US | — | — | Unavailable | 0% | $4.79 | 30 Sept 2026 |
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| NorwayNOK · NO | NOK | NOK 95.50 | 57,30 kr | 40% | 57,30 kr | No change recorded |
| New ZealandNZD · NZ | NZD | NZ$12.49 | NZ$ 7.49 | 40% | NZ$ 7.49 | No change recorded |
| PeruPEN · PE | PEN | PEN 21.49 | S/.12.89 | 40% | S/.12.89 | No change recorded |
| PhilippinesPHP · PH | PHP | ₱269.00 | P161.40 | 40% | P161.40 | No change recorded |
| PolandPLN · PL | PLN | PLN 34.49 | 20,69 zł | 40% | 20,69 zł | No change recorded |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
Wake up. Run, jump, climb, glide, fly — or just fall in a way that somehow works. I don’t care how, just keep moving. This whole thing is pure movement. No wrong ways, only dumber or cooler ones. New layout, new obstacles, new ways for you to look mid or suddenly go crazy. I’ll drop a tip if I’m not completely checked out. Mostly I’m just here for the show.
Core Rules
Reach the exit however you can
Avoid obstacles — or find a way around them that looks stupid but works
Keep moving
Key Features
Procedural labyrinths: every ascent is different. New layouts, new problems, new ways to fail (or look good doing it).
Skill and creativity over everything: there’s always a faster, dumber, or more elegant line. Speedrunners and explorers both get their fix.
Tight, responsive controls that reward precise inputs.
The higher you go, the less the world below makes sense. How high can you climb before it stops mattering?
| # | ||
|---|---|---|
| 01 | Ach First Floor | 49.1% |
| 02 | Ach Clean Floor | 47.4% |
| 03 | Ach First Death | 42.3% |
| 04 | Ach Jumps 100 | 39.8% |
| 05 | Ach Streak 5 | 37.2% |
| 06 | Ach First Crate | 29.6% |
| 07 | Ach First Weapon | 26.2% |
| 08 | Ach First Augment | 22.0% |
| 09 | Ach Kills 25 | 21.1% |
| 10 | Ach Escape | 11.0% |
Development has been stopped. I am receiving too many negative comments.
Read full update on Steam ↗Gamemode: Radio Tower A towering, narrow climb. No mobs, no crates: pure roofing. Gamemode: Arena No tower, no climb: just an arena and the mobs inside it. A flat slab instead of a tower. Two kinds of crate on the field: one holds a weapon, one holds a Crystal to spend at the pause workbench. One floor, stopwatch, no map. It ends when you do. The Hopper Returns The rolling ground enemy is back, and back on honest physics rather than a movement grid. Augments The second grade dot is gone. Every augment is single-grade today. The loadout cap is lifted. Fixes The tower no longer blinks. Landing shake after a hook. "DEFEATED BY" on a victory screen. Guard counts. The guard spawn curve was the only one in the game. Localization Arena's name and description are translated into all 14 languages.
Read full update on Steam ↗We are close to 1.0 I added some Achievements to public branch. Nothing special, pretty casual, covers most of the game. If more and more complex things are needed, I will listen to opinions on what exactly is needed. *Achievements not available in the Demo. Thank you!
Read full update on Steam ↗Crystals & the Augment Workbench Augments are no longer rolled by the Roulette. They are hand-picked, with a new run currency. Crystals: a run-scoped currency. The pause menu is now a workbench — the augment grid is where you spend. Left-click buys a grade, right-click refunds one. Change your mind as often as you like. Full Controller Support The map is playable on a pad The augment workbench is reachable on a pad Hints follow the device in your hand Mouse and pad coexist with no mode switch — whichever you moved last owns the selection. Audio New sounds for the augment workbench: buy, refund, and refusal. Interface Tooltips are a fixed subtitle-style panel at the bottom of the screen instead of following. the cursor Map node info now uses that shared tooltip rather than its own panel. A crate's Crystal grant slides in from the edge instead of converging on the crosshair. Custom hard...
