Read This First: There Is No Level System
Scape has no level system, XP table or published summit. Gravity is a single precision climb shared by up to 100 real players, and progression means climbing higher, saving other players and collecting unlocks that stay with your character. Where a number is not published, this guide says so instead of inventing one.
Scape entered Steam Early Access on November 11, 2026, at $7.99, with 15% off for the first seven days, to November 18 at 10:00 PT, per the launch announcement. The long-term plan is free-to-play, and Early Access buyers will be recognised for being here first — the exact recognition has not been announced. The developer estimates roughly a year in Early Access, which is an estimate, not a committed 1.0 date, and what players say on Steam and in Discord decides what the studio works on next.
That framing matters because it changes what a "leveling guide" can honestly promise. In a game with levels, the guide would hand you an XP curve and a route through it. Scape publishes none of that: no level count, no XP table, no level cap, no summit height. What it publishes instead is a climb — one shared tower of broken world, up to 100 real climbers on it at once, no checkpoints, no health bar, and a save system that turns strangers into your safety net. This guide is built around those published facts, and it marks every gap where the developer has not published an answer yet.
The short version, for anyone who wants it before the detail: your level is your height. Your gear is your unlocks. Your party is whoever happens to be climbing beside you. Everything else in this guide is technique for making those three things work harder.
What "Leveling" Means When There Are No Levels
In most games, leveling is a number going up. In Gravity, leveling is a height going up, and the difference is not cosmetic — it changes how you should think about every session. A level in a normal MMO is banked: once you earn it, it stays earned. Height in Gravity is not banked. Every inch is earned and every fall costs ground you fought for, in the developer's own words, and there is no checkpoint anywhere on the climb to lock your progress in. That single fact is the whole game, and every piece of advice in this guide flows from it.
Height is measured, not guessed. Gameplay footage shows on-screen height markers in metres — 309M and 318M in the launch trailer — so you always know where you stand, literally. What no source publishes is a summit height, a total height for the climb, or a level count for the first level, so there is no finish-line number to chase and no percentage-complete figure to quote. Anyone online claiming a summit height or a total metre count is guessing; treat it as unverified until the developer publishes it.
That absence of a finish line is deliberate, not an oversight. The official site says it plainly: there is no map, only a direction — up — and nobody knows what is at the top. The climb is the content. The first level is complete and playable end to end at Early Access launch, per the Steam page, and the route leads where it is supposed to lead, but the game does not tell you where that is in advance. Progression here is therefore personal and comparative at the same time: your own best height, your place on the climb bar among the hundred climbers sharing your instance, and the unlocks that accumulate on your character as you play.
The climb bar deserves a closer look, because it is the closest thing Gravity has to a leaderboard. When you save another climber, your name goes on the climb bar for everyone to see. That makes the bar a public record of who is helping, not just who is high, and it means reputation in Gravity is earned by reaching out, not only by climbing. A player who never saves anyone can still climb high; a player who saves often is visible to the whole instance in a way a quiet climber is not. If you care about standing in the community, the save system is your fastest route to it, and it costs you nothing but the risk of a mistimed jump.
Your character is the other half of progression, and it is the half that persists. Scape is a growing platform of multiplayer games where one player identity carries across every game, so what you unlock in Gravity stays with your character as Scape grows. Titles, companions and cosmetic packs earned on the climb are not locked to Gravity; they follow you wherever you play next on the platform. That is why the unlocks section of this guide matters even for players who only care about height: height is temporary, unlocks are permanent, and the platform is designed so that the permanent half outlives any single fall.
Set your goals accordingly. A good session goal in Gravity is not "gain three levels" — it is a height target you choose yourself, a number of saves you aim to make, or an unlock you are working toward. Pick one before you start climbing, because the climb will happily eat an evening without ever telling you that you have achieved anything. The game gives you a height marker and a climb bar; the rest of the structure is yours to build.
