Spire
A lamplighter climbs. The lantern reaches exactly one floor.
Spire is climb-or-stop, made physical. A lamplighter goes up a tower one landing at a time, and the lantern reaches exactly one floor — you can always see the next landing, never the one after it. That is the mechanic, drawn rather than explained.
Every landing either holds or gives way. Hold, and you may take what you have or go up for the rung above. Give way, and the run ends — including the landings already cleared. Only a decision to stop pays, which is what makes stopping the hardest button on the screen.
Three tiers differ by geometry, not adjectives: a wide warm stair, the house spire at dusk, and six far-apart floors on bare cantilevers over a void.
- Family
- Tower (multilevel)
- Tiers
- Easy · Medium · Hard
- Landings
- 9 · 9 · 6
- Top rung
- 12.79× · 491.52× · 3,932.16×
- RTP
- 96% as seeded, configurable
- Built with
- Canvas 2D, React 19
Figures are the seeded configuration this game ships with. Return to player, stake limits and maximum payout are set per operator.
How it plays
- 01
Stake and choose a tier
Easy, medium or hard — each with its own ladder of multipliers, published before you stake.
- 02
Climb a landing at a time
Each climb is one decision. The next landing lights; the one above stays dark.
- 03
Stop while you are ahead
Take stake × the rung you reached, or set a target floor and let it stop for you.
What we made sure of.
- Three tiers with published ladders — the multipliers are on screen before the stake is
- Target floor: name the rung to stop on and the run stops itself
- An open run survives a reload; the client resumes exactly where the server says it is
- Post-run reveal of the floors above, painted flat and archival — and never as money that was almost won
Questions about Spire
Are the landings decided as I climb?
The whole ladder is drawn by the server the moment the run opens. Climbing reveals it; it never draws it. The client is careful never to animate an answer before the server has given one.
Do cleared landings pay if a later one gives way?
No. A fall ends the run and pays nothing, including the landings already cleared. Only a decision to stop pays — that is the commercial model of the game, and the UI never implies otherwise.
More from the studio
Put Spire in front of your players.
One session call and one URL. And if you would rather have a title nobody else can run, we build dedicated games for operators.
Or write to hello@gundabadstudios.com