Press kit
No Railings
Everything here is free to use in coverage. All art is generated in-engine from the real game — no concept art, no mock-ups, no AI-generated imagery.
Fact sheet
| Title | No Railings |
| Genre | Co-op physics comedy · Action / Casual / Indie |
| Players | 2–6 online co-op, designed around 4. Solo with bots. |
| Session length | 20–45 minutes (five shifts of ~4 minutes) |
| Platforms | Windows 10+ (64-bit), macOS 12+ (universal) |
| Current status | Free playtest build 0.9.0 |
| Planned price | $7.99 USD on Steam |
| Engine | Godot 4.7.1 · GDScript · Jolt physics · Forward+ |
| Networking | Host-authoritative listen server. Steam relay planned; direct address today. |
| Voice | In-game proximity voice with distance falloff, occlusion and a radio channel |
| Data collection | None. No accounts, no telemetry, no analytics. |
| Content rating | Cartoon peril. No blood, gore, drugs, gambling or sexual content. |
Description
One line
Build it together. Fall off it together.
Short (268 characters)
It's 1932, you're an ironworker, and the beam you're carrying needs two people. Build a skyscraper with 2–6 friends using nothing but steel, timber and proximity voice chat. There is no safety equipment. There is a deadline.
Long
A beam needs two people. You and your crew are non-union ironworkers forty floors up, setting steel on a building with no railings, no harnesses and a foreman who does not care. One of you takes each end. Whatever you do to the beam, the beam does to your partner.
The floor you finish is the floor you stand on next shift. Every shift you go one floor higher on the building you built yesterday. The wind gets worse as the clock runs down. The last minute of a shift is always the worst minute.
Falling is the point. Nobody is eliminated and nobody sits out. You go over the edge, you ragdoll a hundred and thirty metres past your friends, and you ride the hoist back up while they listen to you complain about it on the radio.
Proximity voice is the game, not a feature. Two channels, always live. Up close you hear each other properly. At range you drop to a thin crackling site radio. One floor down, you are muffled through the decking. You are never cut off — you are just increasingly hard to understand, usually at the exact moment it matters.
Then everyone argues about it. The end-of-shift board hands out Longest Fall, Most Steel Dropped, Walked Into The Most People, Foreman's Favourite and Liability. It is designed to start fights.
Key art
Every capsule is a frame of the real game with the game's own typography over it, generated by a script from a live scene.
Main capsule · 616×353
Header capsule · 460×215
Vertical capsule · 374×448
Library capsule · 600×900
Screenshots
Five 1920×1080 captures. All in the press kit archive as PNG.
01 — The job
Credits & licences
Built in Godot 4.7.1 (MIT). Steam integration via GodotSteam (MIT). Type is Oswald, used under the SIL Open Font License 1.1.
All audio is synthesised at runtime — struck steel, body impacts, per-material footsteps, the shift whistle and the wind bed are DSP recipes rendered in code at boot. There are no audio files in the project and no sample packs.
All geometry is generated in code from primitives, coloured from a fixed palette. No models were imported or purchased, and no AI-generated imagery appears anywhere in the game, the capsules or the trailer.
Usage
Screenshots, capsule art and the trailer may be used freely for coverage, videos and streams. No permission needed, no attribution required — though a link back is always welcome.