
White Knuckle is a first-person roguelite speed-climbing game. Ascend through the guts of SUB-STRUCTURE 17 using precision movement mechanics. Sharp reflexes and resource management will bring you out from under ten thousand meters of concrete and decay.
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About
Use momentum-based movement mechanics with precision, deploy a variety of tools and resources, and ascend as fast as you can.
Just don't lose your grip, there’s eternity below you.
Manage your inventory or become encumbered and fall to your death. Failure to grab what you need from your bag in time can spell disaster.
Through run-based meta-progression, you’ll discover and unlock varied augmentations.
Bolster your will to ascend.
You're not alone down here. Strange life flourishes far underground, and darker things haunt these halls. Something oozes from the depths– following you, growing angrier… and it won't let up.
Travel through different regions with unique threats and gameplay challenges during your attempted escape of the underground megastructure.
The deep dry storage of the Silos, the putrid sewers of the Pipeworks, the haunted piers of Habitation. Each area will require adaptation to new obstacles and denizens.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1731 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
oh my god im wuckling my ♥♥♥♥. oh my god im wuckling my ♥♥♥♥. oh my god im wuckling my ♥♥♥♥.
отличная игра. чут чут страшно, но очень затягивает.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $4.4M | 8.8K | 82% | $29.99 | |
| $4.4M | 5.8K | 76% | $29.99 | |
| $4.4M | 4.2K | 78% | $29.99 | |
| $4.4M | 9.1K | 91% | $24.99 | |
| $4.4M | 24.5K | 82% | $8.99 | |
| $4.4M | 9.5K | 91% | $19.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $1.8K | 10 | 100% | $6.99 | |
| $378 | 1 | 100% | $9.99 | |
| — | 0 | — | — | |
| — | 27 | 63% | — | |
| — | 0 | — | — |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 1.7K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Amazing game. Highly recommend this to any fans of horror and/or high stress games! This game perfectly captures the ambiance of an abandoned superstructure, even though it has little to no music. The controls are intuitive and easy to learn, but it still is difficult to master. I don't normally play high stress games, however this quickly became one of my favorite games overnight. The style, ambiance, lore, sound design, and features all mix together for a really cool and fun game!
gatrbage
Типичная работа в алабуге политех
ееееея я кабуто в мурина папал
[h3] White Knuckle - одна из моих любимых игр. [/h3] Где-то полгода назад наткнулся на видео о ней, там автор ролика сравнивал ее с творчеством Камю и философией абсурда. Что еще было в видео не помню, но тогда эта идея мне очень откликнулась, и я купил игру. И игра, скорее всего, такой не была задумана, но на мой взгляд она действительно отражает взгляд на реальную жизнь. Ты просто карабкаешься вверх, без какого-то глобального смысла. Иногда быстрее, иногда медленнее, бывает, что практически летишь без остановки, и весь путь проходит отлично, а бывают дни, когда ты очень медленный и падаешь из-за очевидно глупых ошибок. Банальная, но очень вдохновляющая параллель. Про саму игру: в начале ты довольно долго учишься карабкаться, изучаешь расстояния, в каких случаях сможешь зацепиться, а в каких нет, как долго можешь висеть, сколько нужно отдыхать и т.д. И часов через 6-7 я впервые только добрался до лифта и практически сразу же упал в попытке доползти до одной из кнопок. Я думал, что это будет конец игры и оставалось только подняться, и все, финал. Потом ютуб подкинул мне спидран pickpuckosu, и я был в шоке. Во-первых, от его скорости, а во-вторых, от того, что лифт - это вообще не конец и дальше еще куча контента. Спидран досматривать не стал, решил, что сам пройду игру. И спустя долгие часы я добрался до бездны. Сама бездна оказалась просто кошмаром. Это была невероятно сложная локация для меня, каждый раз начиналась реальная тряска, обливался потом, максимальный фокус, но я все равно очень много падал. Юзал дискеты, по 4 и более штук, но я все равно каждый раз умирал. Но в итоге я смог. Не помню, сколько часов мне точно понадобилось, вроде около 30. И как только я дошел до конца… это были невероятные эмоции, неконтролируемая улыбка не спадала остаток дня. Потом вышел Nest, и его я прошел раза с 4-5. С опытом уже не так трудно, но менее интересно не становится. У игры огромная реиграбельность: перки, ограничения, разные режимы, и впереди, как я понял, еще будет контент Я наиграл уже 70 часов, выбил платину, но это точно не конец. Уверен, что точно еще столько же наиграю и буду ждать новый контент. Искренне благодарю авторов за этот шедевр
