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Getting Over It is the better choice for a focused, authored precision challenge; Only Up! is better for free-form 3D parkour spectacle. If you also value dependable official access, Getting Over It is the safer recommendation because its Steam listing is current, while Only Up!’s distribution has been unsettled. The “free parkour game” in this comparison is most plausibly Only Up!, based on the way the question is commonly phrased; that identification is an inference rather than a name supplied in the title.
Both games make falling emotionally important, but they punish different mistakes. Getting Over It turns one mouse-controlled hammer into a tiny, exacting climbing instrument. Only Up! asks you to run, jump, climb and vault through a long 3D route with no checkpoints or saves. Your preference for controlled frustration or spectacular movement should decide the winner.
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What each game actually is
Getting Over It with Bennett Foddy
Getting Over It with Bennett Foddy is a Bennett Foddy game released on December 6, 2017. Its official description calls it “a punishing climbing game” and a homage to Jazzuo’s 2002 B-Game classic Sexy Hiking. You play a character sitting in a pot and move a hammer with the mouse to pull, push and vault yourself up an enormous mountain.
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The design is deliberately narrow. There is no conventional jump button, inventory, combat system or collection loop to distract from the central skill: translating small mouse movements into reliable hammer contact. A single slip can send you back over terrain you thought you had mastered. Bennett Foddy’s commentary follows the climb, offering philosophical observations and reacting to failure. His Steam description even frames the project as “A game I made / For a certain kind of person / To hurt them.”
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Steam’s 2017 listing reported a median completion time of five hours among its playtesters, while noting that the mean was much longer. That figure describes a particular playtest group, not a promise that a first-time player will finish in five hours. For many players, learning the physics and recovering from repeated falls is the main experience rather than a short route to an ending.
Only Up!
Only Up! is a 2023 SCKR Games platformer released on Steam on May 24, 2023. Its protagonist, Jackie, runs upward through a giant vertical course built from real-world objects, jumping, climbing and vaulting toward the moon. The route is a 3D obstacle course rather than a compact sequence of authored hammer puzzles.
There are no checkpoints and no save system. A fall near the top can erase a very long attempt, so the game’s defining question is not simply whether you can land the next jump; it is whether you can maintain concentration across an extended chain of jumps and recoveries. The setting, scale and camera movement create a more spectacular form of tension than Getting Over It’s deliberately constrained pot-and-hammer setup.
The game also has a less stable distribution history. It was removed and relaunched amid issues involving copyrighted assets, so a current storefront page or download should be checked carefully before you install anything. Historical attention was substantial: a reference account cited 85,000 total Twitch viewers by late June 2023. That is a measure of that period’s streaming interest, not a current audience figure.
Getting Over It and Only Up! compared
| Category | Getting Over It | Only Up! |
|---|---|---|
| Movement | Mouse-controlled hammer physics from inside a pot | Conventional 3D running, jumping, climbing and vaulting |
| Level shape | Compact, authored mountain route with tightly arranged obstacles | Large vertical obstacle course assembled from varied real-world objects |
| Failure | A small hammer error can cause a major backward slide | A missed jump can drop you through a long section of the route |
| Checkpoints and saves | The design repeatedly removes progress after mistakes | No checkpoints and no save system |
| Challenge style | Precision, patience and controlled recovery | Route reading, timing, camera control and endurance |
| Presentation | Minimalist climbing framed by Bennett Foddy’s commentary | Streamer-friendly spectacle built around a huge climb toward the moon |
| Current access | Current Steam listing | Removal and relaunch history; verify a legitimate current source |
Which game is harder?
There is no universal difficulty ranking because the games test different abilities. Getting Over It is usually harder in the sense of precision: every hammer placement changes your momentum, and a barely wrong angle can undo several minutes of progress. Only Up! is often harder in endurance and route management: the individual actions are familiar, but you must perform them repeatedly without a checkpoint or save.
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Why Getting Over It feels brutally precise
The hammer is both your handhold and your propulsion system. You must place its head or shaft against the environment, control the arc created by your mouse movement, and stop the swing at the right moment. Because the game gives you one principal tool, there is little ambiguity about why a failure happened: your contact point, speed or timing was wrong.
