Skyward

Out now on iPhone and Android

The Keep has fallen. The only way out is up.

Skyward is a climb. Twelve towers, three hundred levels, and a light rising underneath you that never slows down.

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  • No ads
  • 300 levels
  • One hand
Scroll to climb

The premise

The light the kingdom was built on has come loose

  1. 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.

  2. 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.

  3. Afternoon

    Sera is at the summit. She is the reason the tower is still standing, and she is not going to say so.

  4. 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.

  5. 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 Keep on its headland in the morning.

The cast

Four of them, and one never says a word

Nobody here is a hero by appointment. They are the people who happened to be in the building.

Tam in his open helm.

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.

The keeper

Sera

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

Ordwin

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.

Wick, a brass hand-lamp with a living flame.

The lamp

Wick

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

Twelve towers. Two books.

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.

  1. Tam on the road to the Keep.

    I · Levels 1 to 25

    Royal Court

    The Keep as people lived in it. Flagstones, bells, banners, candle racks. The last warm place in the game.

  2. Tam and Wick before the green-bronze terraces.

    II · Levels 26 to 50

    Verdant Terrace

    The gardens and the water engines, in green bronze. There is nothing underneath them any more.

  3. Tam before a spire of aether-glass.

    III · Levels 51 to 75

    Crystal Spires

    The glass the Keep was tuned with. Beautiful, precise, and it has stopped holding.

  4. Tam at an iron portcullis under lightning.

    IV · Levels 76 to 100

    Storm Vault

    The binding machinery itself. Iron, lightning, parts the size of rooms, and it is losing.

  5. Tam on a step of held light under the aurora.

    V · Levels 101 to 125

    The Aether

    Nothing built at all. Above the roof, the floor under you is the light agreeing to hold its shape.

  6. Seven dark beacons on the horizon.

    Book II · The seven beacons

    The Keep was never the only one

    Seven older towers held their share of the light, and one by one they went dark. Now it is rising inside them, and Wick is the only flame that can relight a beacon.

  7. A clock tower in the desert.

    VI · Levels 126 to 150

    Sunscorch Dunes

    Sandstone, awnings and a clock tower in the desert. The first beacon, and the first climb with no liquid at all: a clock instead.

  8. A foundry tower running with molten iron.

    VII · Levels 151 to 175

    Ember Forge

    Where the Keep's iron was cast. The fires are still burning, with nobody left to tend them.

  9. A white marble cloister covered in roses.

    VIII · Levels 176 to 200

    Rosewater Cloister

    White marble, climbing roses and fountains. Sera's garden, from before all of this. The softest climb in the game.

  10. A lighthouse over a breaking sea.

    IX · Levels 201 to 225

    Gull Point

    A lighthouse of weathered timber and whitewash. The sea under it breathes in and out.

  11. A domed observatory under a night sky.

    X · Levels 226 to 250

    Starfall Observatory

    Slate, brass and a painted night sky. Where the beacons' timing was worked out, and lit only in places.

  12. A hall of mirrors and silver stairs.

    XI · Levels 251 to 275

    Quicksilver Halls

    Polished silver and mirror glass. Every tower you have climbed shows up somewhere in its reflections.

  13. The Keep at sunrise.

    XII · Levels 276 to 300

    The Dawn Crown

    Back where it started. The Keep, cold and dark, climbed one last time as the sun comes up.

The turn

Halfway up, the climb stops meaning what it meant

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

Nothing between you and the next floor

  • 0

    Ads

    No banners, no videos, no "watch this to continue". The game never interrupts a climb to sell you something.

  • 300

    Levels

    Two books, from the Muster Yard at the bottom of the Keep to the Dawn Crown at the end of it.

  • 12

    Towers

    Each with its own stone, its own light, and its own trick: ice, springs, wind, sand, embers, lanterns.

  • 1

    Hand

    Drag to run, tap to jump. Portrait, one thumb, on the bus or in bed.

From the game

The climb, between climbs

  • The Keep, the home screen, with the castle on its cliff.
  • The climb: the Verdant Terrace's twenty five levels.
  • A new league opening: the Verdant Terrace.
  • The climb so far: the story cards collected between levels.
  • Book II, the seven beacons.
  • The daily reward calendar.
  • The leaderboard.
  • A player's profile and journey.

Start the climb

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.

Download on the App StoreGet it on Google Play

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