White Knuckle is a speed-climbing horror roguelite by Dark Machine Games that releases into PC Early Access on April 17th with plenty of content already included.

It’s a game about escaping a facility called “SUBSTRUCTURE 17” while dodging creatures and racing the ever-approaching substance that’s trying to consume you.

Punishing climbing games aren’t a particularly new concept with games such as Getting Over It with Bennett Foddy being very popular and spawning dozens of similar games that are based around the idea that a fall can potentially reset your progress to zero.

It only makes sense that such a punishing genre would see a roguelike twist eventually, and here it is with White Knuckle. 

Hand Mechanics

At the core of the gameplay are the stamina and inventory systems. You have two hands that each gets redder as they hold onto a platform before eventually exhausting completely. You have to juggle your hands back and forth and determine when it’s best to relax your grip or push your stamina to the limit.

On top of managing hand stress, you have an inventory that can hold a bunch of different items, such as your trusty hammer, rebar poles, ropes, and other tools. Of course, holding an item means you can’t use that hand to hold onto a ledge so you have to either use your tools before ascending further, or juggle between each hand to use your items properly. It sounds unintuitive and feels very weird at first, but it doesn’t take long to get into a rhythm. 

It doesn’t need to be rogue, but I’m glad it is

While I feel like the roguelike elements weren’t necessary for White Knuckle, the pre-built rooms are really well designed with tons of routes through them, secrets, and spots for random items to appear.

There are three main areas that each can have a couple different sub-zones that mix and match for decent location variety, ranging from climbing large pipes to sticky sewers. As early access goes on it’ll get more and more varied, and I hope the room design continues being super well done. On top of the stresses of procedurally-generated decision making, the addition of permadeath and being chased by ooze makes me feel constantly on edge while playing. 

Dark Creepy Vibes

In a horror game, presentation is everything. The gameplay intensity is suffocating alone but the dark atmosphere, creaking and banging of the facility, and constant speakers that talk about looming threats make White Knuckle extremely nerve-wracking and immersive.

I also appreciate that the areas seem to get darker and scarier as you go on; I’ve only made it to Habitation Yellow a couple times and it’s terrifying. Jumpscares are near nonexistent as well so you don’t have to worry about cheap gimmicks throwing you off.

The core gameplay is perfect, and I’ve not seen any bugs yet. In fact, I’m very excited for whatever Dark Machine Games has planned with new creatures and items coming, as well as more zones to explore. 

White Knuckle hits Steam Early Access on April 17th. I was provided a key by the developers and their publishing friends!

Would you like to know more? 

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