Skyward: Feel Spike
Skyward: Feel Spike is made and published by Ilhan Akbudak. AppBrain is an independent app data site and isn't affiliated with Ilhan Akbudak. The app name, icon, screenshots and description belong to Ilhan Akbudak and are shown as published on the App Store.
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- Last updated
- October 10, 2026
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Also available on Google Play
Releases
Updates seen on the App Store- Version
- 1.6.0
- Launched
- September 2026
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Technology
Found in the app by AppBrain- Price
- Free
- App size
- 147.4 MB
- Content rating
- Everyone
Technologies used by Skyward: Feel Spike
About the app and developer
About Skyward: Feel Spike
Skyward: Feel Spike is a games app developed by Ilhan Akbudak.
What is the rating of Skyward: Feel Spike?
Skyward: Feel Spike has no ratings yet.
Is Skyward: Feel Spike free?
Skyward: Feel Spike is free. The app size is 147.40 MB. The latest version available is 1.6.0. The last update was on October 10, 2026.
What are the requirements for Skyward: Feel Spike?
The app has a content rating of Everyone. The app has been available on the App Store since September 2026.
Developer information for Ilhan Akbudak
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Store listing
By Ilhan Akbudak, from the App StoreDescription by Ilhan Akbudak Written by the developer, not by AppBrain. Click to read.
That one rule is the whole game. Standing still, you clear about one floor. At a full sprint, you clear six. So every three seconds you answer the same question: jump now, or keep running and jump higher later?
The tide is rising underneath you the entire time. It never speeds up and it never slows down, which is exactly why it is frightening.
CLIMB 300 TOWERS
Twelve leagues across two books. Each is a different place with its own sky, its own silhouette and its own idea about how you should be moving.
Book I — the Keep:
• Royal Court — cut stone and warm light. Where you learn to run.
• Verdant Terrace — bronze and water, and platforms that will not wait for you.
• Crystal Spires — beautiful, and nothing in it holds. Stopping is fatal.
• Storm Vault — iron and lightning, and wind that makes every route cost more.
• The Aether — no architecture at all. Just you, at the top of your speed.
Book II — the seven beacons:
• Sunscorch Dunes, Ember Forge, Rosewater Cloister, Gull Point, Starfall Observatory, Quicksilver Halls, and The Dawn Crown.
Book II brings new ways to fail. Stairs that burn under your feet. Sand that holds you. Bridges lit one span at a time. A tide that breathes. And levels where you are racing a clock as well as the water.
THE COMBO LADDER
Skip floors without touching down and the multiplier climbs with you. At five, a trail appears. At ten, the music adds a layer. At twenty, the camera pulls back. At fifty, everything on screen agrees that you are doing something remarkable.
Wall bounces are the ceiling. Hit a wall fast, with a fresh tap, and you trade a little speed for a lot of height. Chain them and the tower stops being a climb and starts being a line.
YOU WILL ALWAYS KNOW WHY YOU LOST
Every platform is readable a full screen before you commit to it. Nothing arrives from off screen. The physics never vary. When you die, the game shows you the two seconds that killed you — not to console you, but because a run you can't explain is a run you can't get better at.
No blind jumps. No cheap deaths. No randomness you couldn't see coming.
ONE THUMB, ANY LENGTH OF TIME
Portrait, one hand, on a bus. A level is a couple of minutes. Play one, or play forty.
• Play offline — the whole campaign works with no connection at all.
• No account needed. Ever. Sign in with Apple or Game Center if you want your climb to survive a new phone.
• Your best runs are saved as ghosts, so you can race the person you were last week.
• Endless has no top. Pick a boon every stage, climb the altitude ranks, and take the weekly tower everybody gets the same seed for.
• Game Center leaderboards for the furthest climb and the daily seed.
A STORY YOU CAN SKIP
The Keep has fallen and the aether is coming up from below. Tam was already on the stairs when it happened — not chosen, not summoned, just carrying something upstairs at the wrong moment.
Sera is at the top. She is not being held there. She is holding it shut.
It's told in short cards between levels, narrated, and skippable in one tap. Skip every one of them and you lose nothing but the story.
WHAT WE DON'T DO
No stat you can buy. Nothing purchasable makes you climb faster or jump higher — the fastest climb in the game is available to somebody who has never spent a penny, and that is a design rule, not a launch promotion.
No ads between levels.
Run fast enough and the sky is a staircase.