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Bat to the Heavens on Steam

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Can't run or jump? But with a bat, you can surpass any obstacle! Climb to the heavens, learn techniques, and discover secrets across the valley in this challenging puzzle - execution - momentum game!

Bat to the Heavens is a puzzle platformer, difficult and precision platformer game developed and published by ceroro.
Released on December 09th 2024 is available on Windows, Linux, Steam Deck and Steam Machine in 2 languages: English and Japanese.

It has received 413 reviews of which 392 were positive and 21 were negative resulting in a rating of 8.8 out of 10. 😎

The game is currently priced at 14.79€ on Steam.


The Steam community has classified Bat to the Heavens into these genres:


Here is the detailed breakdown of supported languages for Bat to the Heavens:

UI Subtitle Audio
English
Japanese

Media & Screenshots

Get an in-depth look at Bat to the Heavens through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: 10
  • Processor: 5 hamsters
  • Memory: 2 GB RAM
  • Graphics: 2000 hamster brains
  • Storage: 350 MB available space
  • Sound Card: hamster surround sound
  • VR Support: nop
  • Additional Notes: i hope it works
Linux
  • OS: penguin is the logo
  • Processor: power
  • Memory: 4 MB RAM
  • Graphics: eye ball use
  • Storage: 350 MB available space
  • Sound Card: sound of the 'guin
  • VR Support: no
  • Additional Notes: i got it working on steam duck

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

21 hours played
Sept. 2026
found this game from a random stream of a random person in a random server it's quite a gem and i like the innovation with simple mechanics, i like the cute art and the attention to details contrary to average platformers, this game feels pretty sleepy and open world. sleepy because usually the music is pretty chill and you can leave the game on background to keep the music on and do your stuff i also like how you can just drop down to the previous level, or if ur hacky enough skip lots of levels, this gives the open world feeling but anyway the attention to details is huuuuge i also like to see my friends pick up whatever indieslop i find from the other folks
4 hours played
May 2026
This is probably the hardest game I've ever played, though an element of that might be due to my severe lead poisoning.
64 hours played
May 2026
I almost gave up on this game partway through but have now just completed it with 118% (i.e. beating all the content in base game + 1.1 update) plus all the steam achievements. Needless to say, I do very much enjoy this game, but I also have a lot of criticisms despite it. So let's get into my thoughts. First, the positives. The most obvious strength of the game is its stellar presentation. The color design, music, and sound effects are all top notch, and it goes without saying the sprite line art is lively and adorable. Plus the game just has ***fantastic*** ambience, especially in a lot of the secret areas which really adds to the mystique and charm. The ambience is complemented by the open world design that rewards you for thinking about how it fits together with room for crazy skips and lots of lore to ponder. Next, I do genuinely adore the movement in this game. Inputs are snappy and responsive, the sound and sprite design makes it feel damn good to move around, and there is a lot of tech to learn and master. This means that the gameplay has the potential to be great, which it often is. But, this leads me to my main gripe with the game, which is its puzzle design. --- I played the game with minimal help up until halfway through Eroded Beach, which seems to be the major difficulty spike that most get stuck on. I found the puzzles from this point to be too arcane to understand and so I relied on watching walkthroughs to demonstrate how to solve most screens from this point on. My criticisms of the puzzle design in this game boil down to two main points. First, although I love the amount of movement tech this game has it does a bad job of teaching tech required to beat certain challenges. I can definitely think of the last puzzle for Basin 21, which requires you to know that sliding momentum is largely maintained while you are charging, which is something I don't remember the game teaching me. There are tons of such advanced mechanics that are helpful/necessary for any playthrough but just aren't really taught to the player, so you may struggle for hours bashing your head against a challenge unaware that you just don't know some obscure mechanic necessary to beat it. Near the start of the game there's a room that drops a hint on you if you're stuck in it for long enough, and I think more such hints throughout the game would have been nice. My second criticism is that a lot of the puzzles are too open ended which makes them feel overwhelming. You take a glance at them and it looks like a bunch of random ♥♥♥♥ just thrown everywhere and it's not apparent where to start and you are unsure if you are making progress. I understand a lot of the levels are supposed to have more open-ended and freeform solutions but I think making what the 'intended' route is a little more readable would have gone a long way. Finally, to put it together, the combination of difficult, confusing puzzles / extremely precise input timing required for many challenges is in my mind a poor pairing. Every time you fail at one of these it is unclear if the culprit is you having the wrong strategy or just being a few frames off on one of your inputs. To make this worse many of the most unintuitive and precise sequences in the game do not have checkpoints at reasonable intervals beforehand, meaning that you may have no idea how to solve a challenge while also getting brutally punished for any experimentation or any slight execution errors by having to redo a tough section before you get another crack. This is why my least favorite puzzles in the whole game are the ones based around you needing to acquire a ton of momentum and then use it to clear a big jump/gap/break a durable wall as their design feels overwhelming, they can require ridiculously strict timing and input memorization, and for common failure points like crashing into damage zones or not having quite enough speed to make it at the end you can't really know if the mistake is coming from a slight execution error or a faulty strategy. Which really sucks because this game is so, so rewarding for those that manage to push through and truly understand how all the mechanics work. On my playthrough where I beat the game in under an hour for the Pinnacle achievement, I was shocked at how I could zip through areas that had me at a loss the first time I went through because once you know all the tech and all the solutions you can just enter into a flow state and have a blast. I just think the game could do a much better job of actually teaching its players how to master it themselves, rather than relying on outside help in the form of walkthroughs to make it fun. A few minor complaints to wrap things up: 1. Controller support is lacking. It really feels like this game was designed to play on keyboard, because trying to play on controller makes the tougher challenges genuinely seem impossible to me. I think more thought could have been given to alternate controller configurations that would be more intuitive, because certain actions like sliding are pretty annoying to do on them.. 2. World design could have been improved in places. My biggest complaint is the invisible wall/ceiling above Mola Town that will prevent you from falling down from Eroded Beach/similar spots and bouncing up to Jalta dregs, skipping the pro section. I strongly dislike this because it is the only immersion breaking barrier put down to prevent sequence breaks, the game is fine with huge skips otherwise but in this case it isn't OK? And this barrier is also redundant because you can trivially bounce past the pro section straight to the dregs provided you start from higher up (Astral Tower/Bridge/Satellite container) so I just don't think it should be there. 3. More content should have been added to some secret areas, particularly Third Cistern and the Transit III area (the latter just consists of a 3rd wall break) . I can understand not wanting to put cool content behind areas most players will miss but idk it felt like a disappointment to come across these especially after all the effort put getting there. Plateau underside also has basically nothing which is sad given how cool its ambience is but it makes sense given that there's plenty of lore in False Field which comes just before. 4. I wonder if the tech where you gain height when toggling the rollerblades is too broken. There are so many challenges that can be trivialized by just chaining jumps with that item for unlimited height, not to mention you can skip entire literal entire areas like Precipice Bridge using them. One one hand they can be a good 'easy mode' for struggling players that may be alerted to their existence via a walkthrough, giving them a way to bypass a lot of the tougher challenges. However, humans naturally gravitate for the path of least resistance and it creates a perverse incentive where even players skilled enough to beat the game the right way will use the blades to skip whatever they can. I felt that the power bat was a more effectively implemented version of this, as it gives more lenience to the incredibly fast and precise timings required (especially towards the end of the more difficult areas) without actually opening up any new options or sequence breaks for the player. But, this item is found far too late in the game, will be very hard to find for many players, and requires the completion of a difficult and confusing puzzle beforehand, so I worry a lot of the players that may benefit from this item will not find it. I know this review has a lot of criticisms but again I only care this much because I love this game. It's one of my favorite indie platformers and I'd put it up there with some greats. I'd still recommend it with the caveat that using a walkthrough may improve your experience.
191 hours played
April 2026
This is one of the greatest games ever made. I greatly enjoyed every second I've spent playing this game, and I've become increasingly obsessed with it, I absolutely adore every single thing about this game. The movement is insanely fun to play with, I think it's an extremely creative idea that was executed perfectly. The puzzles are excellent, making perfect use of the game's movement, and I loved all of them. I found completing each puzzle to be immensely satisfying, even when replaying them. The difficulty curve is fantastic as well, I never felt as though any puzzle was unfair or too difficult for when you encounter it. The world and characters are excellent. Though most don't have much to say, I found every line of dialogue greatly enjoyable, these characters are immensely charming, helped by their incredible character design. The lore of the game deeply interests me as well, I had a lot of fun learning about this world, and I have a lot of fun speculating about it. This game is wonderfully written, I had so much fun reading each and every line of text I could find. The art is wonderful as well, it's such a treat to look at. Every environment is beautiful, and each subsequent area I reached continued to amaze me, and it gave me a great feeling of awe as I progressed through the game. I love the many secrets this game has to offer, it's a lot of fun exploring the world and finding so many fun little extras hidden throughout the game. I found them all to be extremely fun to experience, they're all incredible. This game is absolutely perfect, it is an incredibly well made game, and there is nothing I dislike about it. I strongly believe this is one of the greatest games ever made. it really made me feel like i was batting to the heavens
7 hours played
Jan. 2026
I saw this on GDQ and loved Ceroro's art style and humor, so had to give it a shot. I'm a big fan of how the game pushes you to organically learn the mechanics without outright telling you what to do. Secrets and hidden mechanics are plentiful. The puzzles get VERY difficult to execute, and that's fine. I couldn't complete the game due to a skill issue on my part, but that's no reason to not recommend a clearly amazing game (shame on those giving bad reviews just because of their own lack of ability, that isn't the game's fault). If you like precision timing platformers with unique mechanics and secret hunting, you should play this.

