Begin in Skyreach.
Start your journey in a floating village suspended high in the sky outside the foot of the tower.






What if you mixed The Legend of Zelda with Octopath Traveller? Cerulean Climb is a skybound JRPG about climbing a tower with no known top to find God, with wildly different floors, turn-based battles and Zelda-style puzzles.
















Start your journey in a floating village suspended high in the sky outside the foot of the tower.



Navigate vast winding paths discovering treasure, outposts, interesting characters and puzzle elements on your way.
Navigate intricate puzzle box Zelda-like dungeons, obtain key items and pay attention to your environment to utilize them to progress.
Inspired by Octopath Traveller, utilise a break/boost system to exploit enemy weaknesses, destroy their shields, delay their turns and coordinate your moves with your other party members.
Switch to night or back to day whenever you feel like it. This mechanic changes NPC schedules, enemy encounters and is utilized by puzzle elements scattered throughout the world.



Our Steam page is coming soon. Once it launches, adding Cerulean Climb to your wishlist is a simple way to support development.
Steam page coming soon
Follow development, share your thoughts and talk Cerulean Climb with the community.
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Independent game studio based in the UK.I’m 21, the solo developer behind Cerulean Climb, based in the UK and currently working from Bangkok. Game development has been a passion of mine for years, and I’m finally in a position to go all in on my dream project.
Alongside game development, I work on Album Tags. Through Album Tags, I work with Roc Nation, JAY-Z and others in the music industry. That experience has prepared me to work in a collaborative, professional environment, with a commitment to creating the best possible product.
I’m currently searching for a publisher and experienced professionals to collaborate with us and bring Cerulean Climb to life.
Publisher enquiries

Malike rigorously playtests Cerulean Climb and runs performance tests, identifying bugs, readability and UI issues, plot holes in the story and quality-of-life improvements. He works directly with Harrison to get those issues addressed.
Malike also works alongside Harrison on Album Tags. Together, we’re looking to bring that same cooperative, professional approach to working with a publisher and other specialists, with the aim of creating the best possible game.
A quick reference file detailing the game’s title, release date, platforms, price and social links.
High-resolution in-engine screenshots without UI clutter, an official trailer link and transparent-background logos.