∮ Flux Studios · Color It Company LLC

LAUNCHUP

Mine. Build the escape ship. Climb the Lattice until you can leave.

Game Manual · First Edition


Available on Steam
Playable now · Prototype climb

Vertical Lattice climb — height is score. Controls, jump physics, hazards, and Level 1 Lower Lattice are in the current build.

Coming · Not in the current build

Dig → refine → fabricate → escape vehicle → automation. Mine, smelt, and print an escape craft. Roadmap — not shipped yet.

“The Lattice was built to leave. When the route failed, we learned to dig.” — Found inscription
Overview

The way out

Mine the crust. Build an escape vehicle. Automate the outpost — then climb what’s left of the old way out.

The Lattice is the ruined vertical infrastructure of an old evacuation / skyhook route — floating platforms in a warm void between crystal walls. After the collapse, the only path that still “works” is up.

The full fantasy is: dig and fabricate an escape craft so you aren’t trapped in climb-or-die forever — then return with better ships and automation. Until that loop ships in code, players experience the Lattice climb (height score, hazards, Level 1 Lower Lattice).

Layer B · Shipped

Playable now — Lattice climb

Playable now Prototype climb

Climb the Lattice. Height is score. Don’t fall past Y = −5 m.

You still wake at the bottom. Until the escape loop ships, the climb is the playable slice — cyan platforms, height score, hazards. Dig, smelt, and escape-vehicle assembly are not in the current build.

Chapter 01 · Playable now

The World & Your Mission

“The Lattice was built to leave. When the route failed, we learned to dig.” — Found inscription, Level 1 Entry Platform

You awaken on the lowest platform of the Lattice — a vast vertical labyrinth of emissive cyan platforms, crystal formations, and ancient machinery that has long since turned hostile. The ground below offers nothing but a death plane. The sky above holds the only exit.

Climb. Score. Survive. There is no down.

Chapter 02 · Playable now

Controls

Movement

W A S D Move forward / left / back / right
SPACE Jump
MOUSE Look / aim
SHIFT Sprint (2× speed)

System

ESC Pause / menu
F1 Close active panel
F2 Video settings
F4 Fly mode (spectate)
TIP

Mouse sensitivity can be adjusted in the F2 video settings panel. RTX reflections and GI samples are also tunable from the same menu — lower them on weaker hardware for a smoother frame rate.

Chapter 03 · Playable now

Core Mechanics

Jump Physics

8.5
Jump Velocity
0.15s
Coyote Time
0.12s
Jump Buffer

Coyote time means you can jump for a brief window after walking off a platform edge — the game remembers you were grounded and allows the jump. This rewards confident movement.

Jump buffering means pressing Space just before you land will automatically trigger a jump on landing. Chain jumps by pressing Space slightly early rather than waiting to feel the ground.

TIP

Hold your jump button to reach maximum height. Short-tapping produces a shallow hop; holding gives full arc. Master both for precise platform routing.

Game States

Exploring
Climbing & scoring
— fall below
Y = −5m →
Dead
Score frozen
— automatic
respawn →
Respawning
Return to checkpoint
DANGER

The death plane sits at Y = −5 metres. Falling below this threshold instantly triggers the Dead state. Watch your footing on narrow platforms — there are no guardrails in the Lattice.

Platform Grounding

The engine uses a five-point ground cast — one centre point plus four corners of your footprint. This means you can stand reliably on platform edges and small surfaces without sliding off. Use narrow ledges and jutting corners as emergency footholds.

Chapter 04 · Playable now

Scoring System

Your score is tied directly to how high you climb. The Lattice rewards altitude above all else.

Height climbed 100 pts / metre
Reach new personal best height Bonus multiplier
Complete the level goal pad Stage clear bonus
Death (fall below Y = −5m) Score frozen at peak

Your HUD displays your current score and current height in real-time. Score is calculated from your highest point reached during the run — dying and respawning does not erase your peak height score.

STRATEGY

Even failed runs accumulate score. On a fresh level, prioritise reaching new heights quickly rather than perfecting each platform — every metre you haven't reached before is guaranteed new points.

Chapter 05 · Playable now

Hazards & Obstacles

The Lattice machinery has been running without maintenance for longer than anyone knows. Much of it wants to push you back down.

