EVERY JUMP
COUNTS.
A fast-paced 2D precision platformer inspired by DDNet. Master momentum-based movement, find clean lines through punishing obstacle courses, and run solo or live with friends in custom lobbies.
Windows only • Standalone executable • No installation needed
Tight controls.
No compromises.
SteelStacks is built around momentum, timing, and repetition. Every room is an obstacle course of spikes, tight gaps, and cycling hazards. There are no upgrades, no stamina meters, and no artificial safety nets: if you miss an input, you restart.
Play solo to optimize speedrun routes and shave seconds off your personal bests, or spin up a private lobby code to race and run co-op courses with other players in real time.
"Expect frustration, satisfaction, and a lot of 'one more run.'"
Four pillars of
movement & design.
Momentum Dashing
Dashes amplify existing velocity. Timing a dash while moving fast launches you across long gaps; misjudging the timing cuts your momentum short. Consistent physics, frame-tight windows.
Precision Hazard Layouts
Spike clusters, moving platforms, and cycling electric traps are placed with intent. Levels are punishing but fair: every section has a reliable, clean line once you learn the pattern.
Route Optimization
Clearing a level is just the starting point. The real depth is in speedrunning: shaving corners, skipping platforms, and finding momentum skips that cut seconds off your clock.
Live Multiplayer Lobbies
Direct room codes with no account friction. Run head-to-head races on synchronized layouts, or team up in co-op mode where independent checkpoints let each player practice and clear sections freely.
In-game preview.
Ready for the run?
Pre-Alpha 0.31 is free to download. Unzip and launch the executable.
Early pre-alpha software: bugs and balance changes are expected.
v0.31: Movement & Stability Pass
v0.31 focuses on core gameplay polish: dash handling is more consistent across different velocities, respawns are reliable, and platform collision edge cases have been addressed.
What is New
- Refined momentum and dash handling at higher speeds
- Improved dash input consistency across velocity ranges
- Lobby netcode stability and smoother runner interpolation
- Visual feedback clarity for trap cycles
Bug Fixes
- Fixed clipping on tight corners and stacked platforms
- Fixed rare high-speed fall-through on moving surfaces
- Resolved peer lobby desync when players cross checkpoints together
- Fixed respawn position desync on certain checkpoints
- General stability improvements
Quality of Life
- Reliable checkpoint save state persistence
- Reduced visual clutter in dense obstacle zones
- Smoother camera tracking through rapid descents
Join the Community
Share speedrun recordings, compare route optimizations, organize multiplayer lobbies, and give feedback directly to the developer on Discord.
Guides & Troubleshooting
Browse the complete keyboard layout and mechanics guide, or visit the support center for known pre-alpha issues and launch troubleshooting.