Walked in thinking this was going to be a fun little eye-to-hand coordination exercise. Walked out with high blood pressure, anxiety and possibly PTSD that triggers whenever I hear a wind wooshing sound effect. It was worth every second of it. White Knuckle is an hour and a half (at the time of this review) fun, visual and auditory source of extreme desk-slamming and tear-running stress that will make you forever curse the day your brain was formed in your mother's womb without the innate ability to coordinate your index and middle finger like Mr. Miyagi handles a pair of chopsticks. Rather than "Run"s, this game should calculate the amount of times you play it over like "Tour"s served, every single one leaves you scarred in a new way. The best way I can describe the progression is a measured and calculated sadism that almost comes across as the developer wanting to play scientist with us as the lab monkeys. The first four sections of Underworks aren't too much of a problem. There is a near-guarantee that any slip of your hands to the pit below will be stopped dead in its tracks by a solid surface which you can then use to regain your bearings and choose on how to proceed and almost every single climbable doo-dad is within reach of your player avatar's extremely long arms. And then you get to the nuke bomb reality check that is The Abyss. As you walk into the tram station that would normally take you to your next destination (and trust me, YOU WILL fall in this game's trap to get that far) you fail to realize that you have reached the game's TRUE filter for any players less determined than a homing missile is to strike its target. Before, the game would sometimes reach out and grab your hand to pull you up. The Abyss shakes things up a little by now having the game give you the equivalent of a high-five and thumbs up as your climbing hand slips and you fall into the unknown to your worst fate imaginable. With the lit fire under your ass that is the giant worm that previously chased you in the underworks of the facility as mass, you are forced to think quickly on your feet, making leaps of faith that could end your entire run before you even realized what your mistake was (spoilers: it's trusting you're going to make that jump) and hey check it out, most climb-ables are now deceptively out of reach, often forcing you to take a detour to reach that piton that's just a half meter too far to grab. Oh? Did I mention that there's no solid surface that you can generally rely on to fall upon anymore? Just the unknown dark nothing below you. Just when you think you have grasped the challenge that you have been thrusted into, the game plays its most brutal card yet by introducing a path that will just leave you stranded on a platform with no way to take it back, leaving you as easy pickings for the ruler of everything. Your only salvation at that point is you having been stingy with rebar earlier. Thankfully, The Abyss part of the game is the closest the game ever comes to being flatout unfair. As if watching you crawl your way out of Hell and nodding its head in approval, the game decides to reward you with The Nest, the most forgiving and action-packed sequence of the game thusfar, even letting you deliver the message of the indomitable human spirit to the incomprehensible horrors of the facility with a 10mm handgun to their domes as your messenger. Nothing will ever beat the party trick that is making those flying pests turn into gibs in the blink of an eye because they made the mistake of looking at you a little too long. The game stops right as you use the explosion of your carpet-bombing campaign of everything below and currently concludes right before what we can only assume is the definitive Climax of the game; The Core. Although not the most important part of the game and mostly serving as a tool to move your player forward to the next section of the game, the game has rich lore that it lets you soak in slowly by employing the tools any great writer wanting to envelop people in his, her or their setting; The questions of Why? Who? What? When? and Where? White Knuckle wears its inspirations on its sleeves and let me tell you, that's a mighty fine coat it is wearing and I wish most people looking to create wore the coat of "I took the thing I liked and did it my way". The game evokes Half-Life at its very core and even takes great notes from some of its inspiration's explorative aspects by rewarding vigilant players with items that will make their journey through the facility easier. An aspect that was of particular enjoyment for me, although I suspect entirely unintentional, was a general aesthetic and environmental resemblance to the world of Nevada in the Madness Combat series. Overall, this game is a fast-paced, high-adrenaline and coordination-challenging experience that will make you pump your fist in the air in satisfaction upon every successful hurdle that previously stopped you dead in your tracks. The game's main campaign isn't even complete yet and it is already 100% worth spending your money onto. If you don't think an incomplete main campaign is worth paying for, son, you haven't heard my actual pitch. The game currently has a MULTITUDE of challenge modes that play much differently from the main campaign, endless modes that let you practice your selection of rooms to your hearts content, special event challenge runs and the Main Game even has unlockable modifiers in the form of "Trinkets" that give you certain boosts and "Bindings" that only serve to detract you. These last two things actually modify your overall score for that run and can often be used as a way to show off to your friends that you "wish this game would suck harder". All of these items make for hours of entertainment and an experience you will come back to whenever you want to test your skills. It is worth every cent and the developer deserves high praises for making something so difficult but fair, something so familiar but fresh. tl;dr: i probably took this game way too seriously, still worth it lmao
Great elevator service, spent 4 hours on an elevator and was gifted a can of splurge! Would elevate again.
They call it White Knuckle cos I'm losing circulation and oh god oh no The Mass is coming-
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