Ever watch someone play Getting Over It and think "I want that exact pain, but with floating shipping containers"? That's Only Up Parkour 2. This is a vertical climbing challenge where one bad jump sends you tumbling back to earth. Your mission: parkour your way up 500 meters of absurd floating platforms, UFOs, and random junk without losing your mind. It's a rage game dressed in cel-shaded cartoons, and you're either going to love the challenge or throw your mouse across the room.
The controls are dead simple, but precision is everything. One wrong step and you're watching your character ragdoll back to sea level.
You control your character with WASD keys to walk and strafe, while Space makes you jump. The physics feel slightly floaty—you have just enough air control to correct mid-jump mistakes. Practice your timing on the beach area before committing to the big climbs, because there's no tutorial holding your hand.
The game throws everything at you: wobbling wooden planks, spinning platforms, narrow ledges on shipping containers, and even hovering UFOs. Some surfaces are tiny—miss by an inch and you're plummeting. The camera can get tricky when you're wedged between objects, so rotate it constantly to plan your next three jumps ahead. Momentum matters: sprint-jumping gets you farther than careful hops, but it's also riskier.
Every few meters of height, you'll find checkpoint markers. Press 'E' to activate them. This is your lifeline—without checkpoints, falling from 200 meters means restarting the entire climb. The game doesn't auto-save your position, so hit that checkpoint button religiously. The higher you climb, the more painful it is to skip one and then fall.
This is for players who find satisfaction in overcoming absurdly difficult challenges through repetition and muscle memory. If you rage-quit easily, stay away. But if you're the type who beat Jump King or loved screaming at Bennett Foddy's games, you'll appreciate the pure, unforgiving skill test here. It's also appealing to younger players (ages 7-14) who want to prove they can "beat the impossible game" to their friends, even if they'll be stuck on the same jump for 20 minutes.
Visually, it's deliberately simple—the cartoon outline style keeps things readable without demanding a gaming PC. The color palette is bright and non-threatening, which almost feels like a joke considering how brutal the difficulty gets. There's a timer ticking in the corner that adds pressure, though honestly, nobody's speedrunning this on their first try. The silence between jumps makes every mistake feel louder. It's not relaxing. It's the gaming equivalent of holding your breath while balancing on one foot. The minimalist UI (just a timer and height counter) keeps you focused on the platforming, but don't expect epic music or voice acting—this is hyper-casual packaging wrapped around hardcore difficulty.
The game saves checkpoint progress in your browser cache, so don't clear your history mid-session or you'll lose everything. Performance-wise, it's optimized for web play—the low-poly models and basic lighting mean it runs smoothly even on older laptops or Chromebooks. I didn't notice any lag spikes during jumps, which is critical for a precision platformer. Just make sure you have a stable internet connection for the initial load.
A solid rage-game clone that delivers exactly what it promises: frustration and triumph in equal measure.
Responsive and simple, though the floaty jump physics take about five minutes to calibrate your brain to.
Developed by NISHAD GAMES and released on January 26, 2026. It's a straightforward WebGL project riding the wave of vertical parkour popularity.