Ascent

Ascent

A tower for intent engines. Every floor is one task on a portal, and every floor is harder than the last.

Ascent measures one thing: how high an automation engine can climb when the portal fights back. It gathers the seeded chaos, the needles, the walks and the adversarial traps its sibling gyms each found, and stacks them into one tower that never stops getting harder.

The rules

One task

Every floor is a single job on a member portal: sign in, find the right area, fill the form, pick the procedure, confirm.

The server judges

A floor clears only on what the portal actually received. What the page says happened counts for nothing.

Cleared, then up

A cleared floor shows Floor N cleared and the way on. Ascend, and the next floor draws more against you.

One fall ends it

The first floor you cannot clear ends the climb. Your score is the highest floor you reached.

Same seed, same tower

A seed builds one exact tower, every time, so two climbers can be set against the same one and compared.

The tower

  1. Tier V

    Composition

    from floor 13

    several areas walked on one session, relayouts mid-floor, a session that expires, a tight budget, distractor notifications, a clock ticking in the page

  2. Tier IV

    Adversarial

    from floor 10

    hover and keyboard gates, drag and drop, file uploads, a button sealed in an iframe, a moving target, CAPTCHAs, anti-bot checks, ids that rewrite on every action

  3. Tier III

    Chaos

    from floor 7

    a reskin, a renamed dialect, a reversed DOM, seed-salted selectors, decoy links, honeypot fields, a cookie wall, an MFA step, opaque routes, a needle in a haystack

  4. Tier II

    Dynamics

    from floor 4

    content that arrives late, countdowns, modals, multi-step forms, pagination, a submit that unlocks only once the form is valid

  5. Tier I

    Foundations

    from floor 1

    forms, dropdowns, checkboxes, radios, an accordion, an area to find and open

Climbs

No climbs yet. Start one above.