
Can't run or jump? But with a bat, you can surpass any obstacle! Climb to the heavens, learn techniques, and discover secrets across the valley in this challenging puzzle - execution - momentum game!
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About
Your hometown has grown quieter over the years. It's time to leave, and the only way out is up! But can you even make it to the end?
A bat and your wits are all you need to surpass any obstacle! Climb to the heavens, and discover the secrets across the valley in this challenging puzzle - execution - momentum game!
Yes. There are checkpoints. That way I can make it harder! ( and more satisfying )
Your progress is always saved baby
Hand drawn sprites / characters!
Deep mechanics behind simple unorthodox controls (bat)
A movement system that has lots of depth and mastery! use that brain
Challenging puzzles that seem impossible at first, but always have clean solutions!
I believe in you!!
No limits! go as fast as you can no one will catch you*
Lots of secrets I put a lot of secrets I think good luck!
A handful of characters!!
No combat*
creacher
Uhhh mini games?
(background) animals that rhyme with bat
(background) animals that dont rhyme with bat
*(you can go real fast)
use brain!! warning brain use may be required
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h3]!Chaotic! good.[/h3] Absolutely [b]INSANE[/b] game that goes all-in with the unique movement mechanic and squeezes out 118% of its potential. First things first: this is a kaizo (!) game, and not only does it require solving the movement part of the puzzle, but also executing it, and quite often with high precision and timing involved. You will need a LOT of mechanical skill and patience to even beat it. But it is what drew me to it. I saw some cool level design in the beginning and it intrigued me. Oh boy, Ceroro didn't disappoint. The developer kept stacking and stacking and stacking movement tech on top of other movement tech and it was such a joy to methodically analyze each section and setup to understand "what does she want me to do here?". By the nature of it, a lot of sections were cheesable, there are a lot of solutions that are not intended or maybe even not known about by the developer, AND THAT IS OKAY!!! Sometimes cheesing the setup is double the fun of completing it the normal way. I finished it with a smile on my face. I said "It was a great game!". And went to explore for secrets... Let's say, this is where the ♥♥♥♥ gets real. More new tech, more intended (and not) skips, more movement mastery requirements. MORE OF EVERYTHING. Bat to the Heavens did not want to end! Okay I am getting a little sidetracked now, let's talk about how the game is made actually. Honestly, I disliked the design choices at first, it is all over the place: pixel art, vector art. 3D environments. All in one place. But then I grew to appreciate it, it has a soul, it is not sterile and sometimes a bit silly! Soundtrack is quite good too: chill squeaking in the background while you spit out TAS-like inputs, very cute and friendly. [b]World and level design are on another level.[/b] It may not be the prettiest: some blocks are just floating in the air and there are a lot of anti-cheese constructions where they are necessary, but it is so thought-out and deep, I can't help but praise it. I am 100% certain that the developer knew about all the loopholes and skips in sections and just decided to leave them for the curious and smart players. A bold, but strong decision. And even the intended solutions often require some out-of-the-box thinking and clue hunting: [i]"Surely, this block is here for a reason, right?"[/i] I have some nitpicks about the secret design, but I think it is more about me being lazy and maybe sometimes a bit unobservant, so I'll leave it out. Even after getting all the secrets and collectables and whatnot, I still want to play, I still want to explore new ways to get through this world and I still want to [b]Bat. To the Heavens.[/b] *creach*
全実績解除記念。可愛い、曲良い、超面白いの3拍子が揃った文句なしの神ゲー。 ジャンルとしてはアクション要素が強めのパズルで、所謂登山ゲーに近いが、チェックポイントの多さや、溜めゲージの可視化など、かなりユーザーフレンドリーなので気軽にやれる。 そのせいでミスしても誰かのせいにしたいが自分の顔しか思い浮かばない状況に陥りがち。 エリアが複数あり、各エリアに1つは新しいギミックが登場する。 そして大体そのギミックに悩まされることになる。 後半は当然ギミックの量も多くなり、普通にアクションもむずいうえにパズルもむずくて最the高。 あと、意外と解法が複数あることもあり、懐が広いゲーム。 また、各エリアに必要な技術などはコミュニティハブにまとめてくれている方もいるので本当に困ったら参考にするといいと思います。 私が見たのはクリア後でしたが、一部知らない知識もあり収集要素や実績で参考になりました。 みんなもやろう。
This is one of the greatest games ever made. I greatly enjoyed every second I've spent playing this game, and I've become increasingly obsessed with it, I absolutely adore every single thing about this game. The movement is insanely fun to play with, I think it's an extremely creative idea that was executed perfectly. The puzzles are excellent, making perfect use of the game's movement, and I loved all of them. I found completing each puzzle to be immensely satisfying, even when replaying them. The difficulty curve is fantastic as well, I never felt as though any puzzle was unfair or too difficult for when you encounter it. The world and characters are excellent. Though most don't have much to say, I found every line of dialogue greatly enjoyable, these characters are immensely charming, helped by their incredible character design. The lore of the game deeply interests me as well, I had a lot of fun learning about this world, and I have a lot of fun speculating about it. This game is wonderfully written, I had so much fun reading each and every line of text I could find. The art is wonderful as well, it's such a treat to look at. Every environment is beautiful, and each subsequent area I reached continued to amaze me, and it gave me a great feeling of awe as I progressed through the game. I love the many secrets this game has to offer, it's a lot of fun exploring the world and finding so many fun little extras hidden throughout the game. I found them all to be extremely fun to experience, they're all incredible. This game is absolutely perfect, it is an incredibly well made game, and there is nothing I dislike about it. I strongly believe this is one of the greatest games ever made. it really made me feel like i was batting to the heavens
地獄の試行錯誤ゲーでした。つまり神ゲーです。 80時間ほどプレイしてほぼ探索要素は集めきりましたが、攻略サイトなどというヌルいものはない(はず)ので、あらゆるコースで詰みの気持ちを味わうことができました。 結果、kana氏のコミュニティノートとyoutube動画に頼りきりでした…ありがとうkana氏。 そして作者のceroro氏におかれましては、最高のゲームをありがとうございました。次作もずっとお待ちしております!
