Getting Over It APK (FULL GAME)

1.9.13.38
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Noodlecake
Updated
Nov 3, 2026
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144 MB
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1.9.13.38
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7.1
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Description

Getting Over It gives a man in a metal pot one hammer, one junk mountain, and zero checkpoints. Android climbers who keep falling out of the chimney get the hammer moves and fall zones that turn lost hours into height. The fastest early gain is lower touch sensitivity, since slow finger circles keep the hammer planted while fast swipes fling you off.

How to Play Getting Over It: Hammer, Pot, and Mountain

To play Getting Over It, you drag a hammer around Diogenes, a man stuck in a metal pot, and use it to hook, push, and pull him up a mountain of rocks and junk. Every meter comes from that one tool, and one slip can drop you back to the bottom.

Bennett Foddy built the game as a homage to Sexy Hiking, the 2002 B-Game by Jazzuo. He also narrates the whole climb himself. On Android, Noodlecake handles the port, and it costs $4.99 on Google Play as a one-time purchase.

That price buys the full mountain, from the first tree to the summit. This Getting Over It walkthrough treats the climb as one long route, because the game has no levels to reset and no safe points to fall back on. Google Play lists more than 1 million installs, so plenty of players have tried that route. Two things shape every minute of it: the hammer physics and the narration.

How the Hammer Physics Move Diogenes

The hammer is the only thing you control. The man never moves his legs, so every push against a rock sends the pot the other way. Every hook on a ledge, by contrast, lets you drag him upward.

That sounds simple, yet the physics punish speed. A fast swipe turns the hammer into a lever that flings the pot through the air, while a slow drag keeps the head planted. Foddy has said the hard part is not any single move but stringing many easy moves together without one mistake.

The Mountain Setting and Foddy’s Narration

The mountain looks like a heap of thrown-away objects, from rocks and a bare tree to pipes, a playground slide, furniture, and an orange-covered slope. Nothing explains why it exists, and the art leans into that strangeness.

Foddy talks over the climb with calm, dry thoughts on failure and effort. When you fall, his voice often returns with a quote or a short story. That can soften a big loss, although on a bad night it also stings a little more.

Getting Over It vs Golfing Over It and Other Mobile Rage Games

Golfing Over It with Alva Majo is the closest rival on Google Play. It swaps the hammer for a golf ball that you shoot up a surreal mountain, and it costs about $2.99. As a result, it plays more like a precision shot game than a test of physics-based climbing. Its creator also talks over the climb, a direct nod to Foddy’s narration.

Geometry Dash and Happy Wheels sit in the same rage game corner of mobile. Both reward timing and quick restarts, though. This climb has no restart button and no stages, so a single fall can erase an hour of work in a few seconds.

Android Touch Controls vs the PC Mouse Version

The Android port launched on April 25, 2018, a few months after the PC release in December 2017. On PC you steer with a mouse, while on a phone you drag one finger. The game also lets you change touch sensitivity to suit your hand and screen size.

Many players find the phone version harder because a finger covers part of the view and lacks a mouse’s fine control. However, the mountain stays identical, and in my runs a cheap stylus closed much of that gap.

Hammer and Pot Controls: Hooks, Pogo Hops, and Launches

Three hammer motions move the pot in Getting Over It: the hook, the pogo hop, and the launch. Each one uses the same finger drag, yet each needs a different speed and angle. The sledgehammer also has a fixed reach, so you judge distance before every move.

Speed matters more than direction. A slow circle keeps the head stuck to a surface, while a flick turns the handle into a spring. That spring is what physics-based climbing in this game really comes down to, and no setting changes how it behaves. Practice that difference on the first rocks before anything else.

No move unlocks later in the climb. The hammer you hold at the first tree is the same one you carry to the summit. For example, the push-off hop you use on the opening rocks is the same motion that later clears the orange cliffs at least five times in a row.

Hooking and Pulling Over Ledges

A hook happens when the hammer head catches the far side of a ledge. Drag your finger downward and the pot rises toward that point. Then swing the pot over the top before you let the head slide free.

Most early falls come from letting go too soon. Keep the head planted until the pot rests flat on the new surface, and only then reach for the next hold.

Pogo Hops and Pushing Off the Ground

A pogo hop starts with the hammer pressed straight down under the pot. Push quickly and the pot bounces upward. That bounce lets you hook a ledge that sits above your normal reach.

