A tense, high-altitude survival game where you must balance on a tightrope suspended above a neon-lit cyberpunk city while fighting against increasingly violent storms and unpredictable winds.
Why I made it
I was inspired by the nail-biting tension of real-life high-wire walkers and wanted to translate that intense feeling of vertigo and precarious balance into a digital experience. I wanted to take a very simple mechanic, keeping a pole centered and elevate it by surrounding the player with a moody, procedural cyberpunk cityscape and dynamic weather systems, making every single step forward feel like a fight for survival. Also, one thing is that i also like extremely challenging and frustrating games, which made think about this game concept.
The details
Genre: Action, Simulation
Engine: ThreeJS
Made with: Gemini
Mobile: playable on a phone
From the maker
I was inspired by the nail-biting tension of real-life high-wire walkers and wanted to translate that intense feeling of vertigo and precarious balance into a digital experience.
One axis, one pole, and you never stop correcting. That's a real mechanic, and input granularity decides all of it, which means keyboard and analogue stick will feel like two different games. Wind is the correct pressure to add, because an unpredictable force stops you settling into a rhythm and switching your brain off. You will be annoyed. That is the design doing its job.
The maker will tell you straight out that they enjoy frustrating games. Honest of them, and a warning. Strip the neon city away and what's left is one balancing input, repeated, until you drop. It looks lovely and I won't pretend otherwise. One mechanic holding up an entire game, though, and it lost me.
Neon city underneath you, a storm coming in, one pole and whatever nerve you brought with you. The skyline assembles itself fresh each time so no two walks look the same. Small game. Enormous vertigo