The Climb: Precision, Physics and No Checkpoints
Gravity's core loop is brutally simple to describe and brutally hard to execute: climb a world that is coming apart, one jump at a time, while a hundred other real people do the same thing around you. The official site describes the challenge in four short sentences that are worth memorising, because they are the whole design document in miniature: every inch is earned, every fall costs ground you fought for, there are no checkpoints and no health bar, just rigid physics and the threat of losing real progress with every wrong step. There is no hidden safety net behind those words. A fall does not cost you a life, a durability point or a respawn timer. It costs you height — the only currency that matters — and the only thing that can interrupt a fall is another player.
The world you climb through is a ruined city torn apart by a gravitational anomaly. The land tore free and stayed risen, and from the ruins below the only way is up. You climb through ruined cities, suspended buildings and open sky, and the strange thin air above it all, and the world does not stay still: sometimes the path is clear, sometimes the shortest way stays hidden. That last detail matters more than it sounds. The climb is not a single marked staircase with one correct line. There are multiple routes, per the Steam Early Access notes, and the shortest way is not always the obvious one. Route-finding is a skill in Gravity in the same way it is a skill in a climbing gym: two climbers at the same height may have taken very different lines to get there, and the better line is often the one you have to look for.
The terrain changes character as you rise, and each change asks something different of you. The lower climb runs through ruined cities — broken streets, tilted buildings, the familiar shapes of a place that used to make sense. Higher up, the architecture gives way to suspended buildings and open sky, where the handholds are further apart and the consequences of a miss are larger, because there is simply less world underneath you. Above that is the thin air the official site mentions, a zone the game deliberately leaves mysterious. No source publishes zone names, height bands for each zone, or a count of sections in the first level, so do not expect a zone-by-zone breakdown with metre ranges in this guide; that information does not exist in public yet, and any guide offering it is inventing it.
What the sources do publish, and what you should internalise before your first session, is that the physics are rigid. That word is doing heavy lifting. Rigid physics means the world behaves consistently: jumps arc the same way every time, momentum carries the way momentum should, and a landing either holds or it does not based on where you actually are, not where the game feels generous. There is no rubber-banding, no magnetism pulling you onto a ledge you nearly reached, and no health bar to absorb a bad landing. Consistency is your friend here, even when it feels harsh, because consistent physics can be learned. A jump you fail ten times teaches you something a forgiving jump never would: exactly how far you can go, exactly how much speed you need, and exactly where the edge of possible sits.
The shared nature of the climb changes the physics in a social direction. Up to a hundred players share the same broken world at the same time, and every climber you see is a real person — no fake players, no bots filling out the instance. That has two practical consequences. First, the climb is crowded at the bottom and thin at the top, because most players are always somewhere below you, falling and re-climbing. Second, other climbers are information. Watch where the climbers above you go, watch where they hesitate, and watch where they fall: a stranger's failed jump is free route intelligence, and a stranger's successful line is a route you can copy without spending a single fall of your own. In a solo precision platformer, every lesson costs you a death. In Gravity, half the lessons are free, paid for by other people's falls.
The other social consequence is pressure, and it cuts both ways. Climbing beside a hundred people can push you to attempt jumps you would never try alone, which is how personal bests happen — and also how spectacular falls happen. The players who climb highest over a long session are usually not the ones taking the most risks; they are the ones who treat other climbers as a resource rather than an audience, who stop to watch a line before committing to it, and who accept that the climb will still be there in five minutes. Patience is not the exciting advice, but in a game with no checkpoints, patience is the highest-value skill there is.
Movement Technique: Climbing Like It Matters
No source publishes a controls list, a moveset, or an advanced-technique guide for Gravity, so this section does not pretend to be one. What follows is technique that holds for any precision platformer with rigid physics — the kind of climbing discipline that a WoW player will recognise from hard jump puzzles and a platformer veteran will recognise from games where a fall means starting over — applied to what Scape actually publishes about its climb. Treat it as method, not as a list of hidden mechanics. Nothing here claims a move the developer has not documented.
