Details
DeveloperAnokcraft
PublisherAnokcraft
FreeNo
Required ageNone
A physics-throw roguelite fought from the top of a wall. Charge, aim, and rain bouncing rocks down onto the hordes climbing up — chain the kills, trigger slow-mo, and stack run-warping artifacts. It's a siege, and you're on the winning side of gravity.
They climb. You punish.Climb & Punishment is a physics-throw roguelite. You are the lone defender on top of a castle wall. Below you the horde comes up the stone — crawlers that never stop, hoppers, bats that weave as they rise, armoured things that heal what you took off them. In your hands: rocks. Charge the throw, read the arc, and let gravity settle it.
Bounce-chain carnageRocks ricochet off bodies and off stone. The dead ragdoll, tumble down the wall and take the living with them, so one good throw becomes a chain: the combo counter climbs, the score multiplies, and a big enough chain drops the whole wall into slow motion.
A different wall every runEvery floor is built from the run's seed — split towers with a drop between them, ledges, ladders, doors, dust-sealed hatches into rooms you were not meant to find, crates and bottles that shatter, log traps and powder kegs waiting for a well-aimed rock, and nests bolted to the stone that keep producing climbers until you break them. You learn the wall's grammar, never its layout.
A fresh build every runBetween floors, spend what you looted: stack artifacts that rewrite how your rocks fly, bounce, damage and pay out, reroll the offer, or buy yourself one more try. Once per run you pick an active ability — slam every climber off the wall, freeze the horde, call down a bolt, or take slow motion on demand.
Transparent mastery, not RNGA dotted arc previews the throw while you charge. Parabolas are honest and bounces are predictable. You get better by reading the angle and choosing the target, not by rolling dice.
Climb higherMilestones you hit while playing open more of the wall: extra floors stacked onto your run, new artifacts in the shop, and eventually the boss that waits on the wall's top floor.
In the build11 climbing variants — seven species plus heavier elite versions of four of them, each with one readable habit to punish. Plus three kinds of stationary nest that must come down before the floor is clear.
29 artifacts, most of them stackable — from flat stat boosts to ones that change what a rock does when it lands.
4 active abilities; one of them rides with you per run.
Procedurally generated floors across four biomes and seven wall looks, each with its own palette and hour of the day.
A two-phase boss that walks the wall and lobs climbers up at you, and gets meaner at half health.
Short runs — a full climb is a matter of minutes, and the next seed is one button away.
Hand-tuned juice: hit-stop, screen shake, squash-and-stretch, gibs, splats that stay on the stone, and a slow-motion window on every big chain.
Native 640x360 pixel art, crisp at any window size.
Keyboard or gamepad. No mouse — aiming is a held key and an axis, by design.
A short guided tutorial if you would rather have the verbs explained first.
Show raw AppDetails
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"detailed_description": "<h2 class=\"bb_tag\" >They climb. You punish.</h2><p class=\"bb_paragraph\" ><strong>Climb & Punishment is a physics-throw roguelite.</strong> You are the lone defender on top of a castle wall. Below you the horde comes up the stone — crawlers that never stop, hoppers, bats that weave as they rise, armoured things that heal what you took off them. In your hands: rocks. Charge the throw, read the arc, and let gravity settle it.</p><h2 class=\"bb_tag\" >Bounce-chain carnage</h2><p class=\"bb_paragraph\" >Rocks ricochet off bodies and off stone. The dead ragdoll, tumble down the wall and take the living with them, so one good throw becomes a chain: the combo counter climbs, the score multiplies, and a big enough chain drops the whole wall into slow motion.</p><h2 class=\"bb_tag\" >A different wall every run</h2><p class=\"bb_paragraph\" >Every floor is built from the run's seed — split towers with a drop between them, ledges, ladders, doors, dust-sealed hatches into rooms you were not meant to find, crates and bottles that shatter, log traps and powder kegs waiting for a well-aimed rock, and nests bolted to the stone that keep producing climbers until you break them. You learn the wall's grammar, never its layout.</p><h2 class=\"bb_tag\" >A fresh build every run</h2><p class=\"bb_paragraph\" >Between floors, spend what you looted: stack artifacts that rewrite how your rocks fly, bounce, damage and pay out, reroll the offer, or buy yourself one more try. Once per run you pick an active ability — slam every climber off the wall, freeze the horde, call down a bolt, or take slow motion on demand.</p><h2 class=\"bb_tag\" >Transparent mastery, not RNG</h2><p class=\"bb_paragraph\" >A dotted arc previews the throw while you charge. Parabolas are honest and bounces are predictable. You get better by reading the angle and choosing the target, not by rolling dice.</p><h2 class=\"bb_tag\" >Climb higher</h2><p class=\"bb_paragraph\" >Milestones you hit while playing open more of the wall: extra floors stacked onto your run, new artifacts in the shop, and eventually the boss that waits on the wall's top floor.