HomeGamesUpdatesPricingMethodology
Steam News30 April 20251y ago

Climbing Chaos: Sharing The Journey

We're excited to show our work super early, and we hope you come along for the ride. Here's a compilation of various steps of our journey developing Climbing Chaos.

In this update5

Full notes

Full Climbing Chaos: Much Earlier Access update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions2 changes0 removals
  • Gameplay
  • Store
changedGetting Back Into The Fun!Early on we thought there was something special with "climbing across all directions and ragdolls". Getting a solid sense of control while balancing the unpredictable physics was pretty exciting to us. At the same time, we knew we wanted to include basic ground movement that would allow us to provide moments of rest and another way to navigate levels.
changedWishlist and follow to be part of Climbing Chaos development journey!https://store.steampowered.com/app/3646370/Climbing_Chaos_Demo/

Climbing Chaos: Much Earlier Access changes

changedEarly on we thought there was something special with "climbing across all directions and ragdolls". Getting a solid sense of control while balancing the unpredictable physics was pretty exciting to us. At the same time, we knew we wanted to include basic ground movement that would allow us to provide moments of rest and another way to navigate levels.
changedhttps://store.steampowered.com/app/3646370/Climbing_Chaos_Demo/

We're excited to show our work super early, and we hope you come along for the ride. Here's a compilation of various steps of our journey developing Climbing Chaos.

A Super Early Look

We love these types of games, where physics, teamwork and silly interactions lead to random chaos and memorable moments. This clip shows our early journey and we wanted to share it with you all; Let us know what you think!

Weekend at Bernie's Edition

Our gamedev days are full of random ideas that go on the backlog, and then we get to prototype and try them.

This clip shows an idea that gained a lot of energy, "What if the players had to climb and carry a dummy?" Carry a dummy? Like "Weekend at Bernie's"? That sounded fun to us, here's the clip of us trying it as a team for the first time.

All we have to do is climb, carry, pass the dummy around and then deliver it to the shredder, that's all we have to do. Did we succeed in our first try?

Carry the Dummy Feature Approved!

Getting Back Into The Fun!

Early on we thought there was something special with "climbing across all directions and ragdolls". Getting a solid sense of control while balancing the unpredictable physics was pretty exciting to us. At the same time, we knew we wanted to include basic ground movement that would allow us to provide moments of rest and another way to navigate levels.

While implementing this ground traversal we got a bit sidetracked and quickly started to miss our "climbing core"; The game felt like just another platformer. Thankfully, we realized this and refocused, and in no time the climbing, ragdoll, and physics fun had returned.

Why Sharks?

How our characters came to be, the answer to a question our players typically ask us.

  • why sharks?

  • why legs?

  • we finally explain ourselves

Wishlist and follow to be part of Climbing Chaos development journey!

https://store.steampowered.com/app/3646370/Climbing_Chaos_Demo/

Source

Steam News / 30 April 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.