Arcade for Android

Dash Climber

Dash the gaps. Climb the neon.

A vertical reflex rush: time your dashes through moving gaps, rack up streaks, and push your best height in a glowing neon tower.

In closed testing on Google Play

In closed testing on Google Play with the workshop's own devices. Not in public app stores yet.

Dash Climber gameplayDash Climber gameplay
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In this guide What Dash Climber is Controls Gates you will meet Scoring and perfect streaks How a run ends Classic and Hyper Tips Questions and answers

What Dash Climber is

Dash Climber is a vertical timing game. Your climber bounces in place under a stack of gates. Each gate is a solid bar with one opening that moves, and a single tap fires the climber straight up through the next gate to land above it. You cannot steer and you cannot cancel. The entire skill is choosing the moment.

Controls

Tap anywhere to dash. The climber always travels straight up its own column, so the tap has to come just before the opening lines up with that column, because the dash takes a beat to arrive. Tap again after a crash to restart at once.

Gates you will meet

  • Sliding openings travel across the bar and wrap around the edge of the screen.
  • Oscillating openings swing back and forth instead of wrapping.
  • Feinting gates change speed in the middle of their motion, so the rhythm you just read may not hold.
  • Double gates have two stacked bars. One tap has to thread both openings in the same dash.

Scoring and perfect streaks

Every gate passed is worth 10 points. Pass through the dead center of the opening and it counts as a PERFECT. Perfects in a row build a streak, and each perfect adds 5 points times the streak length, capped at ten, so a long streak makes a gate worth 60 instead of 10. One off-center pass resets the streak but keeps your points. A celebration marks every 25 gates.

Your best score, best height and best streak are saved on the device, and the STATS screen on the title page keeps lifetime numbers.

How a run ends

Clipping the edge of any bar ends the run, and the result screen tells you whether the tap came too early or too late. After 10 gates a glowing floor begins to rise beneath you and speeds up with every gate you pass. If it reaches you while you wait for a clean opening, the run ends as well.

Once per run, a crash offers a three-second TAP TO REVIVE. Accept and you resume where you died with a short shield.

Classic and Hyper

The title screen offers two modes. CLASSIC is the standard pace. HYPER runs the whole game at 1.25 times the speed and pays 1.5 times the points.

Tips

  1. Watch one full pass of an opening before you commit. Its speed and direction are the whole puzzle.
  2. Tap as the opening approaches your column, not when it is already there. The dash needs travel time.
  3. Chase perfects early. A streak of ten turns every gate into six gates' worth of points.
  4. On a double gate, time the tap for the moment both openings overlap your column, and ignore how either looks on its own.
  5. Do not trust a feinting gate after one look. Wait for the speed change, then read it again.
  6. Once the floor is rising, a safe off-center pass beats a perfect you waited too long for.
  7. Read the result card. If it keeps saying too early, your correction is a later tap, not a faster one.

Questions and answers

Can I move left or right?

No. The climber dashes straight up. Only the openings move.

When does the floor start rising?

After you have passed 10 gates. Before that you can wait as long as you like.

Does losing a streak cost points?

No. You keep everything already scored and only the bonus for the next perfect starts over.

Is Hyper a separate game?

It is the same game at 1.25 times the speed, with scores multiplied by 1.5.

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