As we head toward the final stretch of Micro May, I'm looking back at the game that kicked off this year’s event for me.
Rope Walkers.
A game where the world split in two, and someone tied a rope across the divide to connect these parts. Now, you have to cross it.
I’ve already talked about this one quite a bit, through my review and behind-the-scenes issue with Curry. The balancing system, the stamina, the mastery, the vertigo, the cramp, the shifting environments, all of it works together to make this tiny game feel like a proper climb.
As if that's not compelling enough, Curry took the idea one step closer to real life.
Meet Faith Dickey, a professional record-breaking highliner, who is now part of Rope Walkers as an actual Walker card!
And it's not just a name drop. She has her own artwork, ability, and a written backstory that folds her real achievements into the world of Rope Walkers.
For context, she was the first woman to highline over 100 meters. She broke the record for the longest free solo. She walked between two moving trucks. She crossed a canyon in the rain while wearing high heels.
And now she's stepping into a game built around impossible crossings. That is so dope!
Faith also shared a few thoughts on highlining, and reading them made the collaboration feel even more fitting:
“When I feel fear, I don’t resist it or punish it, but rather soothe it like a worried friend, a passenger on the ship that I captain. Fear is a tool for learning, and ultimately just wants to keep us safe and comfortable, but if I tell my fear ‘I see you, I understand you, but let me show you just how strong I am,’ then I have a much greater chance of success, and if nothing else, I am at least kinder to my body.
Highlining exposes all the raw parts of myself that I must sort through, to come out on the other side more clear about who I am and what my place in the world is.
You never know if you don’t try. If you avoid all risk, you’ll never see what you’re capable of. One step at a time, and you just might reach your dreams after all."
Rope Walkers is already a game about stepping forward while everything around you says maybe don’t. Bringing in someone who actually lives that tension makes the whole thing feel richer.
I still think this game is massively underrated in this year’s Micro May lineup. The theme stands out, the mechanics are clever, the art has personality, and now there’s this wonderful real-world bridge sitting right inside the game.
So I’ll ask plainly...
Please go check out the campaign. Even showing up, leaving a comment, or sharing it with someone who might enjoy it can help.
Because creators like Curry making games with strange themes, clever mechanics, and so much personality? I want to see more of that. And I’m sure you’ll too.
- Tas.
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