What it is. Any surface is climbable, but holding on spends stamina. The bar drains while you cling and climb, refills only when you stand on ground or a rest ledge. Run dry mid-face and you fall.
Player fantasy / why it’s fun. The whole cliff is yours — but not for free. Every ascent is a wager: can I reach that ledge before the meter empties? Freedom and dread in the same gesture. Breath of the Wild sold a generation on this exact tension.
The verb
Press toward a surface to grip; hold up to climb. You are always asking one question — “do I have enough left?”
How it feels / why it’s fun
- The cliff stops being geometry and becomes a route-planning puzzle solved in real time: which ledges to rest on, which overhang to sprint past.
- The meter converts a static wall into pacing — tension climbing, release at
the ledge. See
pattern-pacing-and-tension. - Reading the surface for the cheapest path is skill that compounds. See
pattern-mastery-and-flowandsystem-mastery-curve. - It is a live
pattern-risk-rewarddial: the shortcut costs more stamina than the switchback, and you feel the price in your thumbs.
Tuning levers
| Lever | What it controls | Sane default |
|---|---|---|
| Drain rate | Stamina spent per second while climbing | full bar = ~6s of vertical climb |
| Regen rate | Refill while grounded/resting | full refill in ~2s |
| Rest ledges | Grippable surfaces that halt or slow drain | drain paused, no regen |
| Bar size | Total climb budget before rest | one long face = ~1.5 bars |
| Warning band | Low-stamina cue (flash, tremor, audio) | last 20% |
| Grip-hang cost | Drain while clinging without moving | ~40% of climb rate |
| Recovery grip | Whether an empty bar drops you or grants a beat | one beat to grab a ledge |
| Upgrade axis | What system-progression buys | +bar size before +speed |
Tune the warning band before anything else — a fall the player didn’t see
coming reads as a lie, not a lesson. See pattern-fairness-and-trust and
antipattern-input-lie.
Slots into
- Genres:
genre-exploration,genre-metroidvania,genre-action-adventure,genre-survival-horror, andgenre-precision-platformerwhen the meter replaces pure timing. - Anchors:
anchor-celeste(stamina on the wall-climb),anchor-shadow-of-mordor(climb-anywhere Nemesis fortresses),anchor-minecraftandanchor-terraria(climb as world-access verb).
Twist seams
- Climb but rain makes surfaces slick and stamina drains double (constraint) —
weather rewrites the route mid-session; the safe face at noon is a death trap in
a storm. Wire it through
system-weather-and-timeandsystem-hazards-and-environment; the player re-plans aroundpattern-pacing-and-tension. - Climb but stamina is shared with your co-op partner (perspective) — one bar,
two climbers; whoever pushes hard strands the other. Forces the ledge-swap
negotiation of
anchor-it-takes-two. Seegenre-coop-chaosandsystem-coop-and-competition. - Climb but the bar is a currency you also spend on attacks (economy) — every
swing is a rung you didn’t climb, so combat mid-face is a debt. Pull from
system-resource-loopsandsystem-economy.
For the machinery behind these, see process-the-twist.
How it wires to Hayao
- Stamina is one scalar in state that ticks each fixed step; drain and regen are deterministic functions of grip state and surface tag. Keep it in simulation state so it enters the world hash — the fall must be reproducible.
- Route the low-stamina flash/tremor through the cosmetic view layer so the
cue never touches the hash. See the pause/timeScale and screen-shake wiring in
the
sandboxes/labs for the pattern, not a game. - The meter widget (bar, color ramp, warning pulse) is chrome — a
system-inventory-and-uiconcern, drawn cosmetic. - Surface-slickness and weather multipliers belong in one lookup keyed by tag, so the rain twist is a data change, not new code.
Fails when…
- The bar never bites. If a full bar clears every intended face, stamina is
decoration — cut it or shrink it. This is
antipattern-false-depth. - Falls feel unfair. No warning band, or regen so fiddly the player can’t plan
→
antipattern-rng-frustrationby feel. Seepattern-fairness-and-trust. - Re-climbing is the punishment. A long slog back up after every miss is
antipattern-backtracking-taxandantipattern-fail-loop-tax; add rest ledges and generous checkpoints (system-save-and-checkpoint,system-grace). - Upgrades erase the meter. If
system-progressionhands out infinite stamina early, the mechanic dies at the exact moment it should deepen —antipattern-power-creep. Grow the walls, not just the bar. - One optimal path. If the cheapest route is always obvious, planning
collapses into
antipattern-boring-optimal. Vary surface tags and ledge placement.
See also
- Traversal siblings:
mechanic-ledge-grab,mechanic-wall-run,mechanic-wall-jump,mechanic-grapple,mechanic-glide. - Systems:
system-resource-loops,system-progression,system-map-and-navigation,system-accessibility(stamina-off toggle as a difficulty option — seesystem-difficulty-and-dda). - Patterns:
pattern-risk-reward,pattern-pacing-and-tension,pattern-mastery-and-flow. - Process:
process-core-loop,process-the-twist.