⚙
Pendulum Hammer

A heavy mallet mounted on an arm, swinging in a fixed arc across a gap or vertical shaft. Predictable rhythm — study the swing, wait for the backswing, then cross. Common in corridor sections.

◈
Rotating Cube Cluster

Multiple dark cubes orbiting a central axis with emissive ring markers. The cluster rotates continuously and fills vertical jump lanes. Time your jumps through the gaps between cubes rather than trying to avoid the whole cluster.

⛓
Flail & Mace

A spiked ball on a chain, swung in wide arcs. Appears in late-level challenge sections and boss approaches. The chain radius is larger than it looks — give it full clearance. These typically guard high-value height gains near the goal platform.

▽
Void Shaft

Open vertical drops between platform clusters. These are not obstacles themselves but fall hazards — miss a jump and there may be no platform below to catch you. Map the route before committing to a cross-gap jump.

✦
Crystal Formations

Purple amethyst crystals embedded in walls and rising from platforms. Purely environmental — they cannot harm you, but they do obstruct sightlines and can confuse depth perception. Use the glow as a navigational landmark.

WARNING

Contact with any moving obstacle kills instantly — there are no hit points. One touch returns you to the dead state. Don't get greedy near rotating hazards; the gap you saw the first time may not be there on your next pass.

Chapter 06 · Playable now

Level 1 — The Lower Lattice

"The first level doesn't teach you the rules. The platforms do. By the time you reach 26 metres you'll have learned everything the Lattice ever needed to say." — Axiom Fragment, Level 1 Entry

Overview

The Lower Lattice is an ascending corridor of 17 platforms rising through warm orange walls lit from within. Cyan emissive platforms provide landing surfaces; purple crystal formations line the walls as ambient markers. The environment transitions from open wide platforms near the base to narrow suspended pads near the top.

17
Platforms
26.5m
Goal Height
2,650
Max Height Score

Route Notes

Art Direction

The palette is warm orange walls with cool cyan platform emissives and purple accent crystals. The contrast between the warm enclosing walls and the cold floating platforms is intentional — the path is cyan, the world is orange, and the crystals tell you where to look.

Chapter 07 · Playable now

Advanced Techniques

ROUTE

Look up before you jump. The emissive cyan tops of platforms are visible from below — plan your route two or three platforms ahead rather than reacting to each jump as it comes.

TIMING

Use the jump buffer. When approaching a platform edge at speed, press Space 0.1 seconds before landing to auto-trigger on contact. This removes hesitation from back-to-back jumps.

EDGE WORK

The five-point ground cast means platform edges are fully usable. A corner-land is still a land. You don't need to centre yourself on every platform — running across the very lip of a platform is valid and often faster.

OBSTACLE

Rotating hazards have consistent timing. If you miss the window, wait for the next full rotation — forcing a gap that isn't there is the most common death in mid and late sections.

SCORE

Your peak height score persists across deaths in a run. After a respawn you don't need to reclimb cautiously — sprint back to your last position to resume scoring new altitude quickly.


Layer A · Roadmap

Coming — Escape loop

Coming Not in the current build

Dig the crust, print an escape vehicle, automate the rest.

You wake at the bottom with workable crust and ice. The vision loop is mine → refine → fabricate → assemble an escape vehicle → unlock automation and bigger ships. This first-hour checklist is design SoT — it is not playable yet.

First-hour checklist

  1. Dig starter ores. Hand-drill regolith, ice, iron, copper, and carbonaceous rock.
  2. Stand up the bench. Smelt steel / copper → hand drill, scaffold, smelter, fabricator.
  3. Reach escape-tier materials. Mine silicon sand, aluminum ore, and sulfur → glass, silicon, aluminum, propellant chem.
  4. Print the MVE kit. Fabricate the nine minimum-viable-escape parts and assemble them on a pad.
  5. Launch. First escape unlocks automation (auto-drill, sorter, electric smelter, assembler) and the titanium flight tier.

Every ore has a clear next use within one or two tiers. The escape kit stays at nine part types so the first craft feels buildable in one session. Mass, thrust, and fuel matter — aluminum vs steel is a real trade.

Roadmap · Ores

Ores & refining

Coming Roadmap

Public table for Tiers 0–4. Tier 5 names are deferred (TBD / coming).

Dig surface and crust for raw ore. Refine into materials. Fabricate parts. Assemble the escape vehicle, then larger ships. Automation comes online after the first escape chassis flies.

