System mechanic — pays nothing, on purpose
The Climb
Tracks how far you've lifted yourself on foot, out in the wild · no map, no hints, no reward
Small, easy to miss, and one of the most quietly deliberate pieces of design in the game. The game has always tracked how far down you've been — The Dream's depth, the Sun's descent — but never the other direction. The Climb is a counter for how many metres you have gained in elevation by walking, on foot, over the terrain the game generates: hills, ridges, crater rims. Not where you are. Not how far you've walked in total. Specifically how much of the ground you went over rather than around.
Why it exists
Every hill in this game is, in practice, optional — going over one is always slower and always more dangerous, since height here means something to fall from. Before this system, every player in every version had simply been walking around them for free, and nothing ever noticed the difference. The Climb is the first thing in the game that does.
What it deliberately doesn't do
- No peak markers, no map pins, no arrow, no list of summits. The game will never tell you which visible ridge is actually the tallest one. Spotting something worth climbing by looking at the horizon yourself is the entire feature — a map of peaks would remove it in an afternoon.
- No altitude readout. The band that shows your progress only appears once a climb is already worth something, and even then it shows what you've gained, never where you currently are — and like the game's other ambient banners, it's switched off by default until you turn it on from the Pause menu.
- Pays absolutely nothing, at any height. No coin, no XP, no items, no stat boost. It's counted purely for its own sake — though it does have a corresponding tier in the Achievements panel's Life category, for players who want a number attached to it after all.
Related system: The Haunt
The very next version, v217, added The Haunt — a system that recognises wild ground you keep returning to rather than ground you climbed. It reuses this system's exact three exclusions (no credit while flying, in Penjamin City, or off-world) and confirms them working correctly as part of its own release.
Version history
- Added. Ships with exactly the design described above.
- A contrast fix on the banner's own lettering. Its background plate was partly see-through, and no ink colour could read clearly against it once composited over bright ground — the same problem A Day's Work's banner had. Fixed the same way: the plate went fully opaque and its ink was brightened by the smallest amount that clears a comfortable reading contrast.