</p><h2 class=\"bb_tag\" >In the build</h2><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>11 climbing variants</strong> — seven species plus heavier elite versions of four of them, each with one readable habit to punish. Plus three kinds of stationary nest that must come down before the floor is clear.</p></li><li><p class=\"bb_paragraph\" ><strong>29 artifacts</strong>, most of them stackable — from flat stat boosts to ones that change what a rock does when it lands.</p></li><li><p class=\"bb_paragraph\" ><strong>4 active abilities</strong>; one of them rides with you per run.</p></li><li><p class=\"bb_paragraph\" ><strong>Procedurally generated floors</strong> across four biomes and seven wall looks, each with its own palette and hour of the day.</p></li><li><p class=\"bb_paragraph\" ><strong>A two-phase boss</strong> that walks the wall and lobs climbers up at you, and gets meaner at half health.</p></li><li><p class=\"bb_paragraph\" ><strong>Short runs</strong> — a full climb is a matter of minutes, and the next seed is one button away.</p></li><li><p class=\"bb_paragraph\" ><strong>Hand-tuned juice</strong>: hit-stop, screen shake, squash-and-stretch, gibs, splats that stay on the stone, and a slow-motion window on every big chain.</p></li><li><p class=\"bb_paragraph\" ><strong>Native 640x360 pixel art</strong>, crisp at any window size.</p></li><li><p class=\"bb_paragraph\" ><strong>Keyboard or gamepad.</strong> No mouse — aiming is a held key and an axis, by design.</p></li><li><p class=\"bb_paragraph\" ><strong>A short guided tutorial</strong> if you would rather have the verbs explained first.</p></li></ul>",
"about_the_game": "<h2 class=\"bb_tag\" >They climb. You punish.</h2><p class=\"bb_paragraph\" ><strong>Climb & Punishment is a physics-throw roguelite.</strong> You are the lone defender on top of a castle wall. Below you the horde comes up the stone — crawlers that never stop, hoppers, bats that weave as they rise, armoured things that heal what you took off them. In your hands: rocks. Charge the throw, read the arc, and let gravity settle it.</p><h2 class=\"bb_tag\" >Bounce-chain carnage</h2><p class=\"bb_paragraph\" >Rocks ricochet off bodies and off stone. The dead ragdoll, tumble down the wall and take the living with them, so one good throw becomes a chain: the combo counter climbs, the score multiplies, and a big enough chain drops the whole wall into slow motion.</p><h2 class=\"bb_tag\" >A different wall every run</h2><p class=\"bb_paragraph\" >Every floor is built from the run's seed — split towers with a drop between them, ledges, ladders, doors, dust-sealed hatches into rooms you were not meant to find, crates and bottles that shatter, log traps and powder kegs waiting for a well-aimed rock, and nests bolted to the stone that keep producing climbers until you break them. You learn the wall's grammar, never its layout.</p><h2 class=\"bb_tag\" >A fresh build every run</h2><p class=\"bb_paragraph\" >Between floors, spend what you looted: stack artifacts that rewrite how your rocks fly, bounce, damage and pay out, reroll the offer, or buy yourself one more try. Once per run you pick an active ability — slam every climber off the wall, freeze the horde, call down a bolt, or take slow motion on demand.</p><h2 class=\"bb_tag\" >Transparent mastery, not RNG</h2><p class=\"bb_paragraph\" >A dotted arc previews the throw while you charge. Parabolas are honest and bounces are predictable. You get better by reading the angle and choosing the target, not by rolling dice.</p><h2 class=\"bb_tag\" >Climb higher</h2><p class=\"bb_paragraph\" >Milestones you hit while playing open more of the wall: extra floors stacked onto your run, new artifacts in the shop, and eventually the boss that waits on the wall's top floor.</p><h2 class=\"bb_tag\" >In the build</h2><ul class=\"bb_ul\"><li><p class=\"bb_paragraph\" ><strong>11 climbing variants</strong> — seven species plus heavier elite versions of four of them, each with one readable habit to punish. Plus three kinds of stationary nest that must come down before the floor is clear.</p></li><li><p class=\"bb_paragraph\" ><strong>29 artifacts</strong>, most of them stackable — from flat stat boosts to ones that change what a rock does when it lands.</p></li><li><p class=\"bb_paragraph\" ><strong>4 active abilities</strong>; one of them rides with you per run.</p></li><li><p class=\"bb_paragraph\" ><strong>Procedurally generated floors</strong> across four biomes and seven wall looks, each with its own palette and hour of the day.</p></li><li><p class=\"bb_paragraph\" ><strong>A two-phase boss</strong> that walks the wall and lobs climbers up at you, and gets meaner at half health.</p></li><li><p class=\"bb_paragraph\" ><strong>Short runs</strong> — a full climb is a matter of minutes, and the next seed is one button away.</p></li><li><p class=\"bb_paragraph\" ><strong>Hand-tuned juice</strong>: hit-stop, screen shake, squash-and-stretch, gibs, splats that stay on the stone, and a slow-motion window on every big chain.</p></li><li><p class=\"bb_paragraph\" ><strong>Native 640x360 pixel art</strong>, crisp at any window size.</p></li><li><p class=\"bb_paragraph\" ><strong>Keyboard or gamepad.</strong> No mouse — aiming is a held key and an axis, by design.</p></li><li><p class=\"bb_paragraph\" ><strong>A short guided tutorial</strong> if you would rather have the verbs explained first.</p></li></ul>",
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