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A one-touch climb up a 30 km tower that does not make your life easier. The character runs on its own; you decide when to jump. Every platform, hazard and gap comes from one fixed seed, so the tower is the same on every device.

30 km ↑ / 300 screens · Since 2026
Platform
iOS 17+ · Android
Tower
30 floors · 30 km
Engine
SpriteKit · Kotlin port
Price
Free, optional checkpoints

The rule is small enough to fit in a sentence: the character runs, bounces off walls, and a tap makes it jump. A second tap in the air is the double jump. That is all you get, and it has to carry you 30 kilometres up.

Each floor is one kilometre, ten screens tall. The climb alternates seven kinds of stretch, from breathers to wall-to-wall zigzags, and the difficulty follows a real curve: platforms narrow, steps vary, hazard density doubles between the Gardens and the Crown.

The whole tower is deterministic. The same seed produces the same geometry on an iPhone and on an Android phone, and an automated route proves the summit can be reached without a single checkpoint. Checkpoints exist anyway, for people.

  1. 01

    Deterministic tower

    One seed, 2,281 platforms, the same climb on every phone. No memorising eight-platform patterns: nothing repeats.

  2. 02

    Seven kinds of stretch

    Breather, zigzag, crossing, launch, light steps, setback and walls. Each introduces its own mechanic at a known kilometre.

  3. 03

    Hazards with personality

    Saws with their own speed and phase, drones that sweep or figure-eight, lasers that warn for 0.7 s, orbiting saws around wide platforms.

  4. 04

    Checkpoints, by choice

    Flags at the end of every kilometre. Save with a daily free token, a rewarded ad, or a one-time purchase that saves automatically.

  5. 05

    A ghost of your best

    A translucent silhouette replays your best attempt on every floor, and a small orange X marks each fall.

  6. 06

    Proven climbable

    An automated route reaches the summit in 2,911 taps with zero deaths, across three screen ratios.