Clicker Climber Demo

Posted September 15, 2025. Updated September 26, 2025. Played 1851 times for a total of 726 hours.
description
Prepare for a brutally difficult incremental game that requires fast clicking and build optimization. Click the balls to make them split and get paid when you reach the top. Miss too much and it’s game over.
steamlatest update
0.33 September 26, 2025
- Added a warmup and training mode. Plus there's little more visual feedback when mousing over and clicking the balls so you shouldn't miss as much.
- Performance optimizations and removal of post processing effects from mobile. The effects made the game an unplayable slideshow when you aren't on a computer.
- Added a post processing effects slider to non-mobile so you can disable all the effects if you want.
newest comments
Unrelated question, but howd you make the itch watermark black?
developer response: Itch's direct link has a color property
way too many mechanics and upgrades are unexplained and have too many logical interpretations. i reached 1 mill in my run and sat on it because the goal of the level was to reach one million. level ended... it didn't show me as having beaten level 1.
and a million other annoying things.
why do you start me on hard mode >:(
did you know that 60 seconds on my pc is 0.1 minutes ingame
I've really tried to like this game. The concept is really interesting, but the lag - of my god the lag - makes it very difficult to play. Either I look at the box where the actual currency is made but I can't interact with the game, or look at a mostly empty box that generates next to nothing and lose. I can't be the only person with this problem.
top comments
clicking is so frustratingly imprecise that it just isnt enjoyable and feels out of my control
Pros
+ I like the overall theming, the music and SFX complement the graphics nicely.
+ Campaigns with certain restrictions is an interesting way to add difficulty.
So-Sos
~ From the Steam description: "First you click, then you chill." Like **** did I ever chill. XD Even the "Lite" campaign has a time limit, yes you have meta-progression, but that only goes so far.
~ The "don't click for X seconds" objective includes clicking to buy upgrades, which is frustrating.
~ Most of the objectives are simply "buy an upgrade", which is kind of strange. The streak/multi-hit objectives are good though.
~ Level layout is barebones. I know it's called "clicker climber", but I'd like to see more than stacked squares. What about a maze? Or multiple possible paths to different goals?
Cons
- The text that covers the play area sticks around too long (e.g. "7/10 misses" or "30 seconds left"), I think it would be a lot better if it appeared out of the way - especially for Maximum where the last 30 seconds can be very tense.
- A tutorial level would go far, some concepts aren't intuitive. (Balls respawn after reaching the goal, the click combo system, why prestiging is useful...)
- On ball respawning: This could serve better as a toggle (or only respawn the ball if the player has 1 left). "Goal-focussed" builds are awful when the level is bigger because you have to constantly prestige the ball maximum to have any chance of getting a lot of balls close to the goal again.
- Navigating up/down the level requires you to click in the square above/below the currently focussed one. The player should be able to navigate the level without needing to do this. I got stuck at the top square of a level for a while because the middle square was empty and I couldn't see the bottom one. :(
Overall
It's a good timewaster. For a full game, I'd like to see more variety in builds than "start goal-focussed -> transition to bounce-focussed" over and over (and definitely more variety in levels), but for a few $ I could see myself picking this up.
where's the option to disable audio
developer response: Pressing escape opens the settings menu; you can turn down the vol sliders to zero
Pretty good demo. As others have noted - I can see it would be hard to click on a mobile device or trackpad (or track ball).
That said - as a paid game? Im not sure.
Interesting concept though. Some old ideas packaged in a new way.
Pyrocon: fixed, sorry!