indiegame.fan
The Long Way Up header art

The Long Way Up

A text-forward cultivation roguelite. Climb a tower of one thousand floors that never repeats the same climb for every new soul. Falling is not death, it is tuition: keep your realm, lose your altitude, and climb again with Moye, a sword spirit who remembers every fall you take.

Steam Page
Developer
Publisher
Release
Coming Soon
Steam Reviews
No reviews yet

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 The Long Way Up?Developer scaleThe operating scale of the game's developer.
Search Google: Who published The Long Way Up?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is The Long Way Up self-published or published by Flytel?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is The Long Way Up and Flytel funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for The Long Way Up and Flytel?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of The Long Way Up?Release statusWhether and how the game has been released.

Media

7 items

About the Game

A text-driven cultivation roguelite. Climb one thousand floors. Fall without dying. Climb again, stronger.

The tower does not kill. It collects.

Every cultivator alive has stood at the foot of the Ascension Tower. One thousand floors above, the summit grants a single wish. Between you and it: trials, tribulations, rival climbers on their own roads, and the long fall that ends every climb but the last one.

Falling is not death. Falling is tuition. You keep your realm, your arts, and everything the tower taught you, and you start again at the foot, stronger and one year older. The climb is the roguelite loop; the falls are the progression; the story is what happens to a soul who refuses to stop.

The Long Way Up is in Early Access. The core climb is complete and playable today: falling and rebirth, tribulations, sect life, Moye's bond across lives, rebirth across many lives (New Game+), and the Nine Boundless Heavens above the summit. Early Access is where more sects, more curios, deeper post-summit content, and balance get built with players climbing alongside.

FEATURES

- A tower that reweaves itself. No two climbs share a road. Doors open that were never there before; the tower notices how you climb and answers.

- Moye. A sword spirit nine hundred years old, dry as an anvil, who has outlived eleven wielders and remembers every fall you have ever taken. Her bond crosses rebirth. She does not comfort; she counts.

- Wuxing combat with real teeth. Five-element counters, drafted curios that stack into builds, and manual boss duels where guardians telegraph move-cycles you can read, bait, and break.

- Failure is the path. Tribulations at every realm's summit: survive the lightning, then face the heart-demon wearing your own doubts. Fail, fall, spend the comprehension, climb again deeper.

- A living world. Rivals race you floor for floor and resent the tower for saving you. Sects recruit, feud, and go to war. The fire-talk at every sanctuary carries news of a world that turns whether you climb or not.

- Rebirth, and what survives it. Ascend, wish, and begin again (New Game+) with Heaven's Trials, chasing deeds and a codex across many lives. Or press on past the summit, into the Nine Boundless Heavens.

- Original ink-wash art and audio made for this game, over a pure, deterministic core: same seed, same climb, every time.

The heavens leave room for only one legend. The long way up is the only way there.