Skip to main content
FINAL ASCENT

A real-money game of skill

Climb the Tower. All you carry is a lantern.

A first-person stealth maze in full 3D — fifty floors of dark across five realms, patrolled by wardens whose light is looking for yours. Identical for everyone. Pure skill.

First-person gameplay in the Foundations — real capture coming with the art pass. We never mock up footage.

18+ · Australian residents only · A game of skill, not a lottery.

current prize pool · grows with every entry

Entrants (last 30 days)
unique players
Price per attempt
$3.50
incl. GST · $1.00 intro first attempt

How it plays

You walk the Tower in first person. Your lantern is the only light you have — and the biggest risk you carry.

The lantern is a risk dial

Run it DIM and you are nearly invisible — a warden's cone can't find you beyond about a tile and a half — but you see only a few steps ahead. Turn it BRIGHT and you see seven tiles into the dark, and their cones can spot you from six. Every corridor is that choice, over and over.

Wardens walk the dark

Hooded wardens patrol fixed routes, sweeping visible beam-cones ahead of them. What you see is what kills you: the rendered cone is exactly the cone the simulation checks — the cone you see is the cone that catches you. Rooted sentinels turn toward bright light. Get caught and the run is over.

Five realms, fifty floors

The Foundations, the Halls, the Machinery, the Storm, the Summit. Every floor is a distinct maze, and the climb ramps: timed traps, hidden cracks a bright lantern reveals, moving walls on fixed clocks, and riddle doors whose answers come from your own play.

One life per attempt

Death ends the run — you carry your whole climb with you, from floor 0. GO AGAIN starts a fresh paid attempt. A protected pause covers calls and interruptions; quitting a run does not.

Seasons reseed monthly

Each season the whole Tower is regenerated from a new season seed — new mazes, new routes, frozen speed pars. No standings are shown while a season runs; the full table and the winner's audited replay are published at season close.

Tower Score is a career

Your score is a composite built across every run: Ascent (~60%, unique floors cleared), Speed (~30%, medals against frozen pars) and Trials (~10%, secrets and riddles). Attempts buy opportunities, never points.

The lantern dial: DIM sneak vs BRIGHT sight — real capture coming with the art pass. We never mock up footage.
A warden's beam sweeping a corridor — real capture coming with the art pass. We never mock up footage.

How it works

1 · Deposit

Top up your wallet. Spend caps and a visible tracker keep you in control from the first dollar.

2 · Attempt

Buy an attempt — $3.50 incl. GST, or $1.00 for your first intro run. Each attempt is one life: one fresh climb from floor 0, and death ends the run.

3 · Climb

Clear floors by lantern light to build your Tower Score — a career composite of Ascent, Speed and Trials. Attempts buy opportunities, never points.

What an attempt costs

Every price is GST-inclusive. Here is exactly where each dollar goes — no hidden fees.

Intro attempt

$1.00 incl. GST

  • $0.81 to the prize pool
  • $0.10 service fee
  • $0.09 GST

Standard attempt

$3.50 incl. GST

  • $3.08 to the prize pool
  • $0.10 service fee
  • $0.32 GST

Every run is proven

Real money demands more than promises. Final Ascent is built so that no result has to be taken on trust — including ours.

Your run is a record, not a claim

Every attempt is recorded as an input log — every movement, every lantern flick, tick by tick. That log is the run: it can be replayed, audited and verified at any time.

The server replays every run

Scores are never taken from your device's word. The server re-simulates each run byte-for-byte from its input log under the same deterministic engine — a run that cannot be reproduced is rejected, full stop.

Zero play-time randomness

The engine is exact integer arithmetic with zero play-time RNG — no dice, no luck, no hidden rolls. The same inputs always produce the same run, on every device, every time.

Audited in the open

At season close the final standings are published together with the winning run's audited, re-simulated replay — anyone can watch the run that won.

Gate Hours

A handful of shared floors open on a published schedule during Gate Hours. Everyone gets the same tools at the same time — solo floors still dominate your score.

Built to be fair

A game of skill, not a lottery

Each season's tower is generated once from that season's seed — identical for everyone — with zero play-time randomness. Every tie-break is skill-based.

Standings published at season close

No individual rankings are shown while a season runs. Final standings and the winner's audited replay are published when it closes.

Spend caps and self-exclusion

Per-person deposit and attempt caps, a visible spend tracker, and self-exclusion on request. Play stays within limits you can see.

18+ · Australian residents

Entry is limited to Australian residents aged 18 and over. One account per person.

Ready to climb?

Enter the Tower