キリンさんがすきです、でもゾウさんのほうがもっとすきです バッドがすきです、でもしゅわしゅわのほうがもっとすきです (現状50%まで行って面白いのでレビューで応援したくなった次第です。精密操作が必要なパズルゲームです、最初はパズル?アクションでは………?となりましたが、だんだん正解の動作を考えながらでない突破できなくなってきて、自分想定した動き通りに動けてなおかつ突破できた時はすさまじく気持ちいいです。ただ突破できないと自分の操作が悪いのか、そもそも期待してる動きが違うのかわからないので、ある程度(広めの庭の草むしりぐらい)忍耐強く練習、調整できる精神性と、そのうえで特定の動きに固執しすぎない柔軟性が重要かもしれません。ただ主人公含めキャラがかわいい(/かっこいい)うえ曲も最高なので、曲 も 最 高 な の で、半分しか行ってないのにサントラ買うぐらい曲も最高なので、沼ってても気持ちよくプレイできます。あとぞうさんは特殊アイテムじゃなくて収集要素だったんですか………?の意)
I almost gave up on this game partway through but have now just completed it with 118% (i.e. beating all the content in base game + 1.1 update) plus all the steam achievements. Needless to say, I do very much enjoy this game, but I also have a lot of criticisms despite it. So let's get into my thoughts. First, the positives. The most obvious strength of the game is its stellar presentation. The color design, music, and sound effects are all top notch, and it goes without saying the sprite line art is lively and adorable. Plus the game just has ***fantastic*** ambience, especially in a lot of the secret areas which really adds to the mystique and charm. The ambience is complemented by the open world design that rewards you for thinking about how it fits together with room for crazy skips and lots of lore to ponder. Next, I do genuinely adore the movement in this game. Inputs are snappy and responsive, the sound and sprite design makes it feel damn good to move around, and there is a lot of tech to learn and master. This means that the gameplay has the potential to be great, which it often is. But, this leads me to my main gripe with the game, which is its puzzle design. --- I played the game with minimal help up until halfway through Eroded Beach, which seems to be the major difficulty spike that most get stuck on. I found the puzzles from this point to be too arcane to understand and so I relied on watching walkthroughs to demonstrate how to solve most screens from this point on. My criticisms of the puzzle design in this game boil down to two main points. First, although I love the amount of movement tech this game has it does a bad job of teaching tech required to beat certain challenges. I can definitely think of the last puzzle for [spoiler]Basin 21, which requires you to know that sliding momentum is largely maintained while you are charging,[/spoiler] which is something I don't remember the game teaching me. There are tons of such advanced mechanics that are helpful/necessary for any playthrough but just aren't really taught to the player, so you may struggle for hours bashing your head against a challenge unaware that you just don't know some obscure mechanic necessary to beat it. Near the start of the game there's a room that drops a hint on you if you're stuck in it for long enough, and I think more such hints throughout the game would have been nice. My second criticism is that a lot of the puzzles are too open ended which makes them feel overwhelming. You take a glance at them and it looks like a bunch of random ♥♥♥♥ just thrown everywhere and it's not apparent where to start and you are unsure if you are making progress. I understand a lot of the levels are supposed to have more open-ended and freeform solutions but I think making what the 'intended' route is a little more readable would have gone a long way. Finally, to put it together, the combination of difficult, confusing puzzles / extremely precise input timing required for many challenges is in my mind a poor pairing. Every time you fail at one of these it is unclear if the culprit is you having the wrong strategy or just being a few frames off on one of your inputs. To make this worse many of the most unintuitive and precise sequences in the game do not have checkpoints at reasonable intervals beforehand, meaning that you may have no idea how to solve a challenge while also getting brutally punished for any experimentation or any slight execution errors by having to redo a tough section before you get another crack. This is why my least favorite puzzles in the whole game are the ones based around you needing to acquire a ton of momentum and then use it to clear a big jump/gap/break a durable wall as their design feels overwhelming, they can require ridiculously strict timing and input memorization, and for common failure points like crashing into damage zones or not having quite enough speed to make it at the end you can't really know if the mistake is coming from a slight execution error or a faulty strategy. Which really sucks because this game is so, so rewarding for those that manage to push through and truly understand how all the mechanics work. On my playthrough where I beat the game in under an hour for the Pinnacle achievement, I was shocked at how I could zip through areas that had me at a loss the