One grappling hook. Catch and climb, miss and leap, hit and fall. Keep going up.
Fire a grappling hook. If it catches, you climb. If it misses, you leap. If it hits something falling, you don't.
HOOK UP! is a one-button climbing game. You aim, you throw, and the same throw resolves three different ways depending on what it finds. There is no jump button, no attack button, and no second chance halfway up. There is a hook, a rope, and a very long way down.
ONE THROW, THREE OUTCOMES
Hold to aim, release to throw. The hook flies out, and the building decides what happens next.
Catch an eave, a rail, a sign bracket, a ledge — the rope goes taut and you reel yourself up.
Catch nothing — the throw still carries you, and you leap to wherever momentum takes you.
Catch a falling flower pot — you catch it with your face, and you start again lower than you were.
Learning the game is learning to read a wall: which ledge is live, which one is decoration, and whether the gap above you is one throw or two.
SIX TOWERS, SIX WAYS TO CLIMB
Every tower is built differently, so every tower asks for a different technique.
A worn red-brick apartment block in the morning light. Window eaves, warm air, and a man on the roof with an unreasonable number of flower pots.
A glass skyscraper at dusk. Nothing to grab but maintenance rails, and delivery drones running horizontal lines across your route.
A neon maze of a city at night. Sign brackets are your handholds, the light is beautiful and completely useless for seeing what's coming, and somebody in a kitchen has opinions about you.
A gothic cathedral under moonlight. Stone corbels sit exactly where a climber wants them, and the gargoyles above them are aiming.
A high-rise under construction at noon, backlit and half-finished. Steel beams, scaffold planks, loose pipe, a crane, and workers who did not agree to be part of your route.
A leaning tower in a storm. The whole world is tilted and stays tilted. Wind takes your rope mid-flight, the gallery ledges run in long continuous spans, and the marble angels are not decorative.
WHAT FALLS ON YOU
Hazards come in three shapes, and you handle each one differently. Some drop straight down the column you're climbing, telegraphed just long enough to move. Some scatter across the face of the building with no warning at all. Some cross horizontally, on a schedule, waiting to be read.
THREE ITEMS
Jet — a short burst of thrust that gets you past a gap the rope can't reach.
Rope extension — a longer rope, and a longer reach, for as long as it lasts.
Cloud — step on it and ride it up.
They appear where the climbing is hard, not where it is convenient.
SOUND
Nine original tracks, one for each place you climb, plus every sound effect in the game — all of it synthesized in code. No sample libraries, no audio files. The hook, the wind, the impact, the music: it's all built from waveforms.
BUILT FOR ONE THUMB
Portrait orientation. Stick and throw button in the bottom corners. Play it standing up, one-handed, on a train.
Difficulty is identical on every device — the game runs on a fixed virtual resolution, so a big phone doesn't get an easier climb than a small one.
Close the app whenever you like. It remembers where you were.
Plays offline. No account required.
Get to the roof.
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