GAME DETAIL
Climb & Punishment
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.
このゲームについて
Steamの詳しい説明を読む
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
11 climbing variants — seven species plus heavier elite versions of four of them, each with one readable habit to punish. Plus three kinds of stationary nest that must come down before the floor is clear.
29 artifacts, most of them stackable — from flat stat boosts to ones that change what a rock does when it lands.
4 active abilities; one of them rides with you per run.
Procedurally generated floors across four biomes and seven wall looks, each with its own palette and hour of the day.
A two-phase boss that walks the wall and lobs climbers up at you, and gets meaner at half health.
Short runs — a full climb is a matter of minutes, and the next seed is one button away.
Hand-tuned juice: hit-stop, screen shake, squash-and-stretch, gibs, splats that stay on the stone, and a slow-motion window on every big chain.
Native 640x360 pixel art, crisp at any window size.
Keyboard or gamepad. No mouse — aiming is a held key and an axis, by design.
A short guided tutorial if you would rather have the verbs explained first.
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
| Steamフォロワー数 | 2人 | 最終観測:2026年9月8日 06:56(18日経過) |
| 7日フォロワー増加 | 2件以上で集計 | 履歴あり・更新待ち・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
ジャンル・機能
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