
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!
Modeled estimate, not a reported figure. How we estimate →
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
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 61 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
とても難しいけど、型にハマった時の気持ちよさがあります。
i think its important to preface that this game isn't for everybody, both from a mental standpoint and a physical input standpoint. but despite that, this game has scratched the itch leftover from games like Celeste that i've longed to re-experience. this game is hard, *really hard.* and i'm saying that as someone who's made it to grandmaster at the Celeste: strawberry jam. its a game that has a very specific level design philosophy that requires alot of trial and error. with secrets to boot too. half of your time is gonna be spent figuring out how to even solve the puzzle, and the other half will be spent trying to execute it. sometimes you'll solve a puzzle in a way that doesn't feel right, but if it works, it works. that game doesn't care how you do it, as long as you do it. some people say there's no tutorial, but just by how its designed i think that's an unfair way of putting it. The entire first half of the game is essentially one big tutorial, introducing and training you bit by bit on mechanics and tech that will be integral to progressing further down the game. its a game that "tells you" (or rather shows you) mechanics when the time is right. i do think some of them could be more obvious, i was lucky i knew what they meant almost immediately, but some mechanics just aren't elaborated on past their raw inputs or some vague description. The closest game in design i can think of to Bat to the Heavens is Celeste, but there's a couple differences in how they designed their games. Celeste's whole design philosophy was making an extremely difficult game while simultaneously giving lenience and control to the player. They did this by having virtually all inputs be immediate with no delay, giving checkpoints extremely frequently, and making death and retrying extremely quick (among other various leniency given.) Bat to the Heavens has its own share of leniency, you're given grace on saving momentum when hitting walls with your bat, and certain controls/tech have a large timing window to execute them. but how BttH differs is its inputs and its checkpoints. swinging your bat has a delay to it, even after charging it. and while checkpoints are given a pretty fair amount, there are a alot of puzzles that are clearly designed for when you fail, you have to redo the puzzle(s) beforehand to retry the one you're actually stuck on, which can make the trial and error part of the whole game a fair bit annoying. i think if you're the kind of person that not only likes the "aha" feeling of solving puzzles but is also determined enough to try anything over and over to complete something, this game is perfect for you. i know i enjoy it. but i also recognize this game asks *alot* of the player, both physically and mentally.
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Languages: English, Japanese
Hours played at review time, across 61 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Really like this game, learned about it because I saw a vod from the GDQ run and am very glad that I did! Is very difficult but also very rewarding. Recommend this game for people who like to pick up and master new skills, as the controls take a bit of getting used to but feel really good once you get into it. In addition, the game is just really charming and great atmosphere.
バットで床や壁を叩いて反発で跳び回り上のエリアを目指す、登山ゲーのような何か エリアごとに必要なギミックやテクニックが登場し、時には複雑な形状のエリアをどのようなルートで乗り越えていくかを考えながら操作するアクションパズルの要素があり、様々な試行から答えを見つけて通せた時の達成感が新鮮でした。 個人的に登山ゲーに対しては苦しい[strike]だけの[/strike]ゲームというイメージが先行し避けていましたが、 これは一定区間ごとにチェックポイントがあったり、空中での調整の自由度が高かったりなど独自の遊びやすさの要素があり、難しいエリアに対して試行錯誤しやすくとにかく向き合うのが面白く感じられました。 (だからこそ[spoiler] Heaven's Channel [/spoiler]のエリアは苦しさの比重が際立ってましたが、そこまでの経験から乗り越えようと思える程度の難度にはなってたと思う) 今後収集要素や実績を目指すなら攻略頼りかなぁと思いつつ、難しいアクションの達成感を得たい人なら比較的幅広くオススメできるんじゃないかと思います。
This game and Yellow Taxi Goes Vroom showed me that to make the best platformers you have to replace the basic jump button with a convoluted and hard to master movement system that allows you to completely break the game and makes you feel like a speedrunner on a second playthrough, because you now have the full knowledge of how it works.
잼슴
カワイイ見た目をした闇のゲーム、いわゆる壺オジ系。 主人公はジャンプの代わりに、バットを振った反動や遠心力で移動できる。独特な操作感が「そんなこともできるの?!」という発見と「どうしてこうなった……」という挫折を生み出す。 開始5分で絶望を味わえる心折設計!
在考试周四天玩了28个小时 [spoiler] 到Peak,进Heaven前那段路给我Celeste里Farewell的flashback有点吓人先歇歇手( [/spoiler] ,没有全体验完但是玩爽了 不知道说是像伪装成精确平台的解谜游戏还是要求解密的精确平台,一开始的感觉像平台要求更严格的Leap Year,玩到后面出现更多机制、操作越来越复杂真的很难说有没有类似水平的平台+解密游戏。不过操作方面难度曲线还挺夸张的,一个没有见过的移动方式和各种奇妙的地形的组合可能需要喜欢精准平台的人才会愿意体验这种逐渐上手新机制的感觉,不然解法找到了但是操作失败的挫败感会有点难受。[strike] 600小时蔚蓝玩家毫无畏惧 [/strike] 28个小时主线终于能看到要结尾了,但是世界里的隐藏内容是差不多一个没拿,不知道全地图100%还要多久,等我二编( [i]*Creach*[/i]
go for it !
밑! 옆! 옆옆옆! 으아아아아아악!!!!
Players by region
Where this game's players are, estimated from review languages.
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