Overreach
You climb, the water rises, your grip runs out. Every climber who fell before you is still on the tower.
What it is
You climb a tower while the water comes up underneath you. Reach the beacon and you can bank what you've earned. Or you can keep going, into the spire, where the height is worth far more — and gamble that the water leaves you a way back.
That's the entire game in one sentence, and it's the decision every climb is built around. The beacon is the admission. The spire is the wage.
The bodies
Every climber who fell before you is still there. You can stand on them, for about a second and a half, before they give. They're a real shortcut and never a required one — the tower has to be solvable with no bodies at all, or a bad pool would lock people out.
How to play
- Reach for a holdTap / drag
- Lunge for something out of reachHold and release
- Bank what you've climbedThe beacon
- Spend itKit screen
Grip is yours and runs down as you climb. The water is on the world's clock and doesn't care about you — two separate timers, deliberately, so nobody's greed reschedules anybody else's flood.
Why it's still on the blocks
The climbing works and the gear works. What's unproven is whether the tower's population of fallen climbers reads as people rather than as scenery. Until that's answered honestly it stays here, labelled as what it is.
Build log
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Rival climbers and a rolling pool of the fallen, so a tower fills up with actual previous attempts rather than decoration.
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Loot and four gear slots. The whole spread from nothing to fully equipped is capped deliberately — a browser game gets first-time players forever, and nobody's first climb should be decided by someone else's two hundred hours.
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The beacon. The game had a climb before this; it didn't have a decision.
Credits and licences
Built on three.js, used under the MIT licence with the copyright notice retained in the shipped file. Typefaces are licensed under the SIL Open Font Licence.
Overreach is original work by Launchway Games.