
Reach the TOP by any means possible. Run, jump, climb, fly, or even fall your way up in this chaotic jump quest platformer. Master crazy movement, discover wild shortcuts, and push your skills to the limit!
Modeled estimate, not a reported figure. How we estimate →
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About
Run, jump, climb, glide, fly, or even fall strategically. In this pure movement-based jump quest platformer, there are no wrong ways to ascend… only more creative ones.
Every run throws you into a fresh, procedurally generated vertical tower filled with deadly obstacles, tricky gaps, and hidden opportunities. Master your momentum, discover game-changing movement extensions, and chain together insane sequences to climb higher than ever before.
Core Rules
Reach the TOP however you can
Avoid (or creatively bypass) deadly obstacles
Collect tokens to unlock permanent upgrades
Key Features
Procedural Level Generation: Every ascent feels unique with endless vertical challenges and surprising new paths.
Deep Movement System: Start with basic jumps and gradually unlock powerful extensions like double jumps, wall runs, gliding, flying, grappling, or wild physics tricks.
Token Collection & Upgrades: Gather tokens scattered across the tower to improve your abilities, unlock new movement options, and push your personal best higher.
Skill-Based Freedom: There’s always a faster, crazier, or more efficient route. Speedrunners and casual explorers will both find their own style.
Tight Controls & Responsive Physics: Pure, satisfying platforming that rewards creativity and precision.
Whether you’re looking for a quick high-score run or hours of perfecting movement tech, the tower is waiting. How high can you go?
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Dutch, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Turkish +3 more
Reviews
Since there is no reviews yet I thought about adding one to help out. Here is what I told another person just now when suggesting the game : I just now tried Noxcode. It came out on May 18th. Here are my thoughts: Its a decent game for 5 dollars "currently 40% off on its early access release". I think of it like your parkouring on a jenga tower with mincraft blocks thats randomly generated. Allthrow the game says its a roguelike in the tags its not one, but its a roguelite. You collect white balls to upgrade your movement abilities. The game has three levels easy, intense and custom. Easy is used to get used to the game and farm the white balls. As you get meta progression you go from being really carful/planning each step to getting faster each time. You start with low energy regen, so I upgraded that first. Energy is used for all moment except for walking. The further you survive the more often traps appear in the tower, and the bigger it becomes. While the intense difficulty started out hard right away, which is good for the players who have most of the meta progression unlocked. In my opinion this is a very good game to relax to, so it might not be the best for a video. Unless you ever decide to play a game in the background in a stream as you talk about anything. What I think might make the game better: Mabey different types of traps like a dispenser in a way that shoots very slow moving arrows or other types of slowly moving traps since you can't see over the blocks so you need time to process what is happening if there are moving traps. Something I wonder is why entering the portal to next area only heals health why not energy too. Which makes the early game strategy "no meta progression" after getting to the top wait for energy to regain before entering the portal.
Really enjoying this so far. Movement feels great, soundtrack slaps, sound design in general is just really nice. I've spent like 20 mins just dodging the ghost things before realising I could shoot them Lol, somehow still had a blast though. Dodge-only mode could be sick no shooting, just pure movement. Would love to see that as an option down the line. Making a custom game can be a bit confusing, would be nice if it showed recommended values that are possible to create the map with. With workshop and a lot of work (by the dev) and the right "tools" created for players custom maps could become into something much more than it already is, like custom enemies, maps (not just reach-the-top, as a thought something of Clustertruck-like (just an idea)), upgrades, etc. Ofc the game is much-so in early stages, gotta polish the baby up to get out of early access before making bigger moves on the workshop. Codex would be nice too, for abilities that you've used/seen, or in the future for perhaps for different enemies. Excited for the story mode and possibly achievements. Keep it up!
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