Overview
Most games about nature ask you to look at it. Gibbon: Beyond the Trees asks you to move like it.
The Vienna studio Broken Rules has spent a decade making small, painterly games that trade combat for feeling — Old Man’s Journey turned grief into a landscape puzzle, ELOH turned rhythm into a logic grid. Gibbon is their most technically ambitious swing at that formula, and the pun is load-bearing. The entire game is built on brachiation: the arm-over-arm swinging locomotion real gibbons use to cross the forest canopy at high speed. You don’t jump. You hold, you release, you arc, you catch. Momentum is the whole physics engine and the whole emotional register.
That’s a strange design bet in a market glutted with roguelike deckbuilders and cozy farming sims. Gibbon has no combat. It has, functionally, no fail state. Fall short of a branch and the game shrugs and keeps going. Assist options will carry you bodily through any stretch that defeats you. There is no score to protect in the campaign, no health bar, no inventory. It won an Apple Design Award in 2022 for exactly this kind of confidence — a game that knows what it is down to the bone.
The reception has split in two distinct voices, and the split is the most interesting thing about this release. The Apple Arcade version holds 4.8 out of 5 across more than 12,000 ratings. Critical opinion has been cooler, with the short story mode, repetitive middle stretches, imprecise-feeling controls, and frame-rate trouble on Switch drawing the most fire.
Both camps have a point. That’s not a dodge; it’s the actual shape of this thing. Gibbon does one thing better than almost anything else on the market and then declines to do a second thing. Whether that reads as discipline or as thinness depends almost entirely on how much you value a mechanic you have never felt before — and at $12.99, the price asks you to decide quickly.
Key features
- Brachiation-Based Traversal: Hold to grip a branch or vine, release to launch. Timing determines arc height and speed, and chained releases compound momentum. Backflips, slides and mid-air catches extend a run without breaking flow — the skill ceiling is entirely in maintaining an unbroken line.
- The Companion Gibbon: A second ape travels with you and can fling you forward from its hands, converting a dead-end into a huge lateral launch. It’s a mechanic and a relationship at the same time, which is a harder trick than it sounds.
- Wordless Story Mode: Roughly one hour, zero dialogue. A gibbon family is displaced by logging, poaching and fire, driven from the jungles of Southeast Asia into human sprawl. The narrative is delivered entirely through environment and motion.
- Liberation Mode: A procedurally generated jungle run — a race to freedom that turns the campaign’s grammar into replayable, escalating pressure.
- Daily Run + Global Leaderboards: One seed, one shot, ranked by distance. The competitive skeleton the campaign deliberately withholds.
- SCNTFC’s Reactive Score: An acoustic soundtrack that responds to momentum, thickening as swings chain and hollowing out when the run stalls.
Analysis
The Gameplay Loop
Brachiation is a physics problem disguised as a feeling, and the first stretch of Gibbon is frustrating in a way the rest of the game never is. Newcomers will treat it like a platformer. They will press for a jump that doesn’t exist. They will release too early, plunge into the understory, and watch the game politely place them back on a vine.
Then it clicks, and it clicks hard.
The core insight is that releasing early sends you high and slow; releasing late sends you low and fast. Every branch is a decision about what kind of arc you want next, and because branches are irregularly spaced hand-painted objects rather than grid-aligned platforms, the game demands constant reading of the forest ahead and pre-commitment. Get three or four releases right in sequence and inputs stop being the frame. The canopy smears past and SCNTFC’s strings climb underneath. It’s the same physical pleasure as a good grind chain in Tony Hawk or a clean wall-run in Titanfall — a state where the interface disappears and anticipation does the driving.
The companion gibbon deepens this considerably. The fling mechanic is a momentum multiplier, but it’s also the game’s most efficient piece of characterization. The player learns to trust the other ape’s hands. The story mode understands exactly what it built there, and it exploits it.
Where the Loop Frays
Here’s the fair criticism, and it’s the one that matters most. The mechanic has a shallow depth curve. By the halfway point of the story mode, Gibbon has essentially taught everything it will teach. What remains is variation in context — vines instead of branches, power lines instead of vines, smoke instead of canopy — rather than variation in skill. The mid-game stretch navigating human infrastructure introduces friction without introducing complexity, and several sections drag. The “repetitive” charge isn’t wrong.
The “imprecise controls” complaint is more contested and partly a misdiagnosis. Gibbon’s inputs aren’t imprecise; they’re analog in a genre that has trained everyone to expect binary. A platformer jump is a discrete state change. A brachiation release is a continuous variable. Players arriving with platformer muscle memory read that continuity as slop. That said, the game does a mediocre job of teaching the distinction — the onboarding is almost entirely non-verbal, consistent with the art direction but costly in comprehension. A slightly less precious tutorial would have converted a meaningful chunk of the frustrated audience.
