Titan Tower is a portrait-mode climbing platformer I built for quick, one-hand sessions in the browser. You start at the bottom of a tower, work up floor by floor across moving platforms, spikes and ladders, and stomp the three-phase boss waiting at the top. There are six towers with six stages each, six bosses that only die if you land on their heads, and a stack of side modes — Endless, Boss Rush, Gauntlet, Survival, Time Attack and a seeded Daily Climb — layered on top of the main campaign. Everything you earn feeds one currency, CORES, that unlocks new climbers, upgrades and towers.
I wanted a platformer that respects your time. A single stage is a short vertical climb — a handful of floors linked by ladders — but each floor throws something at you: platforms that slide side to side, jumpable spike beds, conveyor belts, timed steam or lava jets, and crumbling stepping stones that vanish once you touch them. Clear the fifth stage of a tower and the boss floor opens. The whole thing runs on an HTML5 canvas, it reshapes itself to fit a phone in portrait, and there's a touch joystick plus a jump button for mobile. No install, no account.
The Foundry, Ice Citadel, Inferno Spire, Sky Sanctum, Void Reaches and The Final Ascent each hold six named stages. Every stage floor is hand-authored so the climb path is always reachable, and hazards escalate from a gentle teaching floor to a full twist by the sixth.
Forgemaster, Cryoking, Pyron, Stormcaller, The Watcher and the First Titan. Their bodies are harmless to walk into — you only hurt them by dropping onto their head while falling fast. Each one shifts into faster, angrier phases as its health falls.
Ice-slide momentum in the Ice Citadel, lava geysers in the Inferno Spire, wind that flips direction every 10 seconds in the Sky Sanctum, and gravity motes that lift you upward for 3 seconds in the Void Reaches. The Final Ascent stacks them all.
Beyond the Tower Conquest campaign there's Endless, Boss Rush, Gauntlet, Survival, Time Attack, a seeded Daily Climb with a rotating mutator, and a Daily Boss — plus a Mirror Mode toggle that flips every layout left-to-right.
Swap between Rivet, Hex, Drift, Tank, Spark and a hidden sixth climber. Each has its own speed, jump and life count plus a passive trait and an active ability — from Drift's double-jump and air-dash to Tank's ground smash and Spark's EMP burst.
Spend CORES in the Workshop across four tabs — Combat, Economy, Survival and Special — on things like Swift Legs, Spring Jump, Iron Skin, Coin Magnet, a one-time revive and faster climbing. There's also a 30-tier battle pass and a cosmetics shop.
The core loop is simple and reads the same on every tower. Walk left and right, jump gaps and spikes, and grab a ladder to move between floors. You start each stage in the middle of the ground floor; from there the fastest route zig-zags — the ladder to the next floor is usually placed at the far side of the platform, so each floor is a traverse, not a straight vertical shaft. When you reach the top floor of stages one through five you clear the stage; on the sixth stage the top floor is the boss arena.
Enemies and hazards can be dealt with two ways: avoid them, or stomp them by landing on top. Stomping is also the only way to hurt a boss — you drop onto its head while falling quickly, take one HP off, bounce clear, and repeat. Weaker bosses fall in a handful of clean stomps; the First Titan needs many more and fires every projectile type in the game at once. Watch each boss's wind-up tell, because a telegraph flashes just before it attacks. Press P or Esc any time to pause.
Industrial girders, conveyor belts, steam jets and rolling barrels. Stages run from the Apprentice Floor up to the Forgemaster's Lair. Free from the start — this is where you learn the ropes.
Slick floors that carry your momentum and ice that cracks underfoot. Frost Spiders, Snowballs and Ice Wraiths patrol the halls up to the Cryoking's Throne. Free.
Lava geysers erupt from the first floor and rock collapses under you; bounce pads fling you over the worst of it. Ember Bats, Lava Blobs and Cinder Hawks guard Pyron's Peak. Free.
Wind pushes you sideways and reverses every 10 seconds — time your long jumps to the lull. Wind Sprites, Sky Rays and Thunder Rocs circle the Stormcaller's Eye. Unlocks for 1,500 CORES.
Gravity motes float you upward for three seconds, Void Wisps blink in and out, and Phase Crawlers teleport across the floor. The climb ends at The Watcher's Lair. Unlocks for 2,000 CORES.
Unlocked once you've cleared the other towers. The tightest gauntlet in the game with the fastest movers and every hazard combined, ending at the First Titan. This is the real test.
Tower Conquest is the campaign: pick a tower, climb its stages in order, beat the boss, move on. Endless stacks procedurally generated floors and asks how high you can get — there are milestone achievements at floors 10, 20 and 30. Boss Rush throws all six bosses at you back-to-back on three shared lives and times the whole run, so it's a race for your fastest clear. Gauntlet is even meaner: all six towers in one unbroken run with a single shared life pool, tracked to the millisecond. Survival drops you into a tower where the pressure ramps until you fall, and it keeps a best time per tower. Time Attack is pure speed against your own personal bests. The Daily Climb is a seeded tower everyone plays the same day, wrapped in a rotating "mutator of the day" — Featherfall low gravity, Sugar Rush speed, Gold Fever double rewards, a bonus air-jump, magnet day, or a high-risk Overdrive — and it comes with three rotating Daily Goals worth extra CORES. There's also a standalone Daily Boss to hunt each day.
Everything pays out in CORES. You earn them for first-clearing a stage, for the medal you place on each stage — Bronze, Silver, Gold, or the top-tier Fang, which requires both a fast time and a no-damage run — and for beating bosses, with a bonus for taking a boss down without getting hit. Those CORES go three places. The Workshop holds permanent upgrades across Combat, Economy, Survival and Special tabs, from raw speed and jump height to a coin magnet, extra lives, a per-run revive and faster ladder climbing. The climber roster lets you buy and swap between six characters, each with a distinct stat spread and its own passive and active ability. And the meta layer adds a 30-tier battle pass called The Ascent, a cosmetics bazaar with trails, jump effects and death animations, roughly two dozen achievements to chase, and a pool of roguelite cards you draft mid-run for temporary buffs. It's a full progression system stapled onto a game you can also just pick up and play for five minutes.
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