Stackholm vs Escaping Hell
Price, ratings, monetisation and update history for both games, side by side — with what reviewers say about each.
Stackholm
A serene block-stacking game where players guide a character up a mountain. Progress is saved by reaching camps, and special items can be found to aid the ascent. The journey unfolds through various atmospheric environments, revealing a story through journal entries.
- Calm block-stacking gameplay
- Progress saved at camps
- Find helpful supplies
- Climb through diverse environments
- Unlock journal entries
- No timers or pressure
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Someone climbed this mountain before Stan. Her markers still point up. Stackholm is a calm block-stacking game. Hold, drag, and let go. Each block lands and becomes the mountain under Stan's feet. No timers. No pressure. Just the tower, the wind, and the sky. - Reach camps to lock in your progress and refill your hearts - Find the supplies she left behind: anchor a block, grow one huge, take a heart back - Climb from dusk foothills through mist, snow, and the northern lights - Read Stan's journal as her story unlocks, page by page - Leave anytime. Your tower is saved and waiting - Something is waiting at 100 meters Stackholm is free, with one optional ad you'll only ever see if you choose to save your tower after a fall. No banners. No purchases. One thumb, one mountain.
Escaping Hell
Control a runner's jumps to escape a rising inferno. Master the timing and distance of each leap to ascend an infinite pit, avoiding obstacles and the fiery lake below. Compete for the highest score in daily challenges and on global leaderboards.
- Infinite vertical climbing gameplay
- Precise jump control
- Dynamic obstacles and hazards
- Daily challenge mode
- Global leaderboards
- Landscape orientation play
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They bound his will to the corridor. He runs because he cannot stop. The stone turns him at every wall. The only freedom left is the jump — when he takes it, and how much of one it is. They threw him in for a debt he could not pay. A message, they said: carry word up to the mouth of the pit, and you walk free. He does not remember the words. He remembers daylight, and that the lake of fire climbs after him, and that if he hesitates it will have him. You do not steer him. You do not stop him. Hold to wind a jump up. Let go to take it. He keeps running the whole time the gauge fills, so a wind-up is a stretch of floor you will never get back. The ledge under his feet is what decides how much sky you can buy. A long run of stone can steal you a miracle. A perch the width of his shadow cannot even buy the next row. That is the whole game: not whether to jump, but how much of one this piece of floor is worth. The pit does not play fair. Springs throw him higher than any jump he can make — higher still if you press the instant they take hold. Belts hurry him one way and drag him the other, and he carries that speed into the air. Slabs slide across the holes, so the landing you aimed at has already left. Stone is only stone, and even that is a kindness. Higher up, the sky finds you. Lightning down the shaft. The walls tearing past. The floor falling away twice as fast as it has all climb — and ledges that no longer keep their rows. Until then the pit has always promised a way up from wherever he is standing. After that it stops promising. You never quite leave the lake. The first jump puts it behind him. Then it thins to a ribbon, no taller than he is, and rides the bottom of the world for the rest of the run. A hand’s width of fire, forever, however high you take him. INFINITE RUN — there is no top. Height is how long you lasted. DAILY PIT — one climb a day, the same pit for every living soul, against the clock. This one has a mouth. You can reach it. LEADERBOARDS — a global hundred, written in the game’s own hand. Played in landscape, a thumb on each side of the pit. Left-handed or right-handed. He will keep running. The rest is yours.
Screenshots
Verdict
The clearest difference is ads: Escaping Hell at none against Stackholm's shown. Escaping Hell also leads on monetization model (free vs free with in-app purchases). Stackholm's advantage is device support (3 vs 1) and iOS requirement (14.0 vs 17.0). On price, rating, ratings volume and update cadence there is nothing between them.
Scored on Price · Rating · Positive reviews · Number of ratings · Update frequency · Ads · In-app purchases · Monetization · Best chart rank · Devices · Requires iOS
Both are free to download. Neither carries in-app purchases, so what you see is what you pay.
On the App Store both sit at effectively the same score — 5.0 for Stackholm against 5.0 for Escaping Hell. Both are backed by a comparable volume of ratings — 2 and 1 respectively.
Both ship on a similar rhythm, roughly every 3 days. The most recent releases landed on October 23, 2026 and October 22, 2026 respectively.
| Parameter | Stackholm | Escaping Hell |
|---|---|---|
| Price | Free | Free |
| Rating | 5.0 (2 ratings) | 5.0 (1 ratings) |
| Number of ratings | 2 — better | 1 |
| Update frequency | Every 3 days | Every 3 days |
| Ads | Yes | No — better |
| In-app purchases | No | No |
| Monetization | Free with in-app purchases | Free — better |
| Devices | iPhone, iPad, iPod — better | iPhone |
| Requires iOS | 14.0 — better | 17.0 |
| Further details — not scored | ||
| Size | 71 MB | 106 MB |
| Age rating | 4+ | 9+ |
| Developer | MICHAEL ANTHONY PAGANO | Hang Su |
Customer experience
Stackholm
Escaping Hell
In-app purchases
Stackholm
No in-app purchases
Escaping Hell
No in-app purchases
Questions
Is Stackholm free?
Is Escaping Hell free?
Which has better reviews, Stackholm or Escaping Hell?
Do Stackholm or Escaping Hell have ads?
Which is updated more often, Stackholm or Escaping Hell?
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