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Release date TBA·Dropper·
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Race up procedurally generated towers while hauling toolboxes you cannot afford to drop. The higher you climb, the more fatigue builds. Master your timing, spend your BIT on revives wisely, and deliver more than anyone else. No two runs are ever the same.

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About Don't Drop It

A physics-based vertical climber about carrying what matters and not letting it slip.

In DDI your goal is simple to understand and brutal to pull off. Grab the toolboxes waiting on the ground, haul them up through a tower of shifting platforms, and deliver them at the top. Every jump, every swing, every move counts, because the higher you go the more exhausted you become. And when fatigue kicks in, a tired grip drops boxes. Reach the delivery point fast to earn more XP, level up quicker, and prove your mastery. But raw speed will not save you. Efficiency and control decide who makes it to the top. Your mission: deliver as many toolboxes as possible without losing them on the way up.

Procedural Platforms, Every Run Is Different

Pick a mode and the world rebuilds itself. Platform types, placement, and layout are procedurally generated, so no two climbs play the same, even on the same difficulty. Easier modes give you room to breathe. Harder modes punish every sloppy jump. Each difficulty demands its own mix of timing, precision, and patience.

Master Your Timing

Clean jumps, controlled swings, and smart routing all feed directly into your completion time and score. The faster and cleaner you finish, the bigger the reward.

BIT and Revive Points

Falling is part of the climb. How you recover is up to you. As you go up you find reward boxes holding BIT, the in-game currency, which you can spend to unlock Revive Points along the way. Here is the catch: you do not have to activate every one. Spend your BIT only where you truly need a safety net. Fall, and you respawn at your last active Revive Point with your carried toolboxes restored, giving you another shot at the top. Where you commit your BIT is as much a part of the game as how you jump.

Features

Physics-driven climbing with real momentum and grip
Procedurally generated towers with a fresh layout every run
Fatigue system that turns every meter higher into a fresh risk
BIT currency and optional Revive Points for strategic recovery
Time-based scoring, XP, and leveling that reward speed and precision
Multiple difficulty modes, from forgiving to merciless

Add DDI to your wishlist and see how high you can carry.

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