That clarity can make the game more demanding and more learnable at the same time. You can isolate a difficult obstacle, experiment with a slower or wider movement, and gradually build a physical understanding of the hammer. The punishment remains severe, but the problem is concentrated.
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Only Up! spreads its difficulty across a long route. You must read the next platform, judge distances in 3D, manage the camera, and commit to jumps whose consequences may not be visible until you are already airborne. Familiar movement does not make the run safe; a single error late in an attempt can erase a large amount of successful play.
The absence of checkpoints changes your mental rhythm. In a conventional platformer, a difficult jump can be retried immediately from a nearby marker. Here, every jump carries the accumulated cost of the route behind it. Players who dislike repeating long sections may find this more frustrating than Getting Over It, even if the individual jumps feel less technically strange.
How the controls change the experience
A single tool versus a full movement set
Getting Over It reduces the control vocabulary to mouse-driven hammer movement. That limitation is the point: progress comes from understanding leverage, contact and momentum rather than selecting the right move from a list of buttons. The game’s difficulty is inseparable from its unusual input model.
Rank #3
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Only Up! uses the language of 3D platforming. Running, jumping, climbing and vaulting give you more immediate freedom and let you approach obstacles in several ways. That variety can feel more expressive, but it also introduces more variables. A missed jump may come from your line, speed, camera angle or timing, not just from one tool’s position.
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Who benefits from each control scheme?
- Choose Getting Over It if you enjoy mastering one mechanic until small input changes become reliable.
- Choose Only Up! if you prefer familiar platforming controls and the ability to move through space rather than manipulate one physics tool.
- Choose neither as a casual pick if you want frequent checkpoints, forgiving retries or steady unlock-based progression; both games make lost progress central to their identity.
What falling and lost progress mean in each game
Getting Over It: the short mistake with a huge cost
The mountain is arranged so that a failed hammer swing can drop you over several earlier obstacles. You may understand exactly what went wrong and still have to rebuild your position. That immediate connection between error and punishment is why the game is often described as antagonistic: it does not soften the consequences just because you were close.
Recovery is part of the skill. A player who panics after a slip can create a second, larger mistake. The best attempts treat a fall as a new technical problem: regain a stable contact point, slow the hammer, and rebuild momentum instead of trying to rush back to the previous height.
Only Up!: the long attempt that disappears
Only Up! turns the whole route into one continuous stake. Without checkpoints or saves, your run has a rising emotional value: each additional section represents more time that can be lost. The game’s spectacle makes the height visible, so a fall is not abstract; you watch the world drop away beneath Jackie.
This structure favors players who enjoy self-imposed endurance challenges and streaming reactions. It is less suitable if you want to practice one obstacle in isolation, because the game does not provide a formal checkpoint that lets you return directly to it.
Rank #4
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Authored frustration versus open-ended spectacle
Getting Over It’s deliberate composition
Getting Over It is compact and highly authored. Obstacles are placed to expose weaknesses in your hammer technique, and the route’s surprises are part of the design’s timing. Bennett Foddy’s commentary gives failure a second layer: the game is not only testing your control but also commenting on how you respond to setbacks.
That combination produces a focused kind of masocore challenge. You are repeatedly asked to perform a small set of actions under pressure, with the game’s voice reminding you that persistence is a choice rather than an entitlement.
Only Up!’s broad obstacle-course identity
Only Up! is broader and more spectacle-driven. The climb passes through an assortment of recognizable objects and set pieces, creating a visual journey toward the moon. The appeal comes from seeing how far the route goes and from navigating a world that feels oversized compared with the player character.
Its variety can make a run feel less like solving one authored puzzle and more like maintaining momentum through a bizarre vertical playground. That is a strong fit for players who enjoy watching or sharing dramatic attempts, provided they accept the cost of a fall and the uncertainty around current distribution.
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Getting Over It has a current Steam listing. The page’s English-language review figure was 84% positive from 41,944 reviews when accessed on October 18, 2026. Review totals and percentages change as users post new reviews, so treat that number as a dated storefront snapshot rather than a permanent rating. The listing’s five-hour median completion figure is also tied to its 2017 playtesters and should not be read as a modern average for every player.
