Game design

How Jusant Makes Rock-Climbing More Immersive

Jusant makes climbing engrossing by connecting controller input to hands on the wall, then adding rope, pitons, route planning, and a clear sense of designer intention.

Climbing usually feels disconnected

In many modern action games, heroic climbing looks dramatic on screen but asks very little from the player. A character scrambles up a cliff, a tower, or a wall while the player mostly holds up on the analogue stick.

That disconnect is the problem. The character may be terrified, exhausted, or inches from disaster, but the player is performing a simple, low-effort input for several minutes.

Jusant takes a different approach. It is a wistful, zen-like journey up a huge mountain, and the only way to the top is to climb. More importantly, the climbing is actually interesting and engrossing.

The hands are on the triggers

When the character is on a wall, the left analogue stick searches for nearby handholds. Moving the stick effectively moves a cursor across the climbing surface, and when that cursor overlaps with a valid handhold, the character reaches toward it.

That means the player can freely choose which hold to grab, including choosing between a close hold and a far hold by pushing the stick different distances from the center.

If the character reaches with the left hand, the player grabs with the left trigger. If the character reaches with the right hand, the player grabs with the right trigger. That trigger must stay held while the next handhold is found.

The result is a deep connection between controller and character. Pushing the stick outward feels like reaching an arm. Alternating triggers mimics hand-over-hand climbing. Holding a trigger means gripping the controller the way the character grips the wall. Let go, and they let go.

Good physical mapping still needs restraint

Earlier prototypes pushed the idea further. One version controlled both arms and legs with all four shoulder buttons. Another asked the player to pull the stick opposite a jump to coil up, then release the stick to spring toward a far hold.

Those ideas matched the body more literally, but they were too complicated to teach and execute. The final game keeps the best part of the physical mapping while dropping the parts that made the controller feel like a chore.

That restraint matters. More buttons do not automatically make a mechanic deeper. Otherwise every game would become QWOP.

Kinaesthetic design makes input feel meaningful

This kind of design is often called kinaesthetic design: the input physically echoes the action on screen.

It is the same reason holding a button longer to make Mario jump higher feels natural, why pulling back on the analogue stick to reel in a ghost in Luigi's Mansion works so well, why the up-down flick for a manual in Tony Hawk's Pro Skater has a physical snap, and why fighting-game motions can make a fireball feel authored by the player's hands.

Climbing games have used related ideas before. Shadow of the Colossus makes the player clench the controller to hang onto massive creatures. Grow Home maps left and right triggers to left and right hands.

Jusant's strength is combining these ideas with a human climber and a grounded animation style, rather than a floppy character that can bend in cartoonish ways.

Accessibility has to stay in the design conversation

Complex controller wrangling can be a barrier for players with some motor impairments. Holding triggers for long stretches can also be hard on players with repetitive strain injuries or limited hand comfort.

That makes accessibility settings essential, not optional polish. Jusant offers ways to make the input easier, which lets the game keep its expressive climbing scheme without making that scheme the only way to play.

The lesson is not that every physical action should demand a physical imitation. The lesson is to use physical mapping where it strengthens the experience, then provide escape valves when that mapping becomes painful or exclusionary.

Climbing should involve thought

The second issue with many climbing systems is that they require almost no thought. There is little problem solving, little decision making, and little of the planning that makes real climbing interesting.

In rock climbing, a route up a wall is literally called a problem. It is not only about strength and stamina. It is about planning how to move from hold to hold, how to shift the body, and how to use different grips and positions to reach the top.

Jusant gets closer to that feeling with two tools: the rope and the piton.

Pitons make checkpoints into decisions

At the start of a climb, the character automatically attaches a rope to a carabiner embedded in the wall. If the player falls, the rope catches them and they can climb back up.

Pitons add a stronger layer. They can be wedged into the wall to create checkpoints. Fall after placing one, and the rope catches the character at the most recent piton.

The catch is that the player only has three pitons. That limit makes every checkpoint a decision. Where is the climb dangerous enough to justify one? Where is it better to save the piton for later?

A save system becomes part of route planning instead of something outside the fiction.

The rope is both safety and obstacle

The rope is not just a checkpoint device. It is exactly 40 meters long, so the player has to make sure there is enough slack to reach the top of the current climb.

Sometimes that means taking a shorter route. Sometimes it means working back to remove a nuisance piton that is pulling the rope in the wrong direction.

Because the rope is a proper physics object, it can also snag and tangle on parts of the environment. At one moment it is the thing that saves the player. At another, it is the thing blocking the clean route upward.

