indiegame.fan
Noxcode header art

Noxcode

Bought a ticket. Got a number. Now some random dude is stuck in a vertical labyrinth and I’m watching. Pure movement platformer. Climb, jump, glide, fall — just get out before I get bored.

Steam Page
Release
May 17, 2026
76 days ago
Steam Reviews
2 user reviews2 reviews100.0%

Does this feel indie?

Vote based on whether this game feels indie to you. You can change your vote at any time. Results earn an IGF score after 10 accepted votes.
No votes yet
Vote on More Games
Game contextLatest: IGF Team
ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan.Status
Notes
Latest Contributor: IGF TeamEdit notes
Search Google: Who developed Noxcode?Developer scaleThe operating scale of the game's developer.
Search Google: Who published Noxcode?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is Noxcode self-published or published by Glitch Squirrel?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Noxcode and Glitch Squirrel funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for Noxcode and Glitch Squirrel?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of Noxcode?Release statusWhether and how the game has been released.

Media

9 items

About the Game

Bought a ticket. Got a number.

Noxcode is still the only thing that actually kills the boredom. You pay, they drop someone in, you sit back with a drink and watch them try not to mess it up. If they make it out — I win. If they don’t… whatever, next ticket.

You’re my number tonight.

Wake up. Run, jump, climb, glide, fly — or just fall in a way that somehow works. I don’t care how, just keep moving. This whole thing is pure movement. No wrong ways, only dumber or cooler ones. New layout, new obstacles, new ways for you to look mid or suddenly go crazy. I’ll drop a tip if I’m not completely checked out. Mostly I’m just here for the show.

Core Rules

  • Reach the exit however you can

  • Avoid obstacles — or find a way around them that looks stupid but works

  • Keep moving

Key Features

  • Procedural labyrinths: every ascent is different. New layouts, new problems, new ways to fail (or look good doing it).

  • Skill and creativity over everything: there’s always a faster, dumber, or more elegant line. Speedrunners and explorers both get their fix.

  • Tight, responsive controls that reward precise inputs.

The higher you go, the less the world below makes sense. How high can you climb before it stops mattering?