Glide and Pick a Landing
Height is fuel: spend it gliding, then pick where to touch down.
- Prototype complexity
- Who plays
- Solo decisions
- Design focus
- Spatial · Planning · Discovery
No.036Sable01The core loop
Action → feedback → next choice- 01Climb to gain height
- 02Open glider and survey
- 03Steer toward a landmark
- 04Land and explore
↻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
From a 60 m tower the glider sinks 1 m per 5 m forward. A ruin lies 280 m away, an oasis 200 m.
- T2
Turn 2 · The player chooses
The player picks the ruin, detouring 40 m to catch an updraft worth 15 m of lift.
- T3
Turn 3 · The feedback
They reach the ruin with about 7 m to spare; skipping the updraft would have landed them 20 m short.
- T4
Turn 4 · The next decision
The ruin has a tall spire, setting up the next launch point.
How it plays
Deploying a glider trades altitude for distance at a slow sink rate; updrafts or vents add height back. From above, players spot points of interest and choose a landing their remaining height can reach. The approaching ground, wind audio and distant landmarks are the main readouts.
What the player weighs
- Aim for the far, tempting landmark, or settle for a closer safe landing.
- Detour to an updraft for height, or glide straight and arrive lower.
02Start small
Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.
03One mechanic, different implementations

Sable
Sable can summon a floating orb to drift down slowly from heights, making climb-then-float a natural way to survey the desert for the next destination.

Dying Light 2 Stay Human
The paraglider can be steered and lifted by rooftop air vents, letting players cross districts quickly above infected streets.
The difference worth noticing
Sable's glide is a calm survey tool, while Dying Light 2's paraglider is a routing tool tied to vents and danger below.
Case notes are Yoroll editorial summaries; rules may change between versions.
04What could you combine?
Have players glide into a toxic valley with limited air, so the landing spot decides how many nodes they can gather before oxygen runs out.
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
Stamina Climbing Routes
Every handhold drains a meter, so the climb is planned around where you can rest.
- Prototype complexity
- Who plays
- Solo decisions
- 01Scan the wall for ledges
- 02Climb while stamina drains
- 03Rest on a ledge
- 04Push to the next rest
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



