Climb is a one-button hill climb driving game. Your little car bounces over endless hills. Hold to hit the gas and let go to brake. On the ground, the gas pulls a wheelie, and steeper hills pull harder, so feather it or you'll flip onto your roof. In the air, the gas rotates the car back and the brake tips it forward, so line it up with the slope and land wheels-down. Fuel drains as you drive. Grab the orange cans to top up, because they get further apart the further you go. There's a new course every day, with friends' ghost cars racing the same hills.
How to play Climb
- Hold anywhere to accelerate. Let go to brake.
- Watch the nose: holding the gas lifts it, letting go drops it. Past vertical, you flip and crash.
- In the air, hold to rotate back and let go to tip forward. Land with your wheels on the slope.
- Pick up fuel cans to refill the gauge at the bottom. Run out and you'll roll to a stop.
Tips to get a high score
- On steep climbs, tap the gas in bursts so the front wheels stay down.
- Before landing, match the car's angle to the slope you're about to hit. Downhill landings keep your speed.
- A clean landing after a big jump gives a PERFECT speed boost. Perfect landings in a row climb in pitch.
- Full rotations in the air count as flips and pay coins, if you stick the landing.
- Don't waste fuel: the gap between cans keeps growing the further you drive.
How the course gets rougher
Climb ramps up by distance, over roughly the first 1,400 metres. The first few metres are flat. After that the hills get bumpier, and the steepest slopes end up about 40% steeper than early on. Kickers, short steep ramps that end in a drop, start around 40 metres and get about twice as common, and some get longer.
Fuel is the slow squeeze. The first can is about 100 metres in, and each gap after that is longer than the last. By 500 metres they're nearly 200 metres apart, and by 1,000 metres over 300. A full tank gives you about 17 seconds of gas, so late in a run you need downhills and momentum, not just the throttle.
Every can fills the tank right up, however much fuel you had left. Grabbing one when you're nearly empty shows CLUTCH FUEL.
Metres, PERFECTs and flips
Your score is the furthest you've reached, in metres. Rolling backwards doesn't lose any, but it doesn't earn any either. Coins (for flips and PERFECT streaks, plus the ones along the track) go toward hats and don't add metres.
A PERFECT needs at least half a second in the air and a landing within about 9 degrees of the slope. It gives you a speed boost and adds to your combo, and every second PERFECT in a row pays a coin. Short hops don't count either way, but a sloppy landing after a real jump resets the combo.
You can land up to about 50 degrees off the slope and survive. Past about 40 you get a CLOSE!. Each full rotation pays a coin, but only if you land. Spinning costs nothing in distance, so only go for flips on big kickers with clear ground ahead.
Feathering the gas, and what to do when you're dry
On the ground, the nose rises slowly while you hold and drops quickly when you let go, so a short release is enough to settle it. Letting go also brakes hard, though: from top speed you stop in about a second. Feather in quick taps, not long pauses.
Early on, ordinary hills aren't steep enough to flip you on steady gas, but kicker ramps can be. Past about 900 metres the steepest climbs are too, so ease off near the top of those.
When the tank runs dry, keep holding. With no fuel, holding lets the car coast and letting go still brakes. Coasting downhill can carry you to the next can. If you don't get past your furthest point for about three seconds, the run ends. That applies even with fuel, for example if you stall on a climb and roll back.
Daily levels and ghost races
Today's Climb level is the same for everyone, and you race the ghosts of other players' runs. How daily levels and challenges work.
FAQ
Why does my car keep flipping backwards?
Holding the gas lifts the nose, and on steep hills it lifts much faster. Let go for a moment to drop the front wheels, then gas again.
What ends a run?
Landing on your roof or nose, flipping over in a wheelie, or making no forward progress for a few seconds, which usually means you ran out of fuel and rolled to a stop.
Is it free?
Yes. Every Tapamine game is free to play in your browser with no download and no account.
Does it work on my phone?
Yes. Tapamine is built for phones first: portrait, one thumb, and it works offline after your first visit. It also works with a mouse or the spacebar on a computer.
How do challenges work?
After a run, tap “Challenge a friend” to send a link. Your friend plays the exact same level and races your ghost — a replay of your run — to see who wins.
Add Climb to your site
Climb is free to embed on your blog, class page or website. Paste this code:
<iframe src="https://tapamine.com/embed/climb/" title="Climb: free one-tap game" width="360" height="640" style="border:0;border-radius:16px;max-width:100%" allow="autoplay; fullscreen; web-share" loading="lazy"></iframe>