Peaks of Yore

The Only Climbing Sim That Understands Fear

by Anders Grube Jensen

Action gameSteam$18.99

Reviewed by the Rankeno Action DeskUpdated Oct 2026

Peaks of Yore is an Action game for Steam. It earns a strong recommendation, with real reservations about how it teaches you. It scores 8.2 out of 10 — Great.

8.2Great#283 of 785 Action games

How it scored How we score

  • Design8.5
  • Innovation8.5
  • Value9.5
  • Utility7.5

Each of the four criteria is scored out of 10. The headline score is our editorial verdict across them — weighing all four rather than taking an arithmetic average — and every review publishes the breakdown so you can see where the verdict came from.

How this score compares with every review we publish — Score atlas.

In one line

A physics-driven climbing sim that turns two independently-controlled hands into one of the most demanding input schemes in years — punishing at first, quietly absorbing once the routes open up.

Released Oct 26, 2023

The verdict

It earns a strong recommendation, with real reservations about how it teaches you.

What we liked

  • Independent hand control delivers real physical intuition — nothing else plays like it
  • Sepia art direction and sparse sound design create real atmosphere, not decoration
  • Gear unlocks retroactively transform earlier peaks into new routes
  • Cabin hub gives the punishment a rhythm and a reward economy
  • Level Editor + Workshop turn a finite game into an open-ended one
  • Strong content-to-price ratio, with a full additional valley in The Great Alps

What could be better

  • Brutal onboarding; the first hour communicates poorly and sheds players
  • Occasional physics jank — hands sticking to geometry, inexplicable grabs
  • Motion sickness is a legitimate risk given the first-person vertical movement
  • Re-earning pitons after death in hard modes is tedium mistaken for tension
  • Almost no guidance; the game expects you to fail your way to competence
  • Gamepad support exists but meaningfully compromises precision

Cheaper than 60% of the 732 Action games we price-check.

Is it for you?

Best for

  • Players who bounced off Getting Over It for being cruel rather than hard — this is the fair-minded version of that idea.
  • Anyone who actually climbs, or wants to understand why climbers talk about routes the way they do. The mental model transfer is real.
  • Atmosphere seekers who want isolation, fog, and 19th-century bureaucratic flavor over spectacle.
  • Mastery-driven players willing to trade an ugly first hour for twenty hours of measurable, personal improvement.

More reviewed in Action

Overview

Most games about mountains are actually games about walking uphill. You press forward, a stamina bar drains, a cutscene plays at the top. Peaks of Yore rejects that premise entirely. Here, the mountain is an interface problem — and one you solve with your hands, one ledge at a time.

Developed by Anders Grube Jensen, a single developer working with the kind of tonal discipline that usually requires an art director and a budget, the game casts you as a mountaineer in 1887, working through the Official Ascension Society’s logbook of unconquered peaks in a fictional region called The Great Gales. That framing device does more work than it should. The Society’s letters, certificates, and bureaucratic Victorian condescension supply narrative pressure without a single line of voice acting.

Its market position is unusual. On paper, this sits in the “masocore physics toy” lineage carved out by Getting Over It with Bennett Foddy — deliberately awkward controls, brutal failure states, virality-by-frustration. The comparison is the obvious one to reach for. But it undersells what Jensen built. Getting Over It is a prank with philosophical narration attached; its cruelty is the point. Peaks of Yore is fair. Falls are almost always your fault, routes are legible if you study them, and the game’s dominant emotional register isn’t rage — it’s a kind of fog-shrouded solitude that invites a meditative read.

That distinction matters commercially. Jensen has found the underserved middle ground between the punishment crowd and the atmosphere crowd, and priced it at budget tier with an expansion (The Great Alps, adding a full additional valley), a Peak Level Editor, and Steam Workshop support attached. A game this specific finding an audience this specific is not an accident.

