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Introduction to Give Up

Ever tried a game that gleefully throws spike pits, lasers, and insta-kill turrets at you from the get-go? That’s the essence of Give Up, where you guide a silent, gray-clad character through a labyrinth of deadly traps. There’s no dialogue—just you, a series of hazard-infested rooms, and one clear objective: survive. Die a dozen times, memorize each obstacle’s precise timing, and then push even harder.

Each level ramps up the challenge with another twisted puzzle or timing-based obstacle, and the minimalist visuals only highlight the danger in stark contrast—red lasers, white trap doors, jet-black silhouettes. The moment you touch a spike or wander into a beam, it’s back to the start in a blink, but the respawn happens so fast you barely have time to get annoyed before you’re already plotting your next move. A pulsing electronic soundtrack locks in with your heartbeat, and suddenly you’re hooked, promising yourself “just one more run” until you finally nail that frame-perfect jump.

If you find yourself obsessed with squeezing out every millisecond, you’ll be happy to know there are two follow-ups that crank the difficulty dial even higher. Give Up 2 throws in new mechanics like color-coded switches and momentum-based hurdles, while Give Up 3 introduces grappling hooks and multi-stage gauntlets that demand true mastery. It’s a brutal yet oddly satisfying cycle of trial, error, and triumph—exactly the kind of challenge that keeps you coming back even when your fingers are burning.