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Jusant
Jusant
from Wikipedia

Jusant
DeveloperDon't Nod
PublisherDon't Nod
DirectorsMathieu Beaudelin
Kevin Poupard
ProducerAdrian Iliescu
DesignerSofiane Saheb
ProgrammerMathieu Simon
ArtistEdouard Caplain
ComposerGuillaume Ferran
EngineUnreal Engine 5[1]
Platforms
Release31 October 2023
GenresPuzzle, platform
ModeSingle-player

Jusant[a] is a 2023 puzzle platform game developed and published by Don't Nod. The player controls a lone wanderer as they climb a desolate tower, filled with the artifacts of civilizations long past. The game was released for PlayStation 5, Windows, and Xbox Series X/S on 31 October 2023. It received positive reviews from critics, but was a commercial disappointment for Don't Nod.

Gameplay and setting

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The player can use objects in order to traverse the world, such as the windmill depicted here.

Jusant tasks the player with climbing to the top of a tower, which is split into different biomes, each with unique traversal mechanics and challenges. As the player ascends the tower, they will find more about the civilization that resided there, and what became of them.[2] The player can place pitons with a button, catching them if they fall or run out of stamina. The triggers are used in order to place a hand while climbing.

By holding down a button, the player character jumps, using up a large amount of stamina in the process. Periodically, the player can let down ropes to areas they have already passed through, making backtracking easier.[3] Throughout the game, the player is accompanied by a companion named Ballast, which is described by the team as "a creature made entirely out of water". Ballast will reveal clues and "wake nature", opening up new paths for players to use and explore.[4] The game has no dialogue, and therefore, relies heavily on environmental storytelling.[5]

Setting

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Jusant takes place on a massive rocky pillar that stretches well above the cloud level. Several generations prior to the start of the game, the Tower was surrounded by ocean, and was settled by a large population of people that lived throughout the vertical structure, adapting by developing relatively advanced climbing gear and placing ziplines and grappling points throughout. The Tower was also home to a variety of magical creatures, including "sparks" that have an anti-gravity effect and "ballasts", flying whale-like creatures seemingly made of water. The tower experienced a devastating drought, called "the Jusant", which would eventually lead to the complete abandonment of it.

Development and release

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Jusant was developed and published by French studio Don't Nod. The game was announced at the Xbox Games Showcase 2023 on 11 June 2023 for release