THE CLIMB

From a Notion doc that sat dormant for five years to the version of ChampChase that justifies the years it took to build. Six tiers, one summit, no committed dates. We ship when it's ready.

SCROLL TO START

2020 – 2026

WHERE IT STARTED

2020: first sketch of ChampChase. A game I'd want to play, no clue how to build it. Then 2021–2025: rough years, false starts, the project sat in a Notion doc collecting dust.

The idea didn't go anywhere, but it didn't go away either.

JANUARY 2026

THE RESTART

Started over with no experience and a rough idea of how to do it. Skeleton first — lock the technical picture, then assets, then tie it all together. I knew what I wanted as a player, not how to build it, so I made the systems up as I went.

A lifetime of playing games was the only design doc I had. AI tools became the multiplier.

LIVE — TODAY

WHERE IT STANDS NOW

The build runs. The site ships. Built solo in Riga.

2094 game sessions logged · 45 fights complete · 106 voiced story scenes · 1002 voiced lines · An original OST across 23 musical moods · 273 equipment items · 42 public devlog entries · 230 documented web passes · 12 Spotify albums live (10 more pending).

Every session logged. Every pass documented. The receipts are the product.

Read the build log →

IN PROGRESS

PUT IT IN PLAYERS' HANDS — IPHONE FIRST

Beta is live on iPhone — free, while it's in testing, placeholder art and all. Anyone on the list gets in. Android's beta is open too — it runs through Google Play; drop your email and I'll add you.

External players, retention data, balance tuning, bug triage. Iterate based on what testers actually say. Cut what doesn't land. Sharpen what does.

Update — July 2026: 1.0 is built. Every scene voiced, every system alive — the game is essentially done. What's left is the shipping call, not the building. Beta stays open in the meantime.

Play it early →

AHEAD

FINISH THE BASE GAME

Once beta feedback is in and the build holds, close it out properly. Bring on a pixel artist to replace every placeholder with custom, made-for-this art. Real voice actors to replace the AI lines. Visual polish, sound design, onboarding flow — the work that takes a tested MVP from "playable" to "ship-quality."

A defined finish. Not an open-ended bet.

See what the raise funds →

THE FIRST SUMMIT AHEAD

THE BASE GAME SHIPS

€6.99. One time. No subscriptions, no currency, no ads, no IAP.

You buy it, you own it, and the game never reaches into your pocket again. The whole world stands on its own — just the boxing RPG, on iPhone and Android.

10% of net revenue goes to charitable causes the community helps pick — from the day this launches. Fixed, verifiable, non-negotiable.

No committed date. We ship when it's ready, not before.