Kibu hands you one staff and asks it to climb, glide and fight
4 min read
Most adventure games give you a climbing tool, a gliding tool and a weapon, each with its own pickup and its own button. Kibu gives you a staff and asks it to be all three, which makes the staff itself the design problem.
One object, three verbs
You are a solitary monk living out in the wilderness, and the only thing you carry is a staff. That staff is how you climb, how you glide, and how you fight. Everything else in Kibu — the worlds you cross, the spirits you commune with, the ruined temple you are slowly bringing back — hangs off those three verbs and the single object that performs them.
It is an atmospheric adventure from Studio Inkyfox, the developer behind Omno, and the outline is familiar enough: journey through a range of unique environments, seek out ancient spirits, uncover the enigmatic teachings of the world. The unusual part is the tool budget. A game shaped like this normally spends a pickup on every ability — grappling hook here, cloak there, a sword at the end of the first act — and each pickup arrives with its own button and its own rules. Kibu refuses the shopping list.
That refusal decides what the second-to-second play actually is. Climbing with a staff is not climbing with hands: it is planting, levering, holding a position you have to commit to. Gliding is the same object turned sideways into a surface that catches air. The combat is described as tactile and flowing, which in practice has to mean the staff keeps the weight and the reach it had while you were hanging off a cliff face with it. The transitions between the three are where the game lives, not the three on their own.
Around all of that sits the collecting, and it is unusually domestic for an action game. Fish, bonsai, other treasures — things you carry home rather than upgrades you unlock. Home is the ruin. Resurrecting a temple into a lush natural sanctuary makes exploration pay out as a place you can walk around inside instead of a number that went up.
Why a single tool is the hard version
The Secret of Mario’s Jump (and other Versatile Verbs) is the essay this design is standing on. Its argument is that one button is not what makes the jump great — what makes it great is that the same verb produces wildly different outcomes depending on timing, speed and context. A staff that climbs, glides and fights is that bet made literal. If the three uses feel like three separate abilities wearing one prop, the design quietly becomes an ordinary ability list. If they feel like one object the terrain keeps reading differently, it is Mario’s jump in a monk’s hands.
How Jusant Makes Rock-Climbing More Immersive is the warning attached to the climbing third. Jusant earns its wall by tying the controller to a pair of hands and then layering rope length, piton scarcity and route planning over the top, so that going up stays a decision rather than a held button. Kibu is asking one staff to do that job and two others at the same time. The climbing needs resistance of its own, or it turns into travel time between spirits.
What Makes a Game Feel Mysterious? covers the half of the pitch that is not movement. Mystery is the gap between what a player can explain and what they cannot, and enigmatic teachings only work while that gap stays open long enough to be worth crossing. A spirit that hands over a lore entry on contact closes it immediately. A spirit you have to reach with the staff, and then interpret, keeps it open — which is the version where the traversal and the wisdom are the same activity rather than two things taking turns.
What you actually get
Kibu is made by Studio Inkyfox and published by Future Friends Games. It is coming to Windows, with the release date still listed as to be announced. The genres are Action, Adventure, Casual and Indie, it is single-player, and it carries full controller support with a note that a gamepad is recommended — for a game built on analogue climbing and gliding, that reads less like a preference and more like the instrument it was written for.
There are Steam achievements and not much else in the way of systems talk. The rest of the page is the fiction: a monk, a wilderness, spirits of the land, and the power of the gods borrowed to rebuild something that fell down long before you arrived. Coming from the developer of Omno, the quiet is probably the point rather than a gap in the description.
If the appeal here is one object being asked to carry a whole inventory, Escape By Spoon is the sibling on this list — a prison escape where the spoon has to be a shovel, a weapon and a kitchen utensil, and the whole game rests on how much depth a single tool can hold.
Keep reading
- The Secret of Mario's Jump (and other Versatile Verbs)
- How Jusant Makes Rock-Climbing More Immersive
- What Makes a Game Feel Mysterious?
- Escape By Spoon
One game at a time, with the mechanic that makes it interesting.
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