A LITTLE CHAOS. A LONG WAY DOWN.

Your floor is your rank.

YOUClimber 401
HIGHER

Win a floor. Lose a floor. Hold a grudge.

Five floors. Ten rooms. Three ways up. Plenty of ways down.

THE WORKS/FLOOR 401
YOU + 3 BOTS
READY TO CLIMB
00:00
100 HP FISTS⌁ 2K ↠
WELCOME TO THE TOWER

Make friends.
Then launch them.

Last one standing climbs a floor.
Everyone else takes the long way down.

QUICK ROUNDS · NO SECOND LIVES
MIND THE GAP↑ WIN +1 FALL −1 ↓
THE CROWN IS COMINGWin wearing it to climb two floors.
+2 ↑
IN YOUR HANDSBare knucklesJ / X to punch
Power is temporary. Gravity isn’t.

Deplete health or knock rivals off. Medkits restore 35 HP.

AD MoveSPACE Double jumpJ Hit / fire / plantK DashI Hook / releaseE Swap weaponP Pause
FIELD GUIDE / 001

Welcome to the pecking order.

01

Win your place.

Fight one to five bots. Everyone starts with 100 health. Weapons deal damage and knockback; zero health or falling out eliminates you. Mint medkits restore up to 35 health, capped at 100, and help you recover knockback stability. Be the sole survivor to climb one floor, or two if you hold the bounty crown. Fall and drop one. A simultaneous wipe is a draw.

02

The floor is the leaderboard.

You begin on 401, at a tier boundary. Your rank and best floor save on this device. First to 5 is a separate party match against bots: one point per round win, no rank changes. In either mode, your elimination plays out while the other birds keep fighting. Watch the finish or speed it up after your death animation. Use Online multiplayer to create a private room or join a friend with a four-character code. The host starts rounds and keeps their tab open; leaving as host closes the room.

PTS

Every grudge counts.

The top-right leaderboard keeps session points across rounds. Kills earn 50; each second wearing the crown earns 1; kills while crowned earn another 50. Knock off a rival’s crown for 5. A round win earns 150. Deal more than half of a victim’s total health damage without getting the kill for a 20-point assist, doubled if you wear the crown when they fall. Mines, switched lasers, chain explosions and unrecovered knockback into danger credit the responsible player. Use ↺ beside POINTS to reset the table. These points are separate from tower floors and First to 5 round wins.

03

Be careful what you vote for.

Tiers have 100 floors: 401–500 governs 301–400. Your practice vote joins three simulated voters, one for each choice. The winning law lasts five minutes. Fall from 401 to 400 and face your own decree. Laws lock when a round starts.

04

Keep moving.

While airborne, hold toward a wall and press Jump to kick away. This uses your second jump. Jump over laser sweeps or turn to ash. Dodge meteor markers. Shooting a hatched chicken explodes it and hurts nearby fighters, with credit for the shooter. Bumping one also launches you hardest—even through a shield. In Gulp Gardens, jump between floating islands or ride the two living Belch Lifts up their open shafts. Swelling blast blooms explode; blinking eyes fire beams. Sneeze vents launch you upward. Rising acid closes the lower ground. In the expanded Dead Letter Depot, explore ten rooms across five floors. Use the central maintenance stairs or either outside staircase, drop through gaps between catwalks, and watch the express bridge crack beneath your feet. Walk into doors to push them open. Sorting lasers alternate lanes and directions; misrouted cargo drops from a marked room chute. The camera gently tightens around survivors, up to 30%, and pulls back when they separate. Reduced motion keeps the full map visible. Steam closes the lower rooms first after a four-second warning. In Gulp Gardens, bubbling acid rises from below after 49 seconds; the dotted high-water line gives four seconds to climb. In Lumen Works, laser gates hang between a bay’s roof and floor. Cross while OPEN, clear the marked column when CLOSING, or use the service route. Roof-mounted stamp presses warn before slamming; coolant vents kick sideways. Furnace pressure eventually closes inward. In World 1-Won, climb the two brick islands by either outside stair route or the center blocks. Pipe puffs launch you; marked prize blocks fall from above. Sunset heat rises from below. Bankshot Bunker equips everyone with ricochet discs: eight bounces, automatic reloads, and plenty of walls for return shots. Glowing banks add a twist to the rebound. Bumpers kick inward; TILT closes the outside lanes. Every arena keeps supplying randomized weapons on safe ground throughout the round; Bankshot Bunker supplies discs exclusively. Try the AK-47 for a hard kick and sharp report, or the suppressed .300 Blackout MCX for tighter automatic bursts and a quieter puff. Both carry 30 rounds. Hold fire on the Gatling gun to spin its barrels up and unload 90 rounds. The Singularity Plunger sticks to a surface or rival, pulls everyone in range, then pops—its owner is not exempt. Ground pickups preserve your stronger weapon and refill the same weapon. Press E over a weapon to choose it, including a weaker gun. The Armory’s explicit trials also swap for testing. Try the Scattergun for close-range pellet bursts, Priority Rocket for impact blasts, Parcel Lobber for bouncing grenades, or Return to Sender for ricocheting discs. Rockets and grenades can hurt their sender; returning discs can too. Collect jump jets for three stronger second jumps, hold J / X to fire the Rattler SMG or flamethrower, or tap J / X to drop a proximity mine. The flamethrower burns 45 health per second and turns rivals to ash at zero health, with about four seconds of fuel. Shields absorb one laser or flame contact; sustained flames burn through after a brief grace period. Mines arm after 1.2 seconds on the floor and can catch their owner. Press I or HOOK to catch a ledge or yank a rival ahead; press again to release. Everyone starts with two hooks; supply drops refill three. Try gear in the Armory and adjust bot count, starting chickens, or Night shift in Play lab. Laser hazards reach different platform heights. The dash indicator shows recharge; a press just before it fills is remembered. Every final elimination gets a smooth slow-motion close-up of the body or ash, with a steady full-map view under Reduced motion.

World 1-Won adapts world 1-1 by Blarget2, Steam Workshop’s first map result by total unique subscribers when checked September 12, 2026, with original art and music.

AD / arrows: moveSPACE / W / ↑: double jumpJ / X: attackK / SHIFT: dashI: hook / releaseE: swap weaponP / ESC: pause

On a phone, use the on-screen buttons. Landscape gives you more room.

Clears this playtest’s saved rank, rounds, and votes.