Stamina Climbing Routes
Every handhold drains a meter, so the climb is planned around where you can rest.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Planning · Risk · Spatial
No.034Jusant01The core loop
Action → feedback → next choice- 01Scan the wall for ledges
- 02Climb while stamina drains
- 03Rest on a ledge
- 04Push to the next rest
↻Feedback changes the situation — the next round starts from there.
Walk through one round
A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.
- T1
Turn 1 · The situation
Stamina is 100 and each meter costs 8. The next ledge is 14 m straight up, or a foothold sits 6 m right with 7 m more to the top.
- T2
Turn 2 · The player chooses
The player traverses right 6 m (48 stamina), rests to full, then climbs 7 m.
- T3
Turn 3 · The feedback
Going straight would cost 112 and fail at 12.5 m; the detour tops out with 44 left.
- T4
Turn 4 · The next decision
Above, the rock turns smooth with no ledges, so the saved anchor becomes the only rest.
How it plays
Climbing drains stamina that only refills on flat footing or through actions like anchoring. Running out means falling, so players read cliffs for ledges and pick lines that fit in one bar. A shrinking meter, heavier breathing and trembling hands warn when to stop.
What the player weighs
- A straight line is short with no rests; a winding one is longer but safer.
- Spend a limited anchor now, or save it for a harder face higher up.
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Jusant
The climber manages stamina while hanging and can drive a limited number of pitons into the rock to create rest points; rope length also caps each pitch.

Sable
Almost anything in the open desert is climbable, but climbing costs stamina; the cap grows over the journey, so early cliffs are planning puzzles that loosen later.
The difference worth noticing
Jusant gives you tools to manufacture rest points; Sable relies on terrain and a growing stamina cap.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Each kilo in the pack raises stamina drain per meter, so cliff gatherers choose between a full haul and a reachable summit.
Prototype this combo in Yoroll→Follow the next idea
Air Actions and Refills
You get one midair burst; glowing pickups hand it back, and the route takes shape.
- Prototype complexity
- Who plays
- Solo decisions
- 01Leave ground with one charge
- 02Spend it on a dash
- 03Touch a refill node
- 04Dash again to reach goal
Glide and Pick a Landing
Height is fuel: spend it gliding, then pick where to touch down.
- Prototype complexity
- Who plays
- Solo decisions
- 01Climb to gain height
- 02Open glider and survey
- 03Steer toward a landmark
- 04Land and explore
Carry an Object Through
You and the thing in your hands both have to make it, so the route must work for both.
- Prototype complexity
- Who plays
- Solo decisions
- 01Pick up the object
- 02Plan a path for both
- 03Place, throw or carry
- 04Deliver it to the goal