Read full update on Steam ↗New Laser Turret can be spawned. New minor sounds and VFX. Minor bugs fixed.
Read full update on Steam ↗New level objects to spawn. New in-run quests. New Mods. Fixed minor gameplay bugs. Fixed some sounds bugs.
Read full update on Steam ↗Still regular works. Balance approach. New Night background. New Guard mob. Workshop is under construction.
Read full update on Steam ↗This is a stability update, another one. But this time with gameplay changes. I've built a tool for internal use, so now I can design complex generations. First gamemode: Practice (Available in DEMO) — is 10 levels. Second gamemode: Custom. UI is awful for workshop, I'll return to it later. Story gamemode: Hidden one, this is a long stream, has progress. Visuals and Audio also have changes, like regular polishing.
Read full update on Steam ↗This is a stability update. I have no issues with graphics performance, but its initialization and settings were quite fragile. This patch lets me use different backgrounds, though some Video and Graphics settings are now only available from the main menu. BTW, levels now have a random background.
Read full update on Steam ↗New balance approach. I continue to work on the visuals. Found a few minors - fixed.
Read full update on Steam ↗Cosmetic and Balance patch. Some mod names have been changed. Next approach to rebalancing. Now some entities require a streak — so you need to pass through a few towers to make progress and encounter something new.
Read full update on Steam ↗Okay, the Mod system turned out to be a tough one. The meta progression conflicted with it, making the game completely unplayable after a 10-win streak or so. This forced me to remove some scaffolding mid-update in version 0.4.5. Meta progression (Bazaar) has been removed. I may add some fun stuff to it later, like collectibles. The game is now a pure roguelike (I’ve removed the roguelite tag). Every run starts from scratch. The character starts from scratch. No movement extensions, no mods, and no permanent upgrades. Mods and movement extensions are available by opening crates. It’s still a bit random for now — I’m still thinking about the best approach. I thought this change would come a bit later, but that’s okay. Actually, it’s even better. Now I can fully focus on the content.
Read full update on Steam ↗Thank you for your feedback! 0.4 is Live! Mod System. In-game modifications (buffs, debuffs, and mutators) that you can obtain from crates. New object: Mine — Triggers when you get close and explodes after a short delay. New object: Crate — Hold to open (consumes Tokens/Coins) and receive a random Mod. Some systems and features are already implemented but are not naturally encountered during regular gameplay. This might be confusing if you don’t know how they work. I’m aware of this and am currently focusing on the core systems first.
Read full update on Steam ↗Small bugfix patch is out. Not a lot of visible changes this time — mostly fixed UI and gameplay issues. Changed: Fixed several UI bugs Fixed several gameplay mechanics
Read full update on Steam ↗Noxcode 0.3 is now live! New: Challenge-per-Run feature. Find "!" items to get a random challenge. Fragile / Breakable cubes. Workshop UI in preview. Changed: Updated UI for the Custom Mode. Other: Backend system patch to make future updates smoother Thank you.
Read full update on Steam ↗Noxcode 0.2 is now live!Hey everyone,Just pushed a new update. There is a planned version.New:Custom Level Generation Go to Main Menu → Play → Noxcode. You can now set up your own level settings and load them by copy-pasting codes.Movement OptionsWall-running.Dashing (Q by default) — quick horizontal dash forwardGliding (X by default) — hold to slow your fallChanged:Turned off the sunset visual effectOther:Backend system patch to make future updates smootherThe core is feeling better already. If you’re playing, try out the custom levels and let me know how the new movement feels. You can also view a beta branch: https://steamcommunity.com/app/3369490/discussions/0/833871463312374577/ Thank you.
Read full update on Steam ↗1 positive · 0 negative.
1 positive · 1 negative.
1 positive · 1 negative.
Development has been stopped. I am receiving too many negative comments.
1 positive · 0 negative.
0 positive · 1 negative.