Key features

  • Independent dual-hand climbing: Each hand is bound to its own input and grips independently. Reach, grip strength, and stamina are all live variables you manage in real time. This is the entire game, and it is enough.
  • Gear-gated progression: Pitons, rope, chalk, coffee, a pickaxe, and crampons unlock through completed ascents, each retroactively opening routes that were previously impossible. It’s a metroidvania structure wearing a mountaineering coat.
  • The cabin hub: A base camp that doubles as a trophy room and a decompression chamber. Certificates and mementos from each summit accumulate on the walls — the game’s only real reward economy, and a surprisingly effective one.
  • “You Fall You Die” and “Free Solo” modes: Optional removal of every safety net, including the anchoring systems the base game leans on. This is where the difficulty ceiling actually lives.
  • Peak Level Editor + Steam Workshop: Build your own mountains, publish them, download others’. A genuine long-tail content engine, not a checkbox.
  • Period-accurate sepia presentation with an optional full-color mode for players who find the monochrome oppressive.

Analysis

The Gameplay Loop

The core loop is simple to describe: look at a wall, identify grabbable geometry, reach, commit, haul, repeat. What makes it work is that every one of those verbs is a discrete physical action you perform, not an animation you trigger.

Hold a grip and your stamina drains. Hang from one arm while extending the other and it drains faster. Miss the ledge and your body’s momentum — real, simulated, unforgiving — swings you into the rock face and you’re now scrambling to reattach the other hand before the bar empties. There’s no jump button that resolves ambiguity. There’s just you, two hands, and a decision about whether that outcrop is within reach.

This produces something rare: physical intuition transferring into a video game. After a few hours the walls stop reading as level geometry and start reading as climbers read them — looking for rest positions, chaining moves in your head before committing, recognizing when a route has no exit and backing down. That last one is the real tell. Down-climbing is a skill here. Games almost never teach retreat.

Onboarding Friction Is Real, and It’s a Problem

Let’s be direct about the weakest part of this game: the first hour is bad. Not misjudged-difficulty bad — communication bad.

The control scheme is unlike anything most players have touched, and the game’s instinct is to let you discover it through failure. That’s philosophically consistent and practically punishing. The early going returns to this constantly: hands stick to geometry in ways that feel arbitrary, the relationship between mouse movement and arm extension takes real time to internalize, and the difference between “I made a bad decision” and “the physics did something weird” is hard to parse before you’ve built a mental model.

Once that model clicks, the ambiguity mostly evaporates and the jank reads as your own imprecision. But “it’s great after ninety minutes of confusion” is a real cost, and it’s the single biggest reason this game isn’t for everyone. A slightly more generous tutorial peak — one that isolates each mechanic before combining them — would have cost Jensen almost nothing and saved a meaningful chunk of the churn.

Difficulty Curve and the Gear Question

The peak progression is well-paced: beginner boulders that teach reach, mid-tier faces that teach stamina management, then alpine walls where routing itself becomes the puzzle, all building to an EVEREST-style final challenge that functions as a genuine exam.

The friction point is gear persistence. In the harder modes, pitons and equipment must be re-earned after death, which turns a failed run into an administrative penalty on top of a skill penalty. The design logic is understandable — consequence should have weight — but there’s a difference between raising the stakes and adding a chore. Losing progress on a wall is dramatic. Re-collecting your pitons is tedious. Those aren’t the same feeling, and conflating them is the one place the game’s difficulty design gets lazy.

Structure and Pacing

The cabin hub deserves specific credit. It exists because the game correctly identifies that this kind of tension needs release valves. You come down off a peak, walk into a warm room, hang a certificate, look at your accumulated trophies, and the next attempt feels chosen rather than compelled. Compare that to Getting Over It, which deliberately denies you any refuge — different design goal, and the difference in how long people stay is plain to see.

The Level Editor is the sleeper feature. Physics-based climbing is exactly the kind of system that benefits from community content, because the design constraints are so tight — a route is either climbable or it isn’t, and finding the boundary is its own creative discipline. Workshop support here isn’t a longevity gimmick; it’s the natural extension of a mechanically pure system.