Timing decides everything here. If you push while the cauldron is tilted, the hop sends you sideways instead of up. In my experience, a short, sharp flick works better than a long shove on a phone screen. Practice it on flat rock first, where a bad hop costs nothing.

Launches and Long Swings Across Gaps

A launch is a full swing that throws the pot through the air. Spin the hammer in a wide arc and release the push at the top of the motion. The momentum then carries you across gaps or up to the bucket near the top.

Launches cover the most ground and cause the most disasters. Use one only when a miss would land you somewhere safe. Speedrunners rely on them for skips, but a first-time climber should treat them as a last resort.

How to Climb the Devil’s Chimney and the Playground Slide

The Devil’s Chimney is a narrow, slanted shaft in Getting Over It that you climb by hooking two wall lamps in turn, starting from the rock at its base and ending on a ledge with a tree. Slow, steady pulls at each lamp beat fast swings every time.

Foddy has said that fewer than half of all players ever get past this obstacle. That makes the chimney the first real filter on the mountain. Below it, a slippery rock slope turns every slip into a long slide back.

Above it, a playground with a slide and a set of stairs leads toward the orange cliffs. This stretch of the Getting Over It walkthrough is where good habits form, since each mistake here costs minutes rather than hours. Diogenes rarely loses more than this one section on a fall. A practiced climber clears the whole area in a few minutes.

The Opening Rocks and the First Tree

The climb opens on a field of rounded rocks with a bare tree near the start. These rocks let you practice the hook and the hop with little risk. A fall here only costs a few seconds.

Use this area to set your speed, and slow your finger down if the pot keeps flying past the rocks. The same habit costs far more once you reach the chimney, where fixing it is much harder.

Using the Two Lamps Inside the Devil’s Chimney

First, climb as high as you can on the rock at the very bottom and park the pot on top. Next, reach up and hook the first lamp. Pull until the cauldron wedges against the slanted wall.

The second lamp is the hard part. Push off the wall with a small hop, extend the hammer, and catch the top edge of the lamp before gravity wins. Once you hold it, pull yourself over onto the left rock with the tree. Rest there before moving on, because your hand will be tense.

The Playground Slide and the Stairs Above It

After the chimney, the path crosses a grill area and then a children’s playground with a slide. The smooth slide gives the hammer almost no grip. So hook the frame and the ladder rather than the slope itself.

Past the slide, a set of stairs leads up toward the orange cliffs. Speedrunners use the Slide Skip, a launch that jumps from the grill area straight to those stairs and bypasses the slide. Beginners should take the long way until their swings feel reliable.

How to Get Past Orange Hell and the Church Bell Tower

Clearing Orange Hell in Getting Over It takes at least five push-off hops in a row, each one bouncing the pot upward so the hammer can hook the next ledge above. After the last ledge, you climb a church wall and its bell tower.

Players named this stretch after the fruit scattered across its sheer cliffs. The surfaces are slick, and even a minor slip can tumble you back to the slide. Worse, a bad bounce can sail you over that structure and drop you at the very start.

The church brings relief, because its stone holds the hammer well. Still, the angles there are steep, and two moves on the wall need precise reach. Each of those moves has a clear landmark to aim for. Bennett Foddy keeps narrating through all of it, often right after a slip.

The Push-Off Hops That Clear Orange Hell

Each hop follows the same pattern. Plant the hammer straight below the pot, push off hard, and hook the next ledge at the top of the bounce.

Do not pause between hops on a sloped ledge, because the pot slides slowly while you think. Also, aim your hook at the far lip of each ledge rather than its face. The face often lets the head skid loose, and that skid starts the longest falls in the game.

Reaching the Lion Head on the Church Wall

When you reach the stone wall of the church, the angle is too steep to climb straight up. Instead, reach for the stone lion head that sticks out from the wall. It becomes your next anchor.

Once the pot rests on the lion head, hook the roof edge with the sledgehammer and pull. Breathe before you commit. A small, controlled hop works better here than a launch. Missing the roof drops you back onto the orange slope, and that fall rarely stops early.

Climbing the Church Bell Tower

The bell tower is the last tall piece of the church. Park the cauldron on a stone ledge shaped like a thumb, push off, and catch the roof above it.

