The Climb - Demo

Posted January 25, 2025. Updated February 22, 2025. Played 21617 times for a total of 41170 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
ts is SO peak bro. only real problem i had was finding out how to get certain materials on the quests so i would reccomend adding a thingy to help you see how to get them
developer response: I'll consider it, but that's mainly a job of the bestiary. I could make an item encyclopedia, but that would include only items already looted at least once, as I want the first acquisition to keep the exploration element.
Thanks for the suggestion!
I've enjoyed this demo a lot and am looking forward to the full release. Mr. or Mrs. Developer, will you plan on announcing here when the full version is available?
developer response: Not sure how I'd go about that - but you can wishlist the game on Steam right now, under the name "Erden: The Climb".
suggestion: a section in the bestiary information that tells you how many of the thing you have killed
developer response: I will most likely be adding this to the full version, thanks!
Just finished up and loved everything about this demo! I thought it was a bit grindy at first, but pacing became much better as I started to rebirth. I just want to see more content now! And maybe a way to force more job board requests if you run out, or at least add more short term chase goals for when you run out.
developer response: The higher in ranks you go (reputation) with the adventurers' guild, the more quests at once are generated every reset.
please continue, its great
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!