The Climb - Demo

Posted January 25, 2025. Updated February 22, 2025. Played 17599 times for a total of 33832 hours.
description
"It has been 500 years since the Tower appeared. Full of monster, but also treasures, it attracted countless adventurers, and a bustling city was built around it. The tower pierces through the heavens, its' top nowhere to be seen. And living among these brave heroes is you, a nobody. A nobody with a dream - to conquer the tower."
'The Climb' is an incremental RPG combining both idle and active play. Climb the tower, accept its' blessings, improve your skills, craft equipment and form a bond with it, explore stories of the past and reach the summit.
This is a demo with limited content and little mobile support. A full game is under development and is expected to be released later this year, primarily on steam as buy to play game with no microtransactions.
Some demo content and mechanics:
- Crafting - Equipment, Consumables, Materials
- Equipment that grows in power the more you use it
- Weapon awakening that transforms the weapon and tells a story of people of past
- Enchantment system allowing customization of equipment by filling "slots"
- Card system - a special enchantment acquired from monsters, each monster having different one
- Magic - Throw a barrage with Scrolls, or lay back with Runes
- Quests - visit the adventurers' guild and grab some contracts for money
- Tower Blessings - Prove worthy, pay the price and accept a powerful bonus
- Travelers - fellow climbers with their own stories
- Combat - automatic with the player being able to use consumables manually
... And more
latest update
Demo finished 1.0 (demo) February 22, 2025
Content, QoL, polish and bug fixing.
A month worth of updates. The full list can be seen under the star icon in the lower right part of the game. It is too long to fit here (8k char limit).
This update constitutes the final version of the demo. I might push an update if I see a reason to, but I have no plans to do that as of now.
view all updates
newest comments
If this game would allow for 5x or 10x speed options, I would play this for hours non-stop. This way it is a fun second monitor / run while gone kinda game.
Feedback: You can not leave the first Boss after defeating, softlock / perma stuck when having no Heirloom with you and already got all blessings :(.The text for the prestige is super confusing, double negative-ish. Do different weapons actually change the drop rate? It is hinted at, but I never figured out if this affects anything besides the one encounter. No idea when one would drop the runes (low chance), but I reached floor 6 without. Having more information about how much each item uses up for Heirloom would save a lot of frustration and help for planning. And I guess cards also stay? But you are unable to remove them out of stuff?
developer response: 1) Leaving boss room - you can leave the room. The button is positioned at the bottom of the navigation window to avoid players hitting it by mistake (you have to re-fight the boss if you leave). If you dont see it, your browser is rendering it incorrectly and you might have to scroll down to see it.
2) Only the bow and bear modifies the drop table in the demo. There are also weed, iron ore and tree cards that work similarly.
3) Runes drop from any enemy in the tower. You can check bestiary to see the drop rates of all enemies. Entries unlock upon getting a card, or can be purchased from certain NPC (which updates its catalogue as you get further in the game)
4) The amount of points required by an item where it comes to the heirlooming is the number in the yellow circle in the top right corner of the item's tooltip
5) Unused cards are permanent. Used cards depend on whether the item the card is in is permanent or not. It is impossible to salvage used cards.
6) There is no option for 5x / 10x speed in the demo. There is only 2x speed available. More might be introduced in the full game.
Thanks for playing the game and the feedback :)
I feel like if I leave it alone and don't constantly babysit it, I'm going to stack up a useless skill and an unusable amount of rat tails, so this doesn't feel like the kind of game that can be left to sit overnight, unfortunately.
developer response: You are quite correct about unusable amount of rat tails. You can get cards though, which are quite valuable (not necessarily the rat one).
Skills aren't useless though. You would also get progress to achievements as well as character levels.
Leaving it overnight is viable and would give you progress. But babysitting it once an hour for a minute or two is indeed more efficient.
Take my money nowwww
If you want to farm easy money just kill slimes at tower lvl 1 they give the mana stones that you need for some quests
developer response: And higher floors drop them at higher chance :)
How to check out Journal?
developer response: The right panel has two tabs - Log and Journal. Simply click the Journal to switch to it.
top comments
to all those who decided the first thing they would do is go fight a rat. REST IN PEICES YOU FOOLS WELCOME TO THE REAL WORLD!!! RATS HURT AND YOUR JUST A WEAK LITTLE MAN WITH ZERO SKILLS OR WEAPONS ENJOY YOUR INFECTED BITE WOUNDS WHILE YOU STILL CAN.
wish there was a way to play in 2x or 5x speed the game feels rather slugish
LETS GOOOOOOOOOOOOOOO ANOTHER INCREMENTAL TO FUEL MY NEVER ENDING BURN FOR NUMBERS GOING UP
could we get some sort of notification that quests have been refreshed? Even then, it is quite slow, and it does suck a little not being able to sell any crafted items unless it is with a quest
Contributing to the conversation about expiring quests: I agree that it doesn't do much... given what I had already determined about the drop rates, what it did was keep me from taking a quest until I already had the items for it. Which is fine if that's the intention, though if the intention is to only take quests when they can already be completed then maybe having a separate step to turn them in is unnecessary. Though I do like the idea of turning them in at the counter; it feels more immersive for some reason. What I might recommend instead is getting rid of the expiration, but then the penalty is that that 'slot' is used up and another quest won't respawn until the quest is complete. That way there's still incentive to be selective in your quest choices but the strong disincentive to avoid quests until they're already complete is gone.
developer response: There is one singular reason to take quests without having the materials - and that is if the quest is something easy (there is one quest that item for it can be gained instantly and only 1 is required) and the quest reset is near. This way you can lock the quest and complete it within 3 days, despite the reset happening in 1 hour.
It is however something marked for reconsideration, and the option you provided seems quite solid. Although locking it would cause player frustration if they found the quest hard to complete, so I guess abandoning a quest will have to implemented together with it.
Thanks for the feedback!