Best Value
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Only Up! has a removal and relaunch history connected to copyrighted assets. That makes availability less predictable than a normal continuously listed PC game. Before downloading, verify that the source is legitimate and that the page represents the current, authorized release. Do not assume that an old installer, mirror or video description is safe or current simply because the game was widely streamed in 2023.
Neither game should be evaluated from a supposedly permanent price or review count. Store listings, regional availability and promotional pricing can change; the evidence here establishes the games’ identities and distribution histories, not a guaranteed price on the day you read this.
Which game is better for different players?
Pick Getting Over It if you want:
- A concentrated test of precision and patience.
- One mechanic that becomes deeper as you learn its physics.
- An authored route whose obstacles are designed around that mechanic.
- Commentary that treats frustration and persistence as part of the subject.
- A currently listed, more stable official access point.
Pick Only Up! if you want:
- Free-form 3D movement instead of a single unusual tool.
- Running, jumping, climbing and vaulting across a visually varied route.
- The spectacle of a very long climb toward the moon.
- High-stakes attempts that work well for streaming or group viewing.
- A challenge based as much on endurance and route reading as on precise input.
Choose Getting Over It for the cleaner recommendation
If you are undecided and want one answer, start with Getting Over It. Its challenge is more coherent, its purpose is easier to understand immediately, and its current Steam listing gives you a clearer legitimate access path. You will still face severe frustration, but the source of that frustration is consistent: learn the hammer, control your recovery and try again.
Choose Only Up! for a specific kind of spectacle
Choose Only Up! when the attraction is the 3D journey itself: the camera swings, the unusual objects, the sense of height and the drama of preserving one enormous attempt. It is the better fit for players who find Getting Over It’s constrained control scheme too narrow and who actively enjoy the possibility of losing a long run to one jump.
Practical ways to approach each challenge
Building a reliable Getting Over It routine
- Use small mouse movements first. Treat the hammer as a lever rather than a cursor. Large swings create momentum that is difficult to stop.
- Look for a stable contact point. Before attempting a launch, place the hammer where it can support the pot without sliding immediately.
- Separate movement from recovery. When you fall, stop trying to regain lost height at once. Establish a safe position, then plan the next push.
- Study the obstacle that caused the failure. The compact route lets you turn a repeated mistake into a specific practice problem instead of blaming the whole game.
- Expect emotional setbacks. The commentary and reset-heavy structure are intentional. A session is more productive when you stop before frustration turns every correction into a larger swing.
Making long Only Up! attempts manageable
- Scout the next landing before committing. In a 3D route, camera position and approach angle matter as much as the jump itself.
- Prefer secure platforms over flashy shortcuts. A slightly slower line preserves the time already invested in the run.
- Re-center the camera after landing. A clear view of the next object reduces errors caused by judging distance from an awkward angle.
- Use natural pauses. Because there are no checkpoints or saves, a brief reset of your attention between sections can protect a long attempt.
- Verify the release source. The game’s removal and relaunch history means technical and legal legitimacy should be checked before you spend time troubleshooting an old build.
What the wider climbing-game context tells you
The appeal of this subgenre has produced deliberate homages. PCGamesN described A Difficult Game About Climbing in a March 12, 2024 article as a deliberate homage to Getting Over It, promising “punishing but not impossible gameplay” and “endless suffering.” A WayTooManyGames review published April 24, 2024 assessed that game’s physics as less clunky, with no intentional input lag, and characterized the challenge as difficult but not impossible. Those are descriptions of another title and one reviewer’s assessment, not objective benchmarks for either game in this comparison.
The comparison still clarifies why Getting Over It remains the reference point. Its identity comes from turning climbing into a concentrated argument about control and failure. Only Up! borrows the same emotional idea—progress can vanish when you fall—but expresses it through a much larger conventional platforming route.
Final verdict
Getting Over It wins for players seeking the purer, more focused difficult-climbing challenge and the more dependable current access. Only Up! wins for players who specifically want 3D parkour movement, visual scale and streamer-style spectacle, and who accept a no-checkpoint run plus less stable distribution. “Better” is therefore a preference question, but when a single recommendation is required, start with Getting Over It.
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