The Absence of Failure
The no-fail design deserves real scrutiny rather than reflexive praise. Removing failure removes tension, and tension is how most games generate meaning. Gibbon’s counterargument is that its subject is powerlessness, and a fail state would let players retry their way out of a story about not being able to retry. The fire comes regardless. The chainsaws don’t care about reflexes. Threading that as an authored, unstoppable current rather than a challenge to overcome is a real editorial choice, and a defensible one.
The assist options are the more straightforwardly excellent decision. They’re generous, granular, and unpatronizing — they carry a player through a stretch without commenting on it. This is what accessibility looks like when it’s designed in rather than bolted on.
Liberation and Daily Run
These modes exist to answer the “it’s only an hour” objection, and they half-succeed. Liberation’s procedural jungle is the better of the two, because the generator understands rhythm — it produces runs that breathe rather than runs that merely continue. Daily Run is thinner: a distance chase on a global leaderboard, satisfying if leaderboard-chasing is already a vice, ignorable if it isn’t. Neither carries the campaign’s emotional weight, and neither pretends to. They’re the arcade cabinet in the museum lobby.
Visuals & performance
The hand-painted art is not decoration; it’s information design. Broken Rules renders the canopy in layered washes that make grip points legible at speed without resorting to yellow paint or glowing outlines — a branch reads as a branch because of how it sits in the composition. That’s harder than it looks and it’s the primary reason the flow state holds together at velocity.
The color script does the narrative heavy lifting. Wild jungle arrives in saturated greens and deep shadow. Logged territory bleaches out. The fire sequences shift the whole palette to orange and ash, and the human world beyond is rendered in the flat, hard grays of infrastructure. No text is required because the palette is the text.
SCNTFC — whose work on Oxenfree established him as one of the best adaptive-music people working — delivers a score that tracks momentum without turning into a stinger machine. Sustain a chain and the arrangement fills in. Stall and it thins to a single figure. The coupling is tight enough that the game can be navigated partly by ear.
Performance is where the picture cracks, and it cracks in one specific place: Switch. A game whose entire value proposition is uninterrupted momentum is uniquely vulnerable here. A dropped frame in a turn-based RPG is cosmetic. A dropped frame mid-arc breaks the exact sensation being paid for. A 2D game of this scope is light on hardware, and on Steam and modern iPhones and iPads it should run as designed; on Switch, the reported instability is the version’s defining problem.
Platform nuances
iOS (Apple Arcade) is, somewhat surprisingly, the definitive version. Brachiation is a hold-and-release verb, and a touchscreen is a hold-and-release device — the mapping is one-to-one with zero abstraction, and the release registers in the fingertip rather than through a button’s actuation curve. The Apple Design Award was not a courtesy. It’s also the best value proposition on the platform: included in an existing Arcade subscription with no separate purchase, no ads, no IAP.
Steam is the right pick for Liberation and Daily Run grinding. Controller is the better input — an analog trigger gives a tactile sense of grip a mouse button can’t. Keyboard and mouse works and is perfectly serviceable, but the binary keypress flattens some of the mechanic’s nuance.
Nintendo Switch is the version to hesitate over. Conceptually it should be ideal — handheld, portable, exactly the shape of a one-hour meditative session on a train. But frame-rate instability undercuts the one thing the game is selling, and this is the version critics reviewed most harshly. On newer Switch hardware it’s a considerably easier recommendation; on a launch-era unit, buy it elsewhere.
Final verdict
Gibbon is a short game that is not a small one. Broken Rules identified a locomotion system almost nobody had built a game around, executed it with real physical intelligence, and wrapped it in a wordless story about deforestation that earns its emotion through motion rather than sentiment. The moment where swinging stops being an input problem and becomes a feeling is the best thing any indie has done with traversal in years.
Then it ends, and there isn’t much else there.
The warm audience ratings reflect people who took Gibbon for what it is — an hour-long, beautifully made argument. The cooler critical response reflects the same argument running about twenty minutes past its best idea, on a Switch port that undercuts its central promise. We land between the two, closer to the skeptics: the complaints are intact rather than dismissed, and at $12.99 the game asks for a leap of faith its length doesn’t fully earn. For the right player — an Arcade subscriber, a flow-state chaser — it’s an easy yes. For most people, it’s a beautiful experiment worth admiring more than buying.
Reviewed by the Rankeno Action Desk. Scores are out of 10; the overall score is the desk’s editorial judgement, informed by the four sub-scores above. How we review