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


How it plays
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.

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.

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.

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.
Real technique
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.
Throw a leg out as a counterweight to stop the barn door swing.
Pull with your heel, like a third hand, to stay on steep ground.
Turn the hip into the wall so you reach further on less strength.
When it's out of reach, commit and jump for it.

Lessons
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."


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.


The gym
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.
Also in the game
More ways to play once you have the basics.
Daily leaderboards where fewer tries rank first, a daily streak board and achievements.
Every climb has a code. Send one to a friend, or type in theirs and try the same climb.
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.
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.