iPhone · Free, no ads

Every climb is a puzzle.

Plan the beta move by move: which hand, which hold, which technique. Press Climb and a climber with real reach, balance and grip strength tries your whole sequence. When they fall, you find out exactly why.

See how it plays

No account needed No ads No energy timers
In-game screenshot: the climber launches a dyno on a 30 degree overhang, the move queued as 'right hand to 12, dyno'.
In-game screenshot: the fall diagnosis card reads 'Fell on move 3' and marks Body position as failed, a hand's length too high.

How it plays

Plan it. Send it. Learn why.

Each climb is a small wall problem with a start, a top and a handful of holds. There's no timer and no reflex test. It's about reading the wall the way a climber does.

In-game screenshot: planning a back flag. The move queue shows 'back flag' then 'left hand to 9', with the Climb button ready.
01

Plan the beta

Pick a hand or foot, tap the hold it goes to, and add a technique when the move needs one. Build the whole sequence before anyone leaves the ground.

In-game screenshot: the climber heel hooks hold 10 on a 10 degree overhang and reaches for the top.
02

Press Climb

A climber with human reach, balance and grip strength tries your beta, move by move. No luck and no dice: the same beta gives the same result every time.

In-game screenshot: the fall diagnosis with each check listed: reach, body position (failed), stability, grip, foot support and strength.
03

Learn why you fell

The fall freezes on the failing frame and tells you what went wrong, in climber language. Retry from the last safe move, change one thing, go again.

Every move is checked for ReachBody positionStabilityGripFoot supportStrength

Real technique

Moves real climbers use.

Techniques aren't power-ups. Each one changes how the body loads the wall, and the climber can only do what a real body could.

The climber back-flags with the left leg to keep the hips in balance while reaching.

Flag

Throw a leg out as a counterweight to stop the barn door swing.

The climber heel hooks a hold at hip height on an overhang.

Heel hook

Pull with your heel, like a third hand, to stay on steep ground.

The climber drops the left knee on an overhang, turning the hip into the wall.

Drop knee

Turn the hip into the wall so you reach further on less strength.

The climber in flight during a dyno toward a high hold.

Dyno

When it's out of reach, commit and jump for it.

Also in the game: Back flagStep throughMantleDouble dyno
In-game screenshot: the Lessons list. 01 First Moves, 02 Long Reach, 03 Step Up, 04 Barn Door, 05 Let Go, each teaching one idea.

Lessons

One idea per climb.

17 lessons take you from your first moves to the double dyno. Each one teaches a single idea on a climb built around it, like "Out of reach? Move your feet, not your arm."

  • From the basics to steep wallsFootwork, reach and balance first, then flags, heel hooks, drop knees and dynos.
  • One climber for everyoneEvery climb is set for the same average climber, so a climb plays the same for everyone.
In-game screenshot: the Daily screen showing a 1 day streak and today's three climbs: Patient Line (easy, topped in 1 try), Brave Corner (medium) and Narrow Rib (hard).
In-game screenshot: the Home screen with the climber on the wall, a Start Climbing button, and tiles for Lessons, Daily, Shop and Profile.

Daily climbs

Three daily climbs.

Easy, medium and hard, the same for everyone on that date. Top one to keep your streak alive, then share your result without spoiling the beta.

  • StreaksTop any daily to start one. Miss a day and it resets.
  • Spoiler-free sharingShare how you did, never how you did it.
In-game screenshot: side view of a 30 degree overhang with red route holds, the climber hanging below the roof.
In-game screenshot: a vertical wall with pink crimps and foot chips on plywood panels with a T-nut grid, the finish marked with an orange TOP tag.

The gym

A wall that feels real.

Slabs, vertical walls and overhangs in a modern bouldering gym. Plywood panels and a T-nut grid, chalk tape on the start holds, an orange TOP tag on the finish, and every problem set in one hold colour.

  • Slab to overhangThe steeper it gets, the more your feet and hips matter.
  • Holds that readJugs, crimps, slopers and foot chips, each with its own shape.

Also in the game

Stuck? Share it. Race it.

More ways to play once you have the basics.

Game Center

Daily leaderboards where fewer tries rank first, a daily streak board and achievements.

Climb codes

Every climb has a code. Send one to a friend, or type in theirs and try the same climb.

Hints when you need them

Hints reveal the next hold, the limb, the technique, then the whole beta, one step at a time. They cost Carabiners, which you earn by topping climbs.

No account needed. No mode is locked behind a purchase. Carabiner packs are optional in-app purchases.

Your first beta is waiting.

Project Ascent is a climbing puzzle game for iPhone, coming soon to the App Store. Plan a climb, press Climb, and find out why you fell.

Support & FAQ

The Project Ascent app icon: two orange chevrons above a purple hold.