Carry the last flame up a mountain that has gone dark. Cinderpeak is a hard, precise 2D platformer: jump, climb and dash through ten chapters, each with its own rule, with a flame on your head that is starting to remember who put it out.
輔助功能與音訊Camera ComfortCustom Volume ControlsKeyboard Only OptionPlayable without Timed Input
更多Playable At Your Own Pace
系統需求
最低配備建議配備作業系統Windows 10, 64-bit—記憶體4 GB RAM—儲存空間400 MB available space—
關於 Cinderpeak
Carry the last flame up the mountain
The old beacon has gone dark. Someone has to carry a flame back up.
That someone is Wren, a child from Lowmere, and the flame is Cinder: the last piece of the beacon's fire, riding on Wren's head, complaining about it, and able to throw the two of you through the air.
Cinderpeak is a precision platformer. You run, jump, grab walls and dash. The dash comes back when you touch the ground, so every room is a question of where to spend it. Rooms are short, a fall puts you back at the start of the room in a moment, and nothing is random.
Ten chapters, each with its own rule
Every chapter brings one new idea and then leans on it.
Embers frozen in the ice give the dash back in mid-air.
Storm lights throw you across the sky.
Smoke is a wall to your legs and a road to a dash.
Magma rises behind you.
And there is more on the way up:
- caps that launch you, and stone that crumbles under your feet
- ice with no grip, and walls only a dash can break
- wind that carries you, fights you, lifts you or presses you down
- rune blocks that swap every time you dash
- a second dash
- steam that lifts you
A story that remembers
Cinder does not remember how the beacon went out. The sparks scattered across the mountain are pieces of that memory, and Cinder will not leave a room without the one that is in it. Each spark you bring back returns one more piece.
Someone is waiting on the way up. She kept the beacon once. She will ask you two questions, and what you answer changes what is said to you later.
It is hard
You will fall a lot. The rooms are built to be learned, not to be lucky: every one has been tested to be beatable with room to spare in its jumps and dashes.
Features
- Ten chapters of single-screen and scrolling rooms
- A new mechanic in almost every chapter
- 34 sparks to recover, each one a memory, each one holding the way out of its room shut
- A timer and a best time for every chapter, and an optional on-screen speedrun timer
- Keyboard or gamepad
- Progress saved at every room
- Separate sound and music volume, and screen shake you can switch off