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Frequently Asked Questions

Bat to the Heavens is currently priced at 14.79€ on Steam.

No, Bat to the Heavens is currently not on sale. You can purchase it for 14.79€ on Steam.

Yes, Bat to the Heavens received 392 positive votes out of a total of 413 achieving a rating of 8.76.
😎

Bat to the Heavens was developed and published by ceroro.

Yes, Bat to the Heavens is playable and fully supported on Windows.

No, Bat to the Heavens is not playable on MacOS.

Yes, Bat to the Heavens is playable and fully supported on Linux.

Yes, Bat to the Heavens is playable and fully supported on Steam Deck.

Yes, Bat to the Heavens is playable and fully supported on Steam Machine.

No, Bat to the Heavens does not support VR.

Bat to the Heavens is a single-player game.

Yes, there is a DLC available for Bat to the Heavens. Explore additional content available for Bat to the Heavens on Steam.

No, Bat to the Heavens does not support mods via Steam Workshop.

No, Bat to the Heavens does not support Steam Remote Play.

Yes, Bat to the Heavens is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Bat to the Heavens.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 22 October 2026 06:53 UTC
SteamSpy data 13 October 2026 04:32 UTC
Steam price 23 October 2026 14:15 UTC
Steam reviews 22 October 2026 15:45 UTC

If you'd like to dive deeper into the details about Bat to the Heavens, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Bat to the Heavens
  • SteamCharts - Analysis of Bat to the Heavens concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Bat to the Heavens compatibility
Bat to the Heavens
Rating
8.8
392
21
Game modes
Features
Online players
1
Developer
ceroro
Publisher
ceroro
Release 09 Dec 2024
Platforms