The climber
Tam
The Keep's youngest squire, small inside somebody else's armour. He carries an empty scabbard the whole way up, because there was never anything to fight. He never speaks. He is you.
Out now on iPhone and Android
Skyward is a climb. Twelve towers, three hundred levels, and a light rising underneath you that never slows down.
The premise
Morning
The aether was never safe. It was kept, and the Keep is what kept it. When it broke, it started coming up through the floors, and the ground stopped being somewhere you could go.
Midday
Tam was on the stairs when it happened. Not chosen, not summoned, just carrying something upstairs at the wrong moment. He kept going because down had stopped existing.
Afternoon
Sera is at the summit. She is the reason the tower is still standing, and she is not going to say so.
Evening
There is no villain in any of this. Nothing hunts you and nothing fights you. The rising light is a material, not a monster, and the whole horror of it is that it does not care.
Night
The Keep keeps your hours. Open the game in the morning and it is morning on the headland. Open it at ten at night and the windows are lit and the fireflies are out.
The cast
Nobody here is a hero by appointment. They are the people who happened to be in the building.
The climber
The Keep's youngest squire, small inside somebody else's armour. He carries an empty scabbard the whole way up, because there was never anything to fight. He never speaks. He is you.
The keeper
At the top, in working clothes, with no crown and nothing decorative about her. The only voice in the game. What she is holding stays out of frame for a hundred levels.
The keepwright
Fourth generation of the family who built the machine that held the light down. Not sad the Keep is falling, annoyed, the way a man is when his work fails exactly as he warned in writing.
The lamp
A brass hand-lamp Ordwin fed a drop of aether forty years ago, which has since declined to be a lamp. It has no face. The flame does the talking, and it went up the stairs without being asked.
The journey
Five places inside the Keep, then seven old beacons across the kingdom. Each one has its own stone, its own light, and its own way of getting in your way.
The turn
Somewhere in the third tower you learn one thing, and everything before it reads differently afterwards. A line you were given in the first hour and almost certainly skipped turns out to have been an instruction.
We are not going to tell you here. It is the one thing in this game worth arriving at cold.
All of it is told in short cards between levels, narrated, and skippable in a single tap. Skip every one and you lose nothing but the story.
Fair by design
0
No banners, no videos, no "watch this to continue". The game never interrupts a climb to sell you something.
300
Two books, from the Muster Yard at the bottom of the Keep to the Dawn Crown at the end of it.
12
Each with its own stone, its own light, and its own trick: ice, springs, wind, sand, embers, lanterns.
1
Drag to run, tap to jump. Portrait, one thumb, on the bus or in bed.
From the game








Free on iPhone and Android. Sign in and your climb follows you from one phone to the next.
Behind this card: the Keep as the game paints it at this hour, where you are.
Something went wrong, or a question? support@unichat.dev. One person reads these, and a note with the level number in it is worth ten without one.