Defend the rooftop as more roads open
Wait, They Can Climb?! is babia’s incremental tower-defense playtest. You defend a building against zombies that can climb to the roof. The developer describes a growing daily horde, unlockable weapons and more approach roads as you progress. Being above street level is part of the setup, not protection by itself.
The official weapon list includes machine guns, lasers, mortars and flamethrowers, with upgrades and special abilities. A useful first-run question is where the approaching enemies are coming from, rather than whether one weapon has the highest advertised power. Look around the building when the route layout changes.
The developer’s Reddit announcement links back to the same itch.io playtest. We reviewed the public description, patch note and player reports on October 12; we have not played the build or tested a winning upgrade sequence.
The second road changes what you need to watch
Player ldyaceina reported a difficulty jump when the second road unlocked and asked for a way to replay earlier days to earn money. The comment is useful for identifying the point where a run can feel different. It does not establish that an earlier-day farming option exists.
When another approach opens, watch where enemies first get through and whether your attention is still fixed on the original road. That is a way to diagnose your own attempt, not a tested placement map. Note the day and weapons you have unlocked before changing several upgrades at once.
Avoid buying into a fixed “best order” on the strength of one early comment. Available routes, weapon balance and the playtest itself can change. The current evidence supports watching the extra approach; it does not support exact turret costs, damage breakpoints or a guaranteed clear.
Check patch 0.9.1 before diagnosing stuck zombies
The official 0.9.1 note says zombies getting stuck on building corners and in walls were fixed. It also lists new sound effects and music, plus minor bug fixes. This is the relevant update to read alongside the early wall-placement complaints.
DanielLC reported corner problems and questioned the usefulness of early wall purchases. In reply, babia said the game had been updated, that the wall-sticking issue was mostly fixed, and that wall placement was still being improved. The reply is more cautious than an all-situations guarantee.
If your current attempt still gets stuck, record the build shown by the game, the day, the corner and nearby wall placements. Include what the zombies did before stopping. This is suggested feedback to help distinguish a repeatable current issue from an old report; it is not a claim that we reproduced the bug.
Escape may leave fullscreen before closing the menu
NSaaby reported a Chrome interaction where Escape first exited fullscreen and a second press closed the upgrade menu. If that matches what you see, watch which interface changed after the first press before assuming the menu ignored you.
For a simpler check, try opening and closing the upgrade menu while the game is outside fullscreen. That is a troubleshooting suggestion based on the report, not an independently verified workaround for every browser. We have not confirmed a patch specifically addressing this input conflict.
The developer-provided screenshot labels R as “restart the day.” NSaaby reported that pressing it did not end the level immediately and seemed to depend on zombies being on screen. Treat this as an older report about restart timing. If R behaves unexpectedly in your build, record the current state when reporting it.
Mortar strength, four days and FPS are dated reports
Hexx_Vixtar described strong mortars, four playable days, two roads and a frame-rate drop during a dense fourth-day wave. Those are observations from that player’s attempt. They do not establish a permanent four-day cap or the performance you will get today. The official screenshot used above even shows a Day 3 / 10 interface; a screenshot alone also cannot prove every shown day is available in the current build.
Babia replied that the mortar might be too strong and that FPS drops were being worked on, noting the challenge of many zombies in the browser version. That response supports treating balance and browser performance as active playtest concerns. It does not confirm a completed optimization or an intended final mortar strategy.
If performance drops in your run, useful feedback includes browser, device, day, approximate crowd size and whether the slowdown continues after the wave. Keep that separate from the website’s loading speed: an article’s performance score cannot measure this game’s in-wave frame rate.
Quick help
Is the playtest permanently limited to four days?
That limit comes from Hexx_Vixtar’s early player comment, not a current developer guarantee. Check the build you are playing; we have not measured the available days.
Was the wall-corner bug fixed?
Patch 0.9.1 explicitly lists a fix for zombies sticking in corners and walls. The developer also described ongoing wall-placement work. We have not independently tested every placement.
Why does Escape exit fullscreen instead of closing upgrades?
NSaaby reported that behavior in Chrome: the first press left fullscreen, the second closed the menu. Compare what changes on each press, or try the menu outside fullscreen; the latter is a suggested diagnostic step.
Should I spend everything on mortars?
The early comments and developer reply describe mortars as possibly too strong. They do not establish a permanent best purchase order for the current playtest.
Source and scope
This independent guide draws on Open the official playtest, checked on Oct 12, 2026. Published requirements and rules come from the linked sources; practice routines and examples are Nisu editorial suggestions.
