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. Eight tiers, two summits, no committed dates. We ship when it's ready.

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2020 – 2025

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.

1238 game sessions logged · 42 fights complete · 66 voiced story scenes · 869 voiced lines · 198 OST tracks across 22 musical moods · 196 equipment items · 39 public devlog entries · 217 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 coming once Play Store verification clears.

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

Invites started rolling mid-May 2026. Build's holding clean on device — testing is active.

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 — no token, no wallet, no Web3 layer. Just the boxing RPG, on iOS.

10% of net revenue goes to charitable causes the community helps pick — from the day this launches, not gated behind Web3 or anything else. Fixed, verifiable, non-negotiable.

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

AHEAD

THE SEQUEL BEGINS

After the base game has earned a community, the sequel begins. A continuation of the ChampChase story — returning characters, the same pixel-art world, an evolved version of the fight engine the first game runs on. New content, new systems.

What makes it a different animal is the foundation: it's built with Web3 as the base concept, not bolted on after. A real game first; the economy serves the game, never the other way around. No pump to chase, no dump to fear — fun, and you can earn, never earn-or-it-dies.

The other half of what the €650K is for — finish the base game first, then build the sequel.

See the raise →

THE FULL CLIMB HORIZON — UNDATED

THE FULL ECOSYSTEM

Sequel live. Web3 layer live. Cross-platform, full ecosystem — the version of ChampChase that justifies the years it took to build. The 10% charitable cut has been running since base-game launch; by this point it's a track record, not a promise.

This isn't a Q-something promise. It's the direction we're climbing.