Climbtime cover
Climbtime screenshot
Genre: Indie

Climbtime

version 1.53 invert Y

Added 'invertY' to the menu options to invert the mouse/gamepad vertical/Y look, the setting has to be reset each time the game is launched and I'll work on making this a part of the stored config file next week. Will probably also added back the mouse look X/Y speed(how fast/slow the look tracks to the input) options also.

random notes, everest

I tried generating a terrain based on Mount Everest, but looking at it initially in the editor it was so much like a large white snow hill(not much visual interest or detail to key off of), that I've decided to skip it for a map for now and try Mount Denali or maybe the Matterhorn in Europe next(something with stronger features of interest).

Thanks again for the player feedback, screenshots and videos this week. Past the core play mechanics, in 'explore' mode I mention Grow Home, Subnautica and Abzu as game influences that I'd like to experiment with in this game, trying to bring a little more visual interest to the large maps by having some different 'flocks' and 'flocking' behavior with 'animals' in the environment. Since I'm a programmer and not an artist, I'm thinking more about simple geometric shapes or 2D image planes in 3D that aren't going to put a big hit on framerate performance.

An earlier game 'rangerfall' I worked on has some of these ambient type ship elements that I may end up borrowing and placing in the new map settings. It also had a grappling hook movement mechanic.
http://steamcommunity.com/sharedfiles/filedetails/?id=361265921

For leaderboards I was also thinking about switching moving to new leaderboards once a month(while keeping the old ones around for history).

Also hoping to figure out how to get other players ghost runs into player games so you could compete against a few times that were ahead of you(like trackmania) and give new players an idea of some of the movement mechanics.

version 1.51 air drop control

For 'climb' mode, added an air 'drop' control - gamepad or vive left trigger or keyboard X will cause the player to 'drop' faster. For triggers, trigger amount factors into drop amount. Did this to help speed up action in the game and decrease time players spend floating in air if all they are waiting for is gravity to pull them directly down.

Also removed player rocket jumps for now - turrets can still knock the player around a bit, but self-rockets don't effect the player.

version 1.50 explore sound symbol hunt

Added an achievement in explore mode for finding all 3 level sound symbols.

version 1.49 glide controls update

- set starting mode back to 'climb' from 'explore'

- updated the glide controls - gamepad left trigger will increase forward/up/down glide speed, glide moves faster with left trigger the closer to the terrain you are from 1,000 units to ground

version 1.48 grand canyon map

- added grand canyon map (level 4,8,...)

- made 'explore' the starting game mode instead of 'climb'

- fixed a bug in crystal hunt so that mode is back

version 1.46 - new maps

Changed the terrain maps out for some higher resolution elevation and imagery, including new locations of yosemite and castle valley, Utah . The terrain option can be toggled on/off in the pause menu if causing performance issues. Maps can be more easily explored in 'explore' game mode using teleport along with fly/glide.

version 1.44


  • added 3 new achievements
  • 1 new song
  • added chatter to the turrets and changed their projectiles a bit from the players
  • reduced the leaderboards to first 12 levels


Times to beat on the first 3 boards! Congrats to Deiru, nyah! and Deathzonet at top of those boards.





version 1.41 - vive controller jump using arms

For VR Vive owners I've added a new option that should show up in the pause menu labeled 'use arm jump' that when toggled on will allow jumping movements based on physical left+right arm movement(velocity and direction).

To trigger jumps using your arms, toggle the option on in the pause menu for the game modes 'Climb' or 'Crystal Hunt' (disabled in other game modes).

Now when you press one or both triggers, when one/both triggers are released, the sum of your left+right controller velocities are applied to your in-game player. The velocities applied are those at the trigger release - it doesn't track your controller movement or velocity while the trigger is pressed.

Still have to make a few additional fixes since the superjumps don't trigger using the arm jumps and also will probably add some sensitivity settings. Also in this mode I disable the grip rotation as I found myself unintentionally pressing the grip buttons when pressing the triggers.

Looking for feedback from Vive owners on how well the jumping(or flying in 'fly' game mode) works or suggested changes.

version 1.40

Happy Halloween!

A number of new treats and game modes have been added. VR Vive owners now have full controller support which they can use in all game modes, most notably the 'Fly' game mode which gives the player jets where their controllers are to fly around like iron-man and shoot at turrets using the rocket launcher on the right hand controller. Flying and gliding ability can also be used in the 'explore' mode.

If the controllers are mixed up(right for left, left for right, etc) try turning them both off, then turn right on first and left second. I'm still working to resolve this sometime problem at game startup.

For gamepad/keyboard users, 'glide' game mode is the same goal as 'fly' except using those controllers instead. I'm still working on the glide controls and will probably map a throttle and brake to the triggers and move the rocket to a button. Feel free to mention other possible control options on the discussion board.

A terrain map was also added from the level start. It can be toggled on/off if it effects the game performance too much.

To help explore the terrain, an 'explore' mode was added which allows the player to long-distance teleport (30,000 units max) across the terrain using the crystal shot button.

The game menus were also revised to work in VR and with gamepads without having to utilize the keyboard.

Hope folks like the changes!