Snapshot of the game as it ships today. Older design notes in the repo may describe earlier prototypes (rising water, surge meters); this page tracks the current silk traversal build.
Fantasy
You play a spider climbing ruined vertical spaces with a silk tether. Attach to anchors, swing for momentum, climb or extend the line, and reach the nest. Death is fast; retries are immediate from the last checkpoint.
Controls
- A / D or ← / →Move
- MouseAim silk
- Hold clickShoot / hold silk
- W / ↑ (while attached)Climb silk
- S / ↓ (while attached)Extend silk
- SpaceJump
- RRelease silk / restart run (on death or victory)
- EscPause menu
- HToggle control hints
Interfaces
- Map select — choose a level, see map-best time when available, start a run.
- Play HUD — level name, section, timer, checkpoints, deaths.
- Pause (Esc) — resume, restart checkpoint/level, replays, controls, home.
- Victory — run summary, personal / map best, restart or return to maps.
- Editor (F12 in play builds that enable it) — layout draft stored in the browser; export JSON to ship a baseline.
Playable maps
- Training Spire · Tutorial — Learn the core silk movement.
- Fallen Spire · Standard — Original vertical climb prototype.
- Rhythm Crossing · Flow — Wide anchor-chaining flow level.
Systems (current)
- Infinite silk tether with attach, release, climb, and extend.
- Checkpoints and hazard / death volumes; silk-breaker hazards cut the line.
- Optional shared map-best ghost during a run.
- Local replays in the browser; optional anonymous playtest telemetry on web builds.
Deeper historical design text still lives in docs/design.md (partially outdated). Art kit notes: docs/ART_WORKFLOW.md. Workflow defaults: docs/DEFAULTS_AND_BACKLOG.md.