Visuals & performance

The sepia aesthetic is the most confident thing about this game. It’s not a filter slapped on for period flavor — it’s a legibility system. Stripping color forces you to read the mountain by silhouette, shadow, and depth, which is precisely the visual skill climbing demands. Fog does the rest, hiding the summit and compressing your world down to the next three meters of rock. The optional color mode is a reasonable accessibility concession, but it’s a lesser game to look at, and we’d encourage players to sit with the monochrome.

Ambient sound is doing heavy lifting: wind, breath, the scrape of boots, the specific creak of a piton taking load. There’s almost no music, and its absence is the point. The audio design is one of the game’s atmospheric standouts.

Technically, a 2D-scoped physics project like this is light on hardware — appropriate for a solo build concerned with simulation rather than fidelity. The caveat is motion sickness, which is a real risk worth flagging. First-person camera plus constant vertical reorientation plus swinging body physics is a genuinely nauseating combination for a subset of players. Check the refund window before committing.

The remaining rough edge is the physics itself: occasional hand-sticking on geometry, the odd inexplicable grab. It doesn’t break runs often, but on a two-hour ascent attempt, one instance is one too many.

Platform nuances

Steam, mouse and keyboard, and it’s not close. The control scheme maps each hand to a separate input, and the granularity of mouse-driven arm extension is what makes precise reach judgments possible. Gamepad play is achievable, but analog sticks flatten the precision that the whole design rests on — you’ll feel it most on marginal holds where a few degrees decide the run.

The Steam integration is more than distribution. Workshop support is load-bearing here, and the Level Editor being in-game rather than a separate SDK removes the friction that kills most community content pipelines. Achievements and the certificate system reinforce each other neatly.

One practical note: this is a game that wants a mouse with a large, low-friction surface and a DPI you’ve deliberately tuned. Fiddle with sensitivity before you decide the controls are broken. A lot of the “clunky first hour” complaints read like unadjusted settings.

Final verdict

Peaks of Yore is the rare game where the central mechanic is the entire pitch and the entire payoff. Jensen made one bet — that controlling two hands independently could carry twenty-plus hours — and it holds up. The atmosphere is better than a solo project has any right to deliver, the progression structure is smarter than its rustic presentation suggests, and the Level Editor gives it a life expectancy measured in years rather than weekends.

It is not flawless. The onboarding is poor, the physics occasionally embarrasses itself, and the gear-repossession loop in hard modes is a design decision we’d argue against. But these are the complaints of a critic who wants a very good game to be a great one, not warnings to stay away.

The audience that found this game self-selected correctly. Push through the first hour and you’ll likely join them. Bail at minute forty and you’ll never understand what the fuss was about — and both outcomes are, in their way, entirely fair.

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

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Quick facts

Developer
Anders Grube Jensen
Publisher
TraipseWare
Released
Oct 26, 2023
Platform
Steam
Price
$18.99
Genres
Action, Adventure, Indie

Questions about Peaks of Yore

Is Peaks of Yore worth it?

Peaks of Yore is the rare game where the central mechanic is the entire pitch and the entire payoff. Our editors scored Peaks of Yore 8.2 out of 10, which puts it in our Great band.

Why does Peaks of Yore score 8.2 out of 10?

With a score of 8.2 out of 10, Peaks of Yore lands in our Great band. Value is its strongest category at 9.5 out of 10. Utility is the weakest at 7.5.

What do our editors like most about Peaks of Yore?

Independent hand control delivers real physical intuition — nothing else plays like it. Sepia art direction and sparse sound design create real atmosphere, not decoration.

What do our editors say is Peaks of Yore's biggest weakness?

Brutal onboarding; the first hour communicates poorly and sheds players. Occasional physics jank — hands sticking to geometry, inexplicable grabs.

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