First, slow down at the edge. The most common failure in a no-checkpoint climb is not a lack of skill; it is a lack of looking. Before any jump you have not made before, stop on solid ground and actually look at where you are going: the distance, the height difference, the landing surface, and what happens if you miss. In a game with checkpoints, a blind jump costs seconds. In Gravity, a blind jump can cost minutes of climbing, or your whole session's best height. The five seconds you spend looking are the cheapest insurance in the game, and the players who skip them are the ones you watch falling past you.
Second, treat every new section as a scouting run, not a speed run. Your first time through unfamiliar terrain, your job is to learn the line, not to set a time. Move deliberately, test each jump from a safe position where a failure drops you a short distance rather than a long one, and remember which jumps felt comfortable and which felt marginal. The second time through the same section you will be faster without trying, because you are no longer spending attention on route-finding. Speed in Gravity is a byproduct of familiarity, and familiarity is a byproduct of surviving the section once.
Third, manage your attention like a resource. Long climbs are tiring in a way that short ones are not, and the falls that hurt most are rarely the hard jumps — they are the easy jumps you stopped respecting after an hour of climbing. If you notice yourself making sloppy landings on jumps you cleared cleanly twenty minutes ago, that is not bad luck; it is fatigue, and the correct response is to stop climbing hard. Drop to a safe ledge, take a break, or switch to helping other climbers for a while. The climb rewards the player who is still sharp at height far more than the player who rushed there tired.
Fourth, use the crowd. When you reach a section where you cannot see the line, do not guess — wait and watch. Another climber will attempt it within a minute, and their attempt will show you the arc, the landing, and the margin. If nobody is ahead of you, you are the scout, and the correct move is the cautious one: a short test hop to confirm the landing exists before committing your full height to it. The climbers who fall furthest are usually the ones who treated an unseen landing as a certainty.
Fifth, respect the hidden short way — but do not chase it blindly. The official site says sometimes the shortest way stays hidden, and the Steam page confirms multiple routes. That means there are lines on this climb that are faster than the obvious one, and finding them is a genuine skill. But a hidden route is only a shortcut if you can survive it, and an untested shortcut at height is a gamble with your session's progress as the stake. Scout shortcuts from below when you can, test them when a fall would cost you little, and only commit to them at height once you have seen them work — ideally by watching someone else take them first.
Finally, remember that falling is part of the game, not a failure state. Every climber falls, including the ones at the top of the climb bar. The difference between a climber who keeps progressing and one who quits in frustration is rarely skill; it is what happens in the ten seconds after a fall. The climber who immediately re-climbs angry makes the same mistake twice. The climber who pauses, works out what went wrong, and re-climbs with a plan makes progress. Gravity is designed to punish the first climber and reward the second, and the save system exists precisely so that a fall does not have to be the end of the story.
Saving Other Climbers: The Shared-Climb System
The save system is the most important mechanic in Gravity, and it is the one thing that separates Scape's climb from every solo precision platformer you have played. It works like this: when one player falls past another, a prompt appears for both of them. Hold it for a second each, and the fall stops beneath the falling player and carries them sideways to the wall at that height. Nobody is pulled back up, nothing ties the two players together afterwards, and anyone at your height or above can make the save — a friend or a stranger on the far side of the mountain. The saver's name goes on the climb bar for everyone to see.
Read that description twice, because every clause in it is a design decision. The fall stops, but the falling player is not pulled back up: a save preserves your height, it does not restore it. You keep the height you had when the save happened, not the height you had before you fell. That means the best saves happen early in a fall, while the falling player is still close to their old height, and a late save preserves less. If you are the one falling, the lesson is to look for a saviour immediately, not after you have already dropped past the climbers who could have caught you.
