Update 7/16/2026
Added vrpreferences.json for a smoother out-of-the-box steam frame experience.
Climbey is a VR-only climbing game! The goal is to climb to the finish as fast as you can, avoiding obstacles and trying not to fall along the way.
| App ID | 520010 |
|---|---|
| App type | Game |
| Developer | Brian Lindenhof |
| Publisher | ShadowBrain Games |
| Release date | 2022-01-08 09:39 UTC |
| Release state | released |
| Workshop | Visible |
| Store page | store.steampowered.com/app/520010 |
| Last store refresh | 2 hours ago |
| # | Executable | Arguments | OS | Description |
|---|---|---|---|---|
| 0 | Climbey.exe | windows |
No player history yet. This app is now tracked, so data will appear within about ten minutes.
| Playing now | Not polled yet (never) |
|---|---|
| 24-hour peak | |
| All-time peak (tracked) |
All Steam store regions, converted to USD at today's exchange rate, compared with the US price. Lowest is the lowest price SteamRaw has recorded for that region.
Loading regional prices…
| Date | Price | Regular | Discount |
|---|---|---|---|
| 2026-09-11 21:11 UTC | $7.99 | $7.99 |
| DLC | AppID | Release | Price |
|---|---|---|---|
| No DLC known for this app. | |||
| Branch | Build ID | Description | Updated | Password |
|---|---|---|---|---|
| public | 24620641 | 2026-08-07 20:38 UTC | ||
| prereleasetest | 24620641 | Pre-release test branch | 2026-08-07 20:38 UTC |
| Depot | Name | OS | Size | Download | Public manifest | Notes |
|---|---|---|---|---|---|---|
| 228986 | windows | from app 228980 · shared install | ||||
| 228990 | windows | from app 228980 · shared install | ||||
| 520011 | 458.26 MB | 155.12 MB | 4667926689860884792 | branches: prereleasetest |
A build is one published version of the game's files on a branch. Steam assigns a new build ID every time the developer pushes an update, so this list is the update history of the app. The files inside a build (depot manifests) are only readable with an account that owns the game, which SteamRaw does not have yet, so build contents are not shown.
| Build ID | Branch | Updated | First seen |
|---|---|---|---|
| 24620641 | public | 2026-08-07 20:38 UTC | 3 hours ago |
| 24620641 | prereleasetest | 2026-08-07 20:38 UTC | 3 hours ago |
Every appinfo change SteamRaw has observed, grouped by changelist. Tags, features, languages, builds, depots, prices and any other key Steam publishes. Tracking since 2026-09-11 21:11 UTC.
No changes recorded since SteamRaw first saw this app. Every future PICS change will be listed here.
| Changelist | Apps | Packages | Seen | What changed |
|---|---|---|---|---|
| No changelists recorded for this app yet. | ||||
Added vrpreferences.json for a smoother out-of-the-box steam frame experience.
Minor changes related to Steam Frame compatibility to prep for Steam Frame Verification.
Main game:Updated Climbey to Unity 2019.4.41f2 (Exploit prevention reasons)Added Steam Frame Controller bindings.Added "Low" and "Off" shadow resolution settings.Added initial eye tracking support, any headset with SteamVR Link OSC-powered eye tracking passthrough will give you working eyeballs in multiplayer! (The Steam Frame, Meta Quest Pro, Play For Dream MR, Maybe the Galaxy XR? Not sure, I don't have one...)(Note: Eye tracking support in multiplayer will currently only work when Climbey is streamed via Steam Link, the Steam Frame does not currently broadcast the OSC data on itself, when i
Main game: Fixed various silent errors that didn't impact anything. Fixed issue with hand tracking hand poses overriding the regular hand poses when using Quest through Steam Link and swapping between hand tracking and controller tracking. Fixed Headset badges showing slightly discolored due to an incorrect shader being used on the badge model. Fixed multiplayer avatar badges not showing people's avatars. (I think?) Fixed random crash that would happen when you swap back and forth between handtracking multiple times in multiplayer. (I think?) this did not get fixed yet.... Just some stuff that
Changes for 6/5/2024 Main game: Externalized backpack headset badge system. What does this mean? It means that I am managing the badge textures externally now, which means any time a headset is connected to climbey it will show up on my end and I can upload a custom badge texture for it without updating the main build of the game to include it as a texture. This is much more future proof than before and will allow me to keep up with any new headsets coming out on the fly! It's a fairly inconsequential update for the most part, just a neat little system I've been wanting to put in for a while n
Happy belated new year! It has been over a year since my last update, and this one isn't very large. I've been busy learning about Facepunch's new game "S&box" and how making games inside there works. But I've also still been looking for more platforms to put Climbey on! Main game: Added "Vive XR Elite" badge for future Vive XR Elite support. Removed head lamp from multiplayer character rig. (I know, super late, I'm sorry it took this long.) Hoping to launch on the Vive XR Elite soon after it ships! I'm prepared. The game runs well on the XR2 chipset with very little changes and full crossplay
Main game: Swapped default and joystick-walk-optimized SteamVR input mappings. This is so less people complain about rotation being on both joysticks, despite them just being able to swap the inputs themselves before this. I think people just don't generally know about SteamVR input or something because this has been a recurring thing for months :p The default expected mapping for Climbey used to be rotation on both joysticks, grip and controller moving for walking. People generally expect joystick walking for some reason despite it being a lot less comfortable and nice, so I've swapped the in
Happy new year folks! Climbey will be leaving Early Access at the end of this Winter sale. Today's update is just regular housekeeping stuff, nothing major, you can turn on/off snowflakes on the performance panel behind you when you spawn in. Note that coming out of early access doesn't mean I'm never updating the game again, it just means updates will end up limited to holidays or special events only, or critical bug fixes, as long as there is a user-base at all. I've been doing a lot of S&Box work (Facepunch's spiritual successor to Garry's mod) and I think you'll find a lot of my work there
Enabled Halloween lighting! Go into the "nohalloween" beta branch to disable it. This will stay on until November 1st.
Main game: Fixed feet not showing correct color in multiplayer sometimes. Fixed some cases of levels now downloading properly for standalone users.
Main game: Fixed a lot of issues surrounding the level downloading system for the standalone (Vive Focus 3) version of the game, on both the PC and standalone end.
Fixed hand colors properly this time. Hopefully. Multiplayer bugs are hard to track down....
Main game: Fixed hand colors not syncing properly for people joining after you in online multiplayer.
Main game: Fixed typo in “downloading levels” text. Fixed “infinite falling” from level not loading properly- it’ll just load you into level 1 as a backup now and not interrupt further gameplay. Fixed getting “downloading levels” stuck- It’ll time out after 10 seconds and fill in a blank level, which will end up loading Level 1 when it comes up. Improved Upvoted levels filter- it now generates a list of your Steam Workshop upvotes once and will keep that up to date over time. Standalone version: Made custom level downloading more consistent on Vive Focus 3. Implemented level up/downvoting on V
Main game: Added support for the Vive Focus 3 badge in multiplayer when using Vive Focus 3’s PCVR streaming. Added support for the Vive Focus 3 badge in multiplayer when running Climbey on Vive Focus 3 natively. Fixed issue with Quest 2 users showing Quest 1 badge in multiplayer only to other users.
Full appinfo as delivered by Steam PICS, changenumber 38156544. Also at /api/app/520010/raw.
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