A physics-throw roguelite fought from the top of a wall. Charge, aim, and rain bouncing rocks down onto the hordes climbing up — chain the kills, trigger slow-mo, and stack run-warping artifacts. It's a siege, and you're on the winning side of gravity.
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Match strength key:80+65+50+<50Climb & Punishment
SteamAbout Climb & Punishment
They climb. You punish.
Climb & Punishment is a physics-throw roguelite. You are the lone defender on top of a castle wall. Below you the horde comes up the stone — crawlers that never stop, hoppers, bats that weave as they rise, armoured things that heal what you took off them. In your hands: rocks. Charge the throw, read the arc, and let gravity settle it.
Bounce-chain carnage
Rocks ricochet off bodies and off stone. The dead ragdoll, tumble down the wall and take the living with them, so one good throw becomes a chain: the combo counter climbs, the score multiplies, and a big enough chain drops the whole wall into slow motion.
A different wall every run
Every floor is built from the run's seed — split towers with a drop between them, ledges, ladders, doors, dust-sealed hatches into rooms you were not meant to find, crates and bottles that shatter, log traps and powder kegs waiting for a well-aimed rock, and nests bolted to the stone that keep producing climbers until you break them. You learn the wall's grammar, never its layout.
A fresh build every run
Between floors, spend what you looted: stack artifacts that rewrite how your rocks fly, bounce, damage and pay out, reroll the offer, or buy yourself one more try. Once per run you pick an active ability — slam every climber off the wall, freeze the horde, call down a bolt, or take slow motion on demand.
Transparent mastery, not RNG
A dotted arc previews the throw while you charge. Parabolas are honest and bounces are predictable. You get better by reading the angle and choosing the target, not by rolling dice.
Climb higher
Milestones you hit while playing open more of the wall: extra floors stacked onto your run, new artifacts in the shop, and eventually the boss that waits on the wall's top floor.
In the build
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