The height rule is the second decision that matters: anyone level with you or above can save you. That means the climbers above you are your safety net, and the climbers below you are not — they cannot reach up to catch you. Position matters enormously. A fall that carries you past a crowded ledge full of climbers at your height is a fall with a good chance of a save. A fall in a lonely stretch of the climb, with nobody near your height, is a fall with no safety net at all. The practical advice follows directly: the loneliest parts of the climb are the most dangerous parts, and they are the parts where you should climb most carefully, because nobody is there to catch you.
The third decision is the cost. Hold the prompt mid-jump and you may not land your own — that is the price of reaching, in the developer's words. Saving someone is not a free action. It asks you to stop what you are doing, at a moment when you may be mid-jump yourself, and hold a prompt for a full second. A second is a long time on a ledge. If you are the saver, you need to be standing somewhere safe before you reach out; reaching from a jump arc is how two climbers fall instead of one. If you are the one falling, do not assume a save is coming: the climber you are falling past may be mid-jump themselves, and their own landing comes first.
That cost is what makes the save system meaningful rather than decorative. In a game where a save cost nothing, everyone would save everyone, and the system would be background noise. Because a save costs attention, position and sometimes a landing, a save is a genuine choice — and because the saver's name goes on the climb bar for everyone to see, it is a public choice. The climb bar is not just a height ranking; it is a record of generosity, and in a hundred-player instance, that record is visible to everyone. Players remember the names they see on the bar. Over a long Early Access, that kind of reputation is worth more than a few metres of height.
There is etiquette to learn here, and it is worth learning early, while the community is still forming. Save when you safely can, especially when the falling player is near your height and you are standing on solid ground. Do not chase a save into a bad position; a failed rescue that drops you both is worse than no rescue at all. When you are saved, keep climbing — the saver has already paid a second of their attention for you, and the best thanks is to make the save count. And when you see a name on the climb bar, remember it: that is a climber who reaches out, and in a game built around reaching out, those are the people you want climbing near you.
Think of the save system as Gravity's version of a party. There are no parties yet — the Steam page lists party and guild systems as a planned full-version feature, not a launch feature — but the save system already does half of what a party does: it makes other players matter to your survival. The climbers around you are not scenery. They are your checkpoint system, distributed across a hundred strangers, and your climb is safer the more of them are near your height. Climbing alone at the front of the pack is the fastest way up and the most dangerous way to be there. Climbing in the thick of the pack is slower and far safer. Choose accordingly, and choose differently depending on whether you are chasing a personal best or just trying to survive the session.
Sessions, Falls and the Long Climb
Gravity has no session structure published — no daily quests, no stamina system, no rested bonus, no lockouts. You climb when you want, for as long as you want, and you stop when you want. That freedom is a trap for the same reason it is a gift: without a system telling you to stop, the climb will take as much of your evening as you give it, and the falls will keep coming whether you are sharp or not. The players who last in a game like this are the ones who build their own session structure, and this section is that structure.
Start each session with a goal you can state in one sentence. "Beat my best height" is a goal. "Reach the suspended buildings" is a goal. "Save three people" is a goal. "Climb for two hours" is not a goal; it is a duration, and durations end in fatigue falls. Pick a height target or a save target, climb toward it, and when you hit it, decide consciously whether to push on or stop. That decision point is where most sessions are won or lost: the climber who hits their target and pushes on tired is the climber who falls furthest.
Expect to fall, and plan for it. A fall in Gravity is not a rare event; it is the normal cost of climbing, and the players who treat it as a catastrophe are the ones who burn out. Before you start a hard section, know where a fall would put you: is there a ledge below, are there climbers near your height who could save you, is the section below familiar enough to re-climb quickly? If the answer to all three is no, you are climbing without a net, and you should slow down accordingly. If the answer is yes, you can afford to be bolder, because the cost of failure is bounded.