Mineable ores → refined materials (not in the current build)
Tier Ore (mine) Refined Role
0 · Surface Regolith Fill / ballast Early terrain fill, cheap mass
0 Ice Water / O₂ precursor Life support, coolant, fuel chemistry later
1 · Starter Iron ore Iron / Steel Frames, tools, basic plating
1 Copper ore Copper Wire, coils, basic electronics
1 Carbonaceous rock Carbon / Coal-analogue Fuel for early smelters, composites later
2 · Escape Silicon sand Silicon / Glass Cockpit, circuits, solar
2 Aluminum ore Aluminum Light frames, tanks
2 Sulfur / reactive Acids / propellant chem Early solid/hybrid fuel grains
3 · Flight Titanium ore Titanium High-stress spars, thruster bells
3 Nickel ore Nickel alloys Heat-resistant joints, bearings
4 · Advanced Rare-earth pocket Magnets / catalysts Efficient motors, advanced electronics
4 Volatile ice (CH₄/NH₃) Cryo fuel / feedstock High-Isp thrusters
5 · Endgame Dense metal (placeholder name TBD) Superalloy Capital ship spines — coming
5 Exotic crystal (TBD) Power crystals Reactor / jump tech — coming
Open the ores page →
Roadmap · Parts

Parts catalog

Coming Roadmap

Tools → structures → minimum viable escape → post-escape → automation.

Tools (hand / early automatable)

Structures (base / pad)

Escape vehicle — minimum viable escape kit (MVE)

Required to leave the pocket / crater. All MVE parts fabricated and assembled on a pad unlocks the first launch mission.

Nine part types — first craft, one session (not in the current build)
Part Materials (sketch) Notes
Escape chassis (pod frame) Steel + aluminum Physics body; seats 1
Pressure hull plates Steel / aluminum Integrity for vacuum
Cockpit canopy Glass (silicon) Visibility
RCS thruster ×4 Steel + copper coils Attitude
Main thruster (chemical) Steel + propellant chem Boost out of gravity well
Propellant tank (S) Aluminum Paired with main thruster
Battery pack (S) Copper + carbon Bus power
Flight computer Copper + silicon Controllable craft
Landing legs Steel Soft touchdown

Post-escape — ship expansion

Automation (after first escape)

Open the parts catalog →
Roadmap · Dependencies

Tech tree

Coming Roadmap

Type-only v1. Surface crust → starter benches → MVE → escape → automation.

Text dependency (no-JS / accessibility)

  1. Regolith, Ice — always available
  2. Iron + Copper + Carbon → Steel/Copper/Carbon → Hand drill, Scaffold, Smelter, Fabricator
  3. Silicon + Aluminum + Sulfur → Glass/Silicon/Aluminum/Propellant → MVE parts → Escape vehicle
  4. Escape vehicle gates Automation (auto-drill, sorter, electric smelter, assembler)
  5. Titanium + Nickel → advanced frames / heat parts
  6. Rare-earth + Volatile ices → ion / high-Isp
  7. Tier 5 — deferred names
Open the tech tree page →
Chapter 08

Ra Engine & RTX Graphics

Launch Up runs on Ra Engine, a custom Vulkan 1.4 renderer with hardware ray tracing. The visual quality you see is physically simulated — every shadow, reflection, and emissive glow is calculated via RTX ray tracing in real-time.

Key Visual Features

Performance Settings (F2 Menu)

NOTE

Ra Engine targets RTX 2060 class hardware. Arc A380 and RX 6600 are also supported. On lower-spec cards, disabling GI samples and reflections provides the largest frame rate improvement while retaining the theatrical emissive lighting feel.

FAQ

Short FAQ

Is mining in the game yet?

No. Dig, smelt, fabricate, and the escape vehicle are not in the current build. The playable slice is the Lattice climb — height is score. Mining is Coming / roadmap.

What can I play right now?

The vertical Lattice climb prototype: WASD + jump, coyote time and jump buffer, height scoring, hazards, and Level 1 Lower Lattice. Available on Steam.

Is there multiplayer?

Not claimed. Launch Up is presented as a single-player climb (now) and a single-player mine / build / escape loop (vision). No networked play is listed.

What is the Lattice?

Ruined vertical infrastructure of an old evacuation / skyhook route — floating platforms in a warm void between crystal walls. It was built to leave. When the route failed, we learned to dig.