From the roof, a small outcrop near the top lets you heave the pot over the peak. After that, a run of smaller obstacles feels almost restful. Take that calm stretch slowly, since tired hands make careless hooks.

How to Survive the Ice, the Bucket, and the Snake

Past the church in Getting Over It, you cross a row of floating ice rocks, jump to hook a hanging bucket, and pull onto an icy mountain while avoiding a snake that sends you back to the start. A radio tower at the very top ends the climb.

This final third looks easier than the orange cliffs. Even so, it hides the cruelest fall in the game. Hooking that reptile, even by accident, slides you all the way to the beginning, and a sign nearby warns you not to touch it.

The bucket sits right beside that danger, so a missed jump can drop you straight into it. Treat this stretch of the Getting Over It walkthrough as a test of nerve. The moves are simpler, but the stakes are total. Every meter makes the cauldron feel heavier.

Floating Ice Rocks Below the Bucket

A set of floating ice balls hangs in the air before the bucket. They offer a weak grip, so hook their tops gently. Move across them one at a time rather than swinging past several at once.

Rest briefly on each ball if you need to calm your hand. In my runs, the biggest danger here was a sudden overcorrection after a small slip, not the ice itself.

The Bucket Jump and the Warning Sign Snake

To reach the icy mountain, you jump up and hook a bucket, then pull or push yourself onto the slope above. The jump needs a clean pogo hop with the pot level. A quick hook on the rim of the bucket follows right after.

Keep well clear of the reptile coiled nearby. A slip off the bucket or an overshoot from the ice cliff can both steer you into it. Therefore, commit to each move only when the pot sits stable.

Ice Mountain and the Radio Tower Finish

The icy mountain above the bucket is slick but forgiving in shape. Its slopes are broad, and sharp drops are rare. Short hooks and patient pulls carry you up far better than hops. A hop on ice tends to slide the pot sideways.

At the top stands a tall tower with an antenna. Climb its frame one hook at a time and resist any urge to rush. Shaking hands overshoot the final holds more often than anything else on this last climb, so breathe before each reach.

What the Golden Pot and Summit Reward Unlock

Getting Over It has no XP, levels, or currency, so its only rewards are the summit ending, a finisher chat room in the original release, and a golden pot that slowly replaces the black one after 50 completed climbs. Height is the only progress the game tracks.

Only about 8.4% of Steam players have finished the climb. That figure shows how rare these rewards are. It also explains the pull of the summit, since reaching it puts you in a small group.

Nothing carries over between attempts except skill. Progress here therefore means something different from most mobile games. You gain height, lose it, and win it back. The only record of growth lives in your hands.

Why Height Is the Only Progress Bar

Noodlecake’s Android port keeps your spot when you close it, but it never stores a safe point. If you fall from the church to the first tree, that loss stays. No menu lets you undo it, so you simply climb again.

That design makes each new high point feel like a real milestone. It also makes every fall a lesson you cannot skip.

The Summit Ending and the Finisher Chat Room

Reaching the top triggers an ending sequence with a final message from the narrator. I will not spoil the details, because the payoff works best when you see it fresh.

In the original release, finishers then join a live chat room with others who reached the summit. PC Gamer reported that this reward only appears when you are not streaming. That rule keeps the moment private, which suits a game this personal.

Earning the Golden Pot Over 50 Wins

Each completed climb adds a little gold to the black pot. After 50 wins, it turns fully gold. The change is cosmetic, but it marks you as someone who has beaten the mountain many times.

There is one catch most articles skip. Bennett Foddy explained on the Steam forums that you should exit the game after every win. Finishing 50 times in a single session does not count the same way. In practice, that means 50 separate sessions, not one long marathon.

Common Getting Over It Mistakes on Touch Screens

Touch input in Getting Over It maps finger distance directly to hammer movement, so the most common mobile mistakes come from moving a finger too far or too fast for the surface underneath. A mouse forgives that far more than glass does.

Most walkthroughs never cover this. They assume a mouse, which offers small, exact motions a thumb cannot match. Reviews echo the problem, since touch controls draw the most complaints among roughly 17,000 ratings on the Noodlecake listing at Google Play.

None of these mistakes are permanent. Each one has a direct fix, and most fixes cost only a few minutes on the first rocks. Fixing them early matters, because a bad habit grows more costly with every meter you climb in this rage game.