Re-climbing is a skill in its own right, and it is one that improves fast. The first time you fall from a height, the re-climb feels punishing: the same jumps, the same sections, all the progress gone. The fifth time, it feels routine, because you know the line and you are no longer spending attention on route-finding. That is the hidden progression system in Gravity: your knowledge of the climb persists even when your height does not. A player who has fallen from a height five times knows that stretch of the climb better than a player who has only ever climbed it once. Falls are tuition, and the climb is the teacher.
Watch for the tilt. Tilt in Gravity looks like this: you fall, you re-climb fast to make up for it, you fall again because you rushed, you re-climb faster, you fall again. Each cycle costs more height and more patience, and the player in the cycle cannot see it happening because they are focused on the fall, not the pattern. The cure is unglamorous: stop. Stand on a safe ledge, do nothing for a minute, or log out and come back later. The climb does not punish you for leaving — there is no decay, no lockout, no penalty for an unfinished session — and it rewards you for returning sharp. The height you lose by stopping is always less than the height you lose by tilting.
Finally, keep perspective on what Early Access means for your progress. Gravity is playable end to end, the first level is complete, and the game is stable but with bugs, rough edges and regular updates, per the Steam page. That means the climb you learn today may change: routes may be adjusted, mechanics may be tuned, new maps may arrive with their own visual identity and unique mechanics. Your height is temporary in two senses — a fall can take it, and a patch can reshape the climb beneath it. What persists is your skill, your unlocks and your place in a community that is still forming. Invest in those, and the height will follow.
Unlocks That Carry Across Scape
Height is temporary. Unlocks are not, and that distinction is the reason this section exists. Scape is a growing platform of multiplayer games where one player identity carries across every game, so what you unlock in Gravity stays with your character as Scape grows. The Steam page puts it plainly: your character, your history, the things you carry — it follows you wherever you play next. Gravity is where the platform begins, not where it ends, and the unlocks you earn on the climb are the first entries in a collection that is designed to outlive any single game.
The documented unlocks so far are companions, titles and cosmetic packs. Finishing the demo added the title Next Fest Hero, and joining the Scape Discord added a companion of its own, per the press release. Cosmetic packs sit alongside the $7.99 base price. That is the complete published list for the moment, and it is worth being honest about how short it is: no progression unlock list for Early Access itself has been published, no per-height reward table exists, and no source lists what, if anything, you unlock at specific heights on the climb. If a guide tells you that reaching a certain height grants a specific reward, it is inventing that reward. What the sources do tell you is the shape of the system — companions, titles and cosmetic packs, carried across the platform — and the details live in our Scape Farming Guide, which covers every documented companion, tier and colour in full.
Companions are the most substantial unlocks documented so far, and they are worth understanding even in a leveling guide, because they are the main reason to care about the demo period that has already ended. During Steam Next Fest, each day had its own companion — Cutesy Globe, Sneaky Hexa, Dissolving Diamond, Devil Globe, Wicked Diamond, Boiling Drop, Trapped Hexa and Curious Drop — and once that day ended, it never dropped again. Each find rolled one of five tiers and one of thirty colours, from the twelve base colours to Total Eclipse at one in ten thousand. Everything found in the demo is delivered in Scape at Early Access launch, and the Next Fest set never returns. If you played the demo, your companions are already waiting for you. If you did not, that set is closed to you permanently, and no amount of climbing will reopen it.
Titles are the second documented unlock, and they are the most visible. Next Fest Hero marks anyone who finished the demo; Came for the Clip marked ninety minutes of watched Scape streams during the fest; First Wave marked creators in the Scape creator program. Titles in Scape are account-bound and follow your character across the platform, which makes them the closest thing the game has to a permanent record of having been there early. There is no published list of titles available in Early Access itself, and no title tied to a height or a climb achievement has been announced — but the pattern is clear: Scape marks participation, and the marks are permanent.
