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Idols of Ash

Idols of Ash

You start high up, boots braced against wet stone, a grappling claw in one hand and no plan beyond getting down alive. Idols of Ash drops you at the top of a black, crumbling structure with nothing to defend yourself and a rope that’s only as reliable as your own timing. Somewhere below, legs are already moving.

Genre First-person horror climbing
Core Mechanic Grapple-based vertical descent
Setting A collapsing tower sunk deep underground
Objective Reach the bottom before the centipede reaches you

Schmovement and the Rule of Never Stopping

Idols of Ash lives or dies on its grapple, and the community calls the system Schmovement — aim, rope length, and swing momentum deciding whether you land on a ledge or slam into the architecture. Nobody hands you a tutorial for it, and the first few minutes usually end in a missed anchor and a hard drop. Once it clicks, the descent stops feeling like a puzzle and starts feeling like a rhythm.

  • The Hook and Drop — anchoring high and feeding out rope for a slow, controlled descent
  • The Swing Leap — building side-to-side momentum before releasing to clear a gap
  • The Pull-In — yanking yourself upward fast when the platform below is occupied

Players constantly ask whether Idols of Ash has any combat, and the answer is no. The centipede everyone nicknamed Jerry can’t be fought or stunned, only out-climbed, and getting caught ends the run instantly. Newcomers panic the first time they hear Jerry’s legs behind them; horror fans tired of combat-driven scares say that helplessness is the whole appeal.

The Ancient Tower, the Water Wheel, and the Pottery Maze

The descent isn’t one uniform shaft. The Ancient Tower gives you room to learn the rope, the Water Wheel forces precise timing around a moving hazard, the Great Tree swaps stone for organic grapple points Jerry patrols more aggressively, and the Pottery Maze narrows into a claustrophobic run of jar-filled tunnels. Each zone changes what a mistake costs.

Progress is marked by Ash Urns, small green checkpoints along the way — the only reason a bad fall doesn’t send you back to the top. Not everyone loves their placement; players have pointed out that the gap between the third and fourth Ash Urn on base difficulty runs noticeably longer than the others, and dying just before reaching it stings more than it should.

A clean run from the Ancient Tower to the bottom takes roughly twenty to forty minutes once you know the route, short enough that most players treat a death as a reason to restart rather than quit. Speedrunners chasing a faster clear obsess over the Water Wheel timing, since one hesitation there costs more than anywhere else.

Nightmare Mode and the First Kiln

Finishing a normal descent unlocks Nightmare Mode, keeping the same Tower but removing the safety net. Beyond that sits the First Kiln, a structure most players never see the bottom of, swapping the layout for a secret map, dropping the Ash Urns, and putting up to four centipedes on your trail at once.

  1. Normal — Ash Urns checkpoint the descent through the Ancient Tower and the Great Tree
  2. Nightmare Mode — the same route with every checkpoint removed
  3. The First Kiln — a hidden structure with a secret layout and up to four centipedes hunting at once

Die anywhere in the First Kiln and you’re sent back to the top, no partial credit for distance covered. The pitch-black lower section, where your own light barely reaches the next anchor, is usually where a run falls apart, and reaching its bottom is treated as the real test of the game.

Idols of Ash never asks you to fight back, only to keep moving, and that restraint is what makes Jerry’s chase land every time. Whether you stop after the Ancient Tower or push toward the First Kiln, the rope in your hand is the only thing between you and the dark below.

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