Move a climber across the rock wall by placing each hand and foot. SillyClimbing combines individual limb control with a charged launch: build a stable stance, cross gaps and reach the finish hold as quickly as you can.
How to Play & Controls
Choose a character and an unlocked stage. Drag a hand or foot to a reachable hold with a finger or mouse, then release to grip it. Drag the torso to reposition within the reach of attached limbs. A limb that misses a hold stays loose; look for a closer grip before moving again.
Game Rules & Levels
Reach the marked finish hold to complete the stage and unlock the next. Adventure shows 30 stages; locked stages cannot be selected. The first ten wall themes repeat in later groups while the routes become harder. Avoid stretching for holds beyond your reach: losing support can cause a fall.
Jump / Launch Mechanics
Attach both hands and both feet before charging. Hold the launch button: power rises to 100%, then falls, repeating while held. Release near the peak for a stronger launch. Holding longer does not guarantee more power. Choose a landing grip before releasing.
Timing & Leaderboards
A completed stage records elapsed time. Sign in to claim and save a guest completion. The stage-time board shows each player’s fastest time for that stage worldwide. The progress board compares unique stages completed, using total best time to break ties, with world and country views.
Revives
Signed-in players have one free revive per UTC day across the game, not one per stage. Guests must sign in to use that allowance. After it is used, follow the share option on the fall screen to obtain another attempt. Opening a different stage does not reset the daily free revive.
Tips & Help
Move one limb at a time and bring the body closer before reaching far away. Establish four secure grips before a gap that needs a launch. Learn the charge rhythm on an earlier unlocked stage, then work toward a faster clean completion. Use Adventure to revisit unlocked stages.
Tips & examples
Move the body before a long reach
Move one limb while keeping support. If a target is too far away, dragging harder does not extend the limb. Move the torso closer within the reach of attached limbs, then try a nearer hold. A missed limb stays loose: restore a useful support point before the next long reach. A stable stance matters more than making many quick drags.
Prepare a launch
Attach both hands and both feet. Pick the next area of holds before charging. Power rises from 0% to 100%, falls back and repeats while held. Releasing after the peak can produce a weaker launch than releasing sooner. Practise reading this cycle on an unlocked stage, then look for the next grip after takeoff. Holding indefinitely does not store maximum power.
Finish with a hand, then save
A hand must grip the marked finish hold. Reaching its height or putting only a foot there does not complete the stage. Time is recorded at the finish; follow the sign-in prompt to claim a guest completion and keep progression. The stage board compares fastest times. The progress board counts distinct completed stages, so replaying one stage does not add another unique stage.