Made by Selminha

Lume Up the Tower: the Steel Flames hatchling's stage-by-stage climb

Bounce from girder to girder, dodge the nets and stomp the smelters all the way to the antenna — then the tower starts over under a new sky, harder than before. A portrait, one-handed game with a stage record and a Top 5 leaderboard.

Adventure
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Game area

Lume, the turquoise dragon hatchling, bouncing between rusty girders of a radio tower, with a jetpack smelter and sparks around her.

Lume Up the Tower

The game loads right here — no download needed.

In every Selminha game: P to pause · M to toggle sound · SPACE or tap to start
Browser · Phone and computer

About Lume Up the Tower

The Executive's antenna is still humming at the top of the radio tower, and the loose girders won't hold anyone heavy. Lume is light enough. In this portrait game built for one hand, she jumps on her own every time she lands on a girder — you only steer her sideways with the arrows, the stick or your thumb. Slip off one edge of the screen and you come out the other. The tower is 1,640 ft tall: landing on the antenna platform clears the stage, pays a bonus (500 points times the stage number) and starts the tower over from the ground under a new sky — dusk, night, predawn, dawn, high noon, storm, sunset, aurora — and meaner: wider gaps, narrower girders, more rusty and moving girders, enemies sooner. Steel girders hold; rusty ones crack when you land and drop right after; moving girders slide back and forth; and wherever there's a spring barrel — tire, barrel and coil stacked up — landing on the plate launches Lume twice as high. Smelters pace back and forth along the wide girders: land on top of one to take him out (100 points) — clip him from the side or below and you're the one who gets hurt. Higher up, the Tamer waits on the wide girders and throws nets downward; stomping him is worth 300. Lume's flame is her energy: falling off the screen or getting netted burns 70% of it, and two hits in a row cost a life. Sparks between the girders relight 10% apiece and feed the counter on the HUD: every 20 earn a life, on top of one every 5,000 points, up to 10. Climbing the full tower is worth 500 points on its own. Difficulty ramps up through stage 5 and stays maxed from there on: what counts is how far you get and the site's Top 5.

In Selminha's words

“After watching Lume fight back in the sky, I wanted something simpler and twitchier: a tower, some girders, and the question every climbing game asks — how far can you hold on?”

How to play Lume Up the Tower, and tips for a higher score

  1. Steer Lume sideways with the arrows or A/D, the gamepad stick or d-pad, or the touch pad on the left of the screen. She jumps on her own when she lands on a girder; slip off one edge of the screen and you come out the other.
  2. Steel girders hold; rusty ones crack when you land and drop right after; moving girders slide; spring barrels double the jump when you land on the spring plate.
  3. Land on top of a smelter to take him out (100 points) or on the Tamer (300). Touching them from the side or below hurts you.
  4. Your flame is your energy: falling off the screen or getting netted burns 70% of it; two hits in a row cost a life, and Lume comes back on the nearest girder. Sparks relight 10% each.
  5. Climbing pays as you go — the full tower is worth 500 points — and every spark is worth 10. Landing on the top platform (1,640 ft) clears the stage with a bonus of 500 × the stage number, and the tower starts over harder. You earn an extra life every 5,000 points and every 20 sparks you collect, up to 10 lives.
  6. P or Esc pauses; M toggles sound; F toggles full screen on a computer. The full instructions live in the pause menu. When the run ends, put your name on the game's Top 5, saved on the server.

The tower girders

Steel girder
Solid. Lume jumps on her own when she lands on it.
Rusty girder
Cracks when you land and drops right after — you get the jump, but it won't hold a second time.
Rail girder
Slides side to side, faster with every stage.
Spring barrel
Tire, barrel and coil stacked up: land on the plate and the jump goes twice as high. Handy for escaping a bad stretch.

Each stage widens the gaps and narrows the girders; rusty and moving girders show up from about 500 ft and 1,150 ft up in stage 1 and, from then on, right from the ground.

Controls on phone and computer

Computer
Arrows or A/D move sideways · jumping is automatic when you land on a girder · P or Esc pauses · M toggles sound · F full screen · gamepad supported: stick or d-pad moves, Start pauses, Back toggles sound
Touch
Portrait and full screen on phones. The touch pad on the left steers Lume sideways; jumping is automatic. Pause and sound sit in the top-right corner.

Flame, lives and enemies

Flame
Lume's energy. Falling off the screen or getting netted burns 70%; every spark relights 10%.
Lives
3 to start; 10 max. When the flame goes out, Lume loses a life and comes back on the nearest girder with a few seconds of protection.
Smelter
Paces back and forth along the wide girders (from about 820 ft up in stage 1; from the start after that). Stomping him is worth 100 points; touching him from the side hurts.
The Tamer
From stage 2, standing on the wide girders and throwing nets downward. Stomping him is worth 300.
Extra life
Every 5,000 points and every 20 sparks — the counter sits in the top bar.
Top of the tower
The antenna platform at 1,640 ft. Landing on it clears the stage (bonus of 500 × the stage number) and the tower starts over from the ground under a new sky, harder than before; points, lives and sparks carry over.

Eight skies take turns, one per stage: dusk, night, predawn, dawn, high noon, storm, sunset and aurora. Difficulty ramps up through stage 5 and stays maxed from there on.

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