first time I went through because once you know all the tech and all the solutions you can just enter into a flow state and have a blast. I just think the game could do a much better job of actually teaching its players how to master it themselves, rather than relying on outside help in the form of walkthroughs to make it fun. A few minor complaints to wrap things up: 1. Controller support is lacking. It really feels like this game was designed to play on keyboard, because trying to play on controller makes the tougher challenges genuinely seem impossible to me. I think more thought could have been given to alternate controller configurations that would be more intuitive, because certain actions like sliding are pretty annoying to do on them.. 2. World design could have been improved in places. My biggest complaint is [spoiler]the invisible wall/ceiling above Mola Town that will prevent you from falling down from Eroded Beach/similar spots and bouncing up to Jalta dregs, skipping the pro section.[/spoiler] I strongly dislike this because it is the only immersion breaking barrier put down to prevent sequence breaks, the game is fine with huge skips otherwise but in this case it isn't OK? And this barrier is also redundant because [spoiler]you can trivially bounce past the pro section straight to the dregs provided you start from higher up (Astral Tower/Bridge/Satellite container)[/spoiler] so I just don't think it should be there. 3. More content should have been added to some secret areas, [spoiler]particularly Third Cistern and the Transit III area (the latter just consists of a 3rd wall break)[/spoiler]. I can understand not wanting to put cool content behind areas most players will miss but idk it felt like a disappointment to come across these especially after all the effort put getting there. [spoiler]Plateau underside[/spoiler] also has basically nothing which is sad given how cool its ambience is but it makes sense given that there's plenty of lore in [spoiler]False Field[/spoiler] which comes just before. 4. I wonder if the [spoiler]tech where you gain height when toggling the rollerblades[/spoiler] is too broken. There are so many challenges that can be trivialized by just chaining jumps with that item for unlimited height, not to mention you can skip entire literal entire areas like [spoiler]Precipice Bridge[/spoiler] using them. One one hand they can be a good 'easy mode' for struggling players that may be alerted to their existence via a walkthrough, giving them a way to bypass a lot of the tougher challenges. However, humans naturally gravitate for the path of least resistance and it creates a perverse incentive where even players skilled enough to beat the game the right way will use the blades to skip whatever they can. I felt that the [spoiler]power bat[/spoiler] was a more effectively implemented version of this, as it gives more lenience to the incredibly fast and precise timings required (especially towards the end of the more difficult areas) without actually opening up any new options or sequence breaks for the player. But, this item is found far too late in the game, will be very hard to find for many players, and requires the completion of a difficult and confusing puzzle beforehand, so I worry a lot of the players that may benefit from this item will not find it. I know this review has a lot of criticisms but again I only care this much because I love this game. It's one of my favorite indie platformers and I'd put it up there with some greats. I'd still recommend it with the caveat that using a walkthrough may improve your experience.
正直言って、このゲームの魅力の50%ぐらいはそのグラフィックデザインと音楽の良さにあります。残りの68%ぐらいは、「バットの振り方を理解していく快感」にあるかなぁ...。 このゲームをクリアするのに必要な動作の全てが、バットを握った瞬間から行えるわけですが......まあしょっぱなの感想は「できるかこんなもん」でした。ジャンプが出来ない時点で例の「跳躍王」にすら操作性で負けているようにすら感じた。 しかし、進むにつれて「こんな動き方出来たんだ...」「あ...こうすればよかったのか」と声に出てしまうような新発見があり、次第に握ったバットが手足のごとく動かせるようになります。これが気持ちいいなんてレベルじゃないのよ。 一度RTA in Japan Winter 2025のBat to the Heavensの動画をチラ見してみてください。「意外と簡単そう」ですよね!
バット版海腹川背 人を選ぶゲーム
I saw this run on GDQ a while ago, and thought it looked cool. Thought maybe I'd enjoy it like Celest, hard but really fun. That is _not_ what this is for me. Its got great art, nice music, cute characters, and awful gameplay. Its basically a troll game hiding under cute art.
Likely 10/10 amazing BUT some WILL have issues with the game since its really hard and may feel hopeless at times BUT the game is all about endurance as long as you hold out you will find peak i have reached the end of the main story in about 31h i did this in like 3 days because of how much i liked the game and there's STILL more secrets there and there Great game ABSOLUTELY worth a shot
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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