Cosmetic packs are the third leg, and the least documented. The press release confirms they sit alongside the $7.99 base price, and the Steam page confirms that the full version is planned to expand customisation options and add additional skins. No pack names, contents or prices have been published in the sources checked, so this guide does not list any. What is published is the direction: more customisation is coming, and Early Access buyers already own the platform's later games — most later games on the platform launch free, and anyone who buys Early Access has them, per the press release. That is a meaningful part of the $7.99: it is not just a ticket to Gravity, it is a ticket to the platform.
The recognition for Early Access buyers deserves its own paragraph, because it is the most commonly asked question with the least complete answer. The Steam page says Early Access players will be recognised for being here first, and that the studio is still working out exactly what that looks like, promising to be open about it when there is more to share. The MMODude game page confirms the same: the exact recognition has not been announced. Do not buy Early Access expecting a specific founder's reward, because no specific reward has been promised. Buy it because you want to climb now, in the first year, while the community is forming and the game is being built in the open with its players. The recognition, when it comes, will be a bonus — not the reason to be here.
One more thing about unlocks, and it is a warning. Because companions can be traded on the Steam Market, there is already a secondary market in Scape companions, and there will be people willing to sell you things — companions, accounts, boosting — through third-party sites. Do not pay a third party for Scape gold, items or accounts. There is no currency, no in-game trading, and no verified market for any of it, and no Scape listing was verified during the November 2026 review. The only legitimate place Scape items change hands is the Steam Market, under Steam's own rules, and the only legitimate way to earn unlocks is to play. Anything else is someone selling you something that does not exist.
The Road Ahead: Early Access, New Maps and the Platform
Gravity at launch is a complete climbing experience with a full gameplay loop, multiple routes and the core mechanics you can play end to end today, per the Steam page — but it is also explicitly the beginning. The full version is planned to expand on that foundation with additional maps, each with their own visual identity and unique mechanics; more competitive modes; improved social features, including party and guild systems; and expanded customisation options and additional skins. None of those has a date, and none of them should be treated as a promise for a specific patch. What they are is a direction of travel, and they tell you what kind of game Scape is becoming: not a single climb, but a platform of climbs, competitions and social play, all carrying the same character.
The timeline for that journey is deliberately loose. The developer's estimate is roughly a year in Early Access, and the Steam page is careful to frame it as an estimate, not a promise: "we would rather earn the full release tag than slap it on early and disappoint people, so the community's readiness decides the exact moment." Along the way, expect updates frequently, more to experience as the game grows, and a world players helped shape. That is a meaningful commitment for a leveling guide to record, because it means the climb you are learning now is a living thing. Routes may change, mechanics may be tuned, and new systems may arrive that reframe what progression means. A guide written for launch week will need updating as Early Access proceeds, and this one will be updated when the developer publishes something new.
The community's role in that process is not decorative. The launch announcement quotes founder and creative director Bastian Geissler directly: "Opening Early Access is the day Scape stops being only ours. The players who came at Next Fest already have their first items waiting, and from today we build Gravity in the open with them. What they tell us on Steam and in our Discord decides what we work on next." The Steam page makes the same commitment in plainer terms: the team reads and responds on Steam and Discord every day, runs regular open Q&As, streams live dev sessions, and shares patch previews and dev diaries — and when something a player raised changes the way the game is being built, they say so. If you find a route that feels wrong, a jump that feels unfair, or a section that needs a save point the design refuses to provide, the correct move is to say so on Steam or in Discord, because that feedback is the actual development roadmap.
One launch feature deserves a mention here because it changes the climb in a way no leveling guide can ignore: TikTok LIVE integration. Streamers on TikTok LIVE can connect TikFinity from launch, so their viewers can act on the climb — hold the streamer in the air, knock them off the wall, shake their camera, and catch them once after a fall. No viewer action costs more than height. If you watch Scape streams, you are not a passive audience; you are a participant with real, if limited, power over a real climber's session. If you stream, your audience is part of your climb, for better and for worse. It is a small feature with large implications for how the community plays, and it is live from day one.