Over-Swiping on Slippery Surfaces

The slide, the ice balls, and the orange cliffs all reward slow movement. A full-screen swipe on those surfaces almost always spins the pot off the ledge.

Instead, keep your finger inside a small circle near the hammer head. Tap the surface lightly first to feel whether it grips. Then commit to the pull, and keep that same slow pace until the pot settles. On ice, that first tap tells you almost everything.

Leaving Touch Sensitivity at the Default

The settings menu includes a sensitivity slider, and many players never open it. The default can feel too twitchy on a large phone and too sluggish on a small one.

Drop it a notch, climb the first rocks, and adjust again. A setting that feels slow at first usually becomes the right one by the time you reach the chimney.

Copying the Slide Skip Before You Are Ready

Skip videos show the Slide Skip and other launch-heavy routes that look like shortcuts. For a beginner, those launches usually end in a fall to the start.

Mobile footage is also rare. The speedrun community removed mobile runs from its individual-level leaderboards because of timing inaccuracy, so most skip clips come from mouse players. Their control is very different from a thumb on a phone, and copying them on Android rarely works.

Best Getting Over It Tips and Tricks for Beginners

If you change only one habit in Getting Over It, make it finger speed, because steady motion decides more climbs than reflexes. Most failures trace back to one rushed move after a long, careful stretch.

Playtesters took a median of five hours to finish, according to the store description, while the mean ran far higher. The description even jokes that the mean sits closer to infinity. That gap comes from a handful of long, repeated falls rather than slow climbing. A few big tumbles cost more time than hours of careful moves.

So the goal for a new climber is simple. Avoid the big falls, even if each section takes longer. Slow progress still reaches the summit, while fast progress often ends back at the first tree, staring up at a mountain you already climbed once.

Keep the Sledgehammer Head Planted Between Moves

Before any new move, make sure the sledgehammer head rests on something solid. A planted head is your anchor, and moving the pot while the head floats is how most short falls start.

On a phone, this means lifting your finger only when the pot sits still, whatever your touch sensitivity setting. If you must reposition, slide the head along the surface rather than lifting it into the air. That small change keeps physics-based climbing calm instead of chaotic. A lifted head is what causes most mid-air spins.

Close the App Between Gold Pot Runs

A visible gold tint should appear within roughly ten wins. If it does not, you are likely finishing again without quitting in between, so close the app fully after each summit.

Use those repeat climbs as practice, too. Each run sharpens the chimney lamps and the orange hops until they feel routine.

Plan Around the Fall Zones Above the Slide

The worst falls share a pattern. They start on the orange cliffs or beside the bucket and end at the slide or the very start. Knowing where a slip will land helps you decide which moves are worth the risk.

When a fall happens, stop for a moment before climbing again. The narration often fills that pause, and in my runs listening to it helped reset my hand before I touched the first rock.

Frequently Asked Questions About Getting Over It

Is Getting Over It available on Android and iPhone?

Yes. Getting Over It sells on Google Play through Noodlecake and on the App Store for iPhone and iPad. Apple Arcade members also get a separate plus edition at no extra cost. The paid iOS version supports Family Sharing for up to six people.

How long does it take to beat Getting Over It?

A first finish varies wildly. Some players reach the summit in an evening, while others need many sessions spread over weeks. At the other extreme, top speedrun times sit under two minutes, which proves the mountain is short once every move is clean. Length really means the time your hands need to stop making mistakes.

Is there anything to do after you beat Getting Over It?

Beyond the gold finish, mobile has no level packs or extra content. One detail stands out, though. Bennett Foddy revealed at GDC 2019 that his phone alerted him whenever someone finished, so he could greet new climbers in the chat room in real time. On PC, fans also build custom maps that extend the challenge.

Who Should Buy This Hammer Climb on Android

Patient players who enjoy a rage game with real stakes should buy it, especially if they own a stylus or a large phone. Anyone who wants daily rewards, short levels, or quick wins should skip it, because the mountain offers none of those.

I finished my first climb after many evenings of falls, and watching Diogenes clear the radio tower felt better than any unlock in a free mobile game. That honest payoff is worth $4.99 to the right player. Use this Getting Over It walkthrough as a map, then trust your own hands on the climb.

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