
Co-op Rage Climber/Shooter, Play with friends in over 15 unique maps and be the first to reach the top and win the trophy. Momentum based movement and climbing. Shoot them before they shoot you. only one player can win. including a long and challenging single player mode.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About






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Languages: English**languages with full audio support
Reviews
Не плохо.
Fun game, interesting touch on the climbing genre. Grab it with a couple friends and some drinks and you'll be in for a fun Friday night
게임 메인화면에 들어가면 좌측 하단에 디스코드 있는데 거기 개발자 서버인데 들어가면 반갑게 반겨주시고 게임도 같이 해주세요 ㅋㅋㅋ 게임 자체도 친구들이랑 하기 되게 적합하고, 가격도 합리적이에요. 할인할 때 빨리 사시길 추천드려요. 스토리 모드도 따로 있으니 꼭 한 번씩 해보세용. (댓글알바 아님;)
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Платформер с элементами психологической драмы: игрок преодолевает вертикальные уровни‑лабиринты, решая головоломки и избегая ловушек. Геймплей сочетает физическое испытание (восхождение) с эмоциональным подтекстом — окружение и механики метафорически отражают тему преодоления внутренних барьеров. Плюсы: Оригинальный визуальный стиль — мрачная, но выразительная графика с символическими образами создаёт запоминающуюся атмосферу и усиливает нарратив; Интуитивное управление — механика лазания и прыжков отзывчива и предсказуема: игрок быстро осваивает базовые движения и может сосредоточиться на прохождении; Метафорический дизайн уровней — препятствия и архитектура уровней не просто проверяют реакцию, но и дополняют эмоциональную историю, побуждая задуматься о смысле восхождения. Минусы: Высокая сложность некоторых участков — отдельные секции требуют многократных попыток из‑за узких платформ и жёстких таймингов, что может вызвать фрустрацию; Скудная подача сюжета — история подаётся исключительно через окружение, без диалогов или прямых подсказок: часть смыслов рискует остаться непонятой без вдумчивого анализа; Монотонность механики — набор действий (лазать, прыгать, активировать рычаги) не расширяется по ходу игры, из‑за чего геймплей со временем становится предсказуемым. Итог: подойдёт любителям атмосферных платформеров и метафоричных историй — впечатляет визуальной стилистикой, продуманным дизайном уровней и эмоциональной глубиной. Может разочаровать из‑за резких скачков сложности, неочевидного нарратива и ограниченности игровых механик на поздних этапах.
개꿀잼
一坨答辯
This is formidable, it's a tragedy this didn't go viral on Twitch/social media, so much fun to be had, great work.
Climb and Cry is a small climbing game built around the simple but frustrating idea of trying to reach the top while dealing with difficult movement. The concept is straightforward, but the challenge comes from controlling the character carefully and avoiding mistakes that can send me back down. It belongs to the kind of games where progress feels valuable precisely because it can be taken away so easily. The climbing mechanics are the main attraction. I have to pay close attention to my movement and work out how to approach each section rather than simply holding a button and moving upward. When I successfully clear a difficult part, I get a strong sense of accomplishment because I know that the result came from improving my control. The difficulty is also part of the game's personality. The title suggests that frustration is expected, and the game embraces that idea. Falling after making good progress can be incredibly annoying, but it can also make me want to try again immediately. I like challenging games when the controls are consistent enough that I can blame my mistakes on my own decisions rather than random behaviour. The simple structure makes it easy to understand. I do not need to learn a huge collection of abilities or manage complicated equipment. The focus stays on climbing, movement and learning the environment, which keeps the experience concentrated on its main idea. The biggest weakness is that the difficulty can become frustrating rather than rewarding. If a mistake sends me too far backwards, repeating sections I have already mastered can start to feel like a chore. A little more variety in the challenges or some additional ways to practise difficult sections could make the experience more accessible without removing the challenge. The progression is also fairly limited. The main goal is reaching higher and improving my climbing ability, so once I have learned the route and mechanics, there may not be much else to discover. More environments, alternate routes or unlockable challenges would give me more reasons to continue after mastering the main course. The presentation fits the compact challenge-focused design. It does not need a huge world or elaborate story because the climbing itself is supposed to be the experience. A clear visual style and readable platforms are more important here, especially when I need to make precise movements. Overall, Climb and Cry is a simple but challenging climbing game that understands the appeal of overcoming frustration. I like the precise movement, straightforward design and satisfying feeling of making progress, while the harsh setbacks and limited variety can make the experience difficult to stick with. If I enjoy games that test patience and make every successful climb feel earned, it can be a fun challenge. Rating: 7.7/10
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $0 | 0 | 50% | Free | |
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| $1.9K | 39 | 38% | $2.99 |