Free to playEraser Punch, parry and climb
Chase an eraser up a tower that fights back with cannons, planes and long, punishing falls.
Is Eraser worth it?
Eraser is worth it if…
- you enjoy games like Getting Over It, where falling means losing real progress
- you like short, precise challenges you can retry in seconds
- you would rather master tight controls than fight clunky ones
- you lose patience easily, since the tower forgives almost nothing
Screenshots
Misery loves company
Bring a friend. Online co-op turns the climb into a shared ordeal: you can parry someone mid-fall and save their run, or be the reason they went flying in the first place. Both are part of the fun, and the game seems fully aware of it.
The tower is short enough that a session fits between other things, so it works well as a "one more try" game with a friend on voice chat. Watching someone else lose half the tower to a stray cannonball is somehow much funnier than losing it yourself. And when you are the one falling, at least there is a witness.
Movement that rewards creativity
The controls are simple on paper: run, jump, dash, punch, parry. The depth is in combining them. A well-timed parry out of a dash keeps you airborne longer, a charged attack launches you forward, and chaining the two lets you cross gaps that look impossible. Players agree the controls feel tight and responsive, which matters here: the falls are brutal, but they rarely feel unfair.
As you get better, you start finding your own routes. Sections you once climbed step by step can be skipped with a single well-placed dash and parry. The tower stays the same, but your way up it keeps changing, and that is where the replay value lives. Speedrunners have turned a clean run into a minute-long sprint; for most people, the first clear takes closer to half an hour of falling.
A tower that erases your progress
There are no checkpoints. Climb well and every move takes you visibly higher; slip once near the top and you watch a long stretch of work unravel as your stick figure drops past floors you had already conquered. That is the whole tension of the game, and it is deliberate.
The threats match the premise's dry absurdity: cannons firing at you, aggressive paper planes, projectiles crossing the air. Parrying a cannonball mid-flight gives you a moment of airtime and refreshes your options, so the things trying to kill you are also, sometimes, your ladder. Hard mode makes enemies more aggressive and falls even more punishing, for when the normal tower stops hurting enough.
Can you play it solo?
Can you play it solo?
Yes. The whole tower is built as a single-player climb, and co-op is an extra on top, not a requirement. Solo, the game becomes a personal duel with the tower: you learn its rhythms, find faster routes back up after a fall, and slowly turn a half-hour climb into a fraction of that. It also suits short sessions, since a full attempt is measured in minutes once you know the route.
How hard is it, really?
Hard, and honest about it. There are no checkpoints, so a mistake high up can cost you a long stretch of the climb, and hard mode pushes enemies and falls further. The flip side is that the controls are precise and the tower is short, so retrying never takes long. It is a poor pick for a stressed or foul mood, and a good one when you want something to grind at calmly.
What does it look and sound like?
Deliberately bare. You play a hand-drawn stick figure in a stark, minimalist tower, with clean shapes and nothing on screen that does not need to be there. A simple piano soundtrack runs underneath it all, and somehow it fits. The stripped-back style keeps your eyes on the one thing that matters: the next jump.























