Guide & tips

Short, practical notes for Leafy Games’ first-person horror climb. For installs and filenames, use the Download page; for errors, see FAQ.

What you are doing

The itch.io pitch is a first-person vertical descent: you use a grapple to swing, drop, and find lines of travel down a huge structure while something keeps hunting you. Expect tense swings, long drops, and sound design that pushes the horror mood. Content warnings on the store include disturbing imagery, mild strobing, and themes of illness and suicide — read that page before you play.

Pursuit & pace

Common player experience (not official patch text): pressure ramps because the threat is always a wrong swing away. You will sometimes double back, gamble on a shortcut, or burn time finding the next solid anchor while the chase tightens. If you feel rushed, slow down only where the layout gives you a breather — tension is part of the design.

For setup and hardware issues that make controls feel worse at low FPS, see FAQ (sensitivity, ANGLE, black screen).

Movement & grapple

  • PC: First-person look with mouse; keyboard for movement. Recent patches added mouse and gamepad sensitivity plus invert-Y — open options if it feels too fast or inverted.
  • Linux: Same inputs once the binary runs; make sure you extracted the Linux archive, not the Windows zip.
  • Momentum: Swings and rope arc matter as much as raw aim. The v1.1 devlog mentions fixes for rope behaviour at greater depth (relevant to the First Kiln challenge). If rope feel changes after an update, reinstall the latest itch.io build.
  • Habit — secure before you peek: Player reports emphasise having a hook you trust before you lean over a ledge or scout a gap. If you overextend without an anchor, recovery is much harder under pressure.

Falls, collisions & health

There is a health system. Player observation: not every long drop is lethal, but slamming into geometry at speed or misjudging a fall can chip or chunk your health. Treat long free-falls and awkward landings as risky until you learn what the current build forgives.

You may find ways to recover health in the world; pacing those pick-ups with descent and pursuit is part of the skill curve. Exact balance can change patch to patch — defer to the official listing and devlogs if numbers or behaviour shift.

Progress & story beats

The game uses interactive story moments (often with ash / breath imagery) that many players treat like milestone saves in practice: you have a known state to fall back to if a risky line goes wrong.

We keep this spoiler-light. Narrative text is intentionally vague here — experience it in-game first if you care about mood.

Routes & exploration

Player reports: the path downward is often not a single obvious corridor. You may see alternate chains of anchors, wider vs tighter lines, or outside vs inside geometry. Experimenting is natural — but under pursuit, “try everything” can burn time; learn a few reliable chains and add shortcuts as you improve.

Some surfaces feel slick or inconsistent for hooks compared to clean rock. If the rope skips or bounces, treat it as terrain logic rather than a bug until you rule out skill / angle (and update to the latest build if rope bugs were fixed in a patch).

Difficulty

Players on itch.io talk about a standard run plus harder modes (for example Nightmare and the extreme First Kiln challenge). Treat those as opt-in skill checks — the listing already warns the game is difficult and short.

Later patches added inverted variants of some modes (maps flipped — you still descend, but layouts read differently). They are optional, experimental unlocks; unlock rules and retroactive saves are spelled out in the official v1.14 devlog — check there before assuming you should have access.

If you only want atmosphere, start on the baseline experience before chasing optional challenges.

Graphics & performance

  • Black screen (Windows): recent builds offer an ANGLE rendering path if the game shows nothing after the brightness prompt — try it in settings, then see FAQ / Updates.
  • Performance: you can disable volumetric lighting in settings to ease GPU load on some machines (v1.14+).
  • Captures / artifacts: a reduce pixelization option may soften harsh pixel edges or help with compression in recordings; behaviour improved in recent patches per devlog.

Updates: Changelog. Buy / download: itch.io · Steam.