The game does make a few friendly concessions. Near a ledge, the rope can stretch a little further to avoid tiny, annoying shortfalls. Relay points can also reset the rope to a new position, giving the player an intermediate target and allowing longer climbs without forcing flat ground between every section.

The rope expands the play space

Without the rope, climbing and jumping only let the player explore the immediate area around the character. A valid handhold must always be within reach or jumping distance.

The rope expands that space dramatically. Place a piton, abseil down, and swing along the wall, and suddenly a whole arc of possible movement opens up. Holds far away from the current surface become reachable.

Later, the game pushes this into three dimensions. The player might climb a wall, dangle beneath it, and swing beyond that wall to a different climbing surface set further back.

Environmental twists add more pressure. Some plants can sprout temporary handholds, but direct sunlight makes those buds wilt and die. The player has to move quickly and use pitons for safety.

At its best, Jusant recalls classic Tomb Raider: a three-dimensional puzzle where the player sizes up a space and decides how to move from one place to another.

The game chooses calm over danger

The old climbing problem is not only input and thought. It is also danger. A character may look terrified while climbing a wobbling tower, but if there is no meaningful consequence for failure, the player rarely feels that peril.

Jusant does not create much danger either. The player cannot really die. Invisible walls stop simple cliff falls, and the rope catches the character when they let go on a climb.

Falling is also rare. The most likely cause is running out of stamina, but the final stamina system is gentle. Actions drain stamina, and large jumps temporarily reduce the maximum bar until the player reaches flat ground. Resting with a stick click replenishes stamina, so the player usually only runs out by ignoring clear prompts to stop for a moment.

That makes stamina a small thing to nurse rather than a constant fear, especially compared with something like Shadow of the Colossus.

That low pressure is intentional

The important point is that danger was not the goal. Jusant is designed as a peaceful, atmospheric adventure without pressure, closer in spirit to Journey than to a punishing climbing simulator.

That intention explains many of the game's choices. Friction, frustration, and severe punishment were deliberately stripped away because they would interrupt the intended flow.

It also explains why the problem-solving should not be oversold. There are smart ideas in the rope, pitons, relays, stamina, and environmental holds, but the game is not trying to create brutally difficult route puzzles.

A design can be less demanding because it is shallow, or it can be less demanding because it is serving a different emotional target. Jusant belongs mostly to the second category.

Judge mechanics against intention

That leads to a broader design lesson. It is easy to criticize a game for not adding a mechanic, system, or challenge that it was never trying to support.

Many climbing sections in action-adventure games are not trying to mimic real rock climbing. They may be downtime between combat encounters, pacing tools, or cinematic transitions. A complex climbing simulation would work against that job.

The same is true in other genres. A complex web-swinging model might be thrilling for mastery-focused players, but a superhero game may instead want everyone to feel powerful from the first minute.

The better question is not "could this system be deeper?" It is "would deeper mechanics support the experience this game is trying to create?"

Jusant is a useful design reference

On its own terms, Jusant offers a strong reference for immersive traversal.

The control scheme creates a physical bond between player and climber. The rope is a safety device, a route-planning constraint, a physics obstacle, and a way to expand the reachable play space. Pitons turn checkpoints into limited resources. Stamina adds texture without overwhelming the mood.

The game also shows what restraint looks like. It could have been more punishing, more realistic, or more technically demanding. Instead, it uses enough climbing friction to make the movement feel authored, then protects the calm atmosphere it wants.

For another game with different intentions, Jusant points toward plenty of opportunities: harsher risk, deeper route puzzles, more demanding stamina, or stronger consequences. For Jusant itself, the lighter touch is part of the design.

Honorable mentions from the same year

Jusant was not the only inventive game from its year.

Storyteller built an ambitious puzzle game around filling comic panels with characters, objects, and themes to satisfy narrative prompts. Terra Nil turned city-building into ecological restoration, asking the player to rebuild a ruined landscape and then remove every trace of industry. Shadows of Doubt generated dense city blocks full of people, routines, jobs, evidence, and murder cases pinned together on a caseboard.

Pseudoregalia delivered sharp 3D platforming in a lost-N64 style, with movement tech strong enough to break sequence. The Legend of Zelda: Tears of the Kingdom made Ultrahand feel flexible and readable, letting players build vehicles, weapons, and problem-solving tools. Viewfinder turned photos into impossible world geometry. Chants of Sennaar made language decipherment the core of a tower-climbing adventure.

It was a strong year for inventive design. Jusant stands out because it took an action that often becomes passive spectacle and made it tactile, thoughtful, and aligned with the mood of the whole game.