The platform idea is the last piece of the road ahead, and it is the one that makes Scape different from a standalone climbing game. The official site says it plainly: Scape is a growing platform of multiplayer games, and Gravity is only the first. More are coming, some from the studio, many more from other game creators using tools the studio builds in the open. Your character, your history, the things you carry: it follows you wherever you play next. Where it goes from here, the studio says, we figure out together. That is not marketing fluff; it is the design. Every hour you spend climbing Gravity is an hour spent building a character that will walk into the next Scape game with you, and every unlock you earn is an unlock that carries. Leveling in Scape is not about one climb. It is about the first climb.
Common Mistakes
- Treating Gravity like a level grind — there is no XP table, level cap or published summit to chase.
- Climbing blind into jumps you have not looked at, when a five-second look would have saved minutes of re-climbing.
- Rushing the re-climb after a fall and falling again in the same place, instead of pausing and working out what went wrong.
- Assuming a fall ends your climb, when a nearby climber at your height or above can save you.
- Holding a save prompt mid-jump without expecting it to cost your own landing.
- Climbing the lonely stretches at full speed, where nobody is near your height to catch you.
- Chasing a hidden shortcut at height before you have seen it work.
- Paying a third party for Scape gold, items or accounts — no market exists, and no listing was verified.
- Expecting a fixed 1.0 date — roughly a year in Early Access is an estimate, not a commitment.
- Buying Early Access for a specific founder's reward that has not been announced.
Frequently Asked Questions
Is there a max level in Scape?
No level system has been published. Scape has no XP table, level cap or published summit — progression is the height you climb and the unlocks that stay with your character across the platform.
What happens when you fall in Gravity?
You lose the height you fought for — there are no checkpoints. Another climber at your height or above can save you: hold the prompt for a second each and your fall stops at the wall at that height, with nobody pulled back up.
How long will Scape stay in Early Access?
Roughly a year, per the developer. That is an estimate, not a committed 1.0 date, and what players say on Steam and in Discord decides what the studio works on next.
How high is the climb, and what is at the top?
No summit height has been published, and the developer says nobody knows what is at the top. Height is shown in metres as you climb, but there is no published total, so treat any summit figure you see online as unverified.
Can other players save me if I fall?
Yes, if they are at your height or above. When you fall past another climber, a prompt appears for both of you; hold it for a second each and your fall stops at the wall at that height. The saver's name goes on the climb bar for everyone to see.
What do I keep when I fall?
Your height is lost unless another climber saves you, but your knowledge of the climb, your unlocks and your character persist. Companions, titles and cosmetic packs stay with your character across the Scape platform.
Is Scape free-to-play?
Not yet. Early Access costs $7.99 on Steam, with 15% off for the first seven days, to November 18 at 10:00 PT. The long-term plan is free-to-play, and Early Access buyers will be recognised for being here first, though the exact recognition has not been announced.
What is coming after Gravity?
More games on the Scape platform, some from the studio and many from other creators, plus additional maps for Gravity, more competitive modes, party and guild systems, and expanded customisation. No dates have been published for any of it.
Sources
Checked November 12, 2026. Game systems change with patches, so confirm numbers in game.
- MMODude: Scape (EA November 11, 2026, $7.99, 15% off to November 18, free-to-play plan, no market)
- ModDB: Scape is out in Early Access on Steam from 11 November (launch time, save system, TikFinity, Drops campaign)
- Scape official site (no checkpoints, no health bar, terrain, 100 players, platform, Aster and Slate)
- Steam: Scape Early Access notes (roughly a year in EA, full-version plans, free-to-play plan, community role)
- Scape fact sheet (studio, EA length, price, cosmetic packs, languages)
- GamesPress: Scape at Steam Next Fest (companions, tiers and colours, save system, Oct 28 date now stale)
- Scape Next Fest items press sheet (full tier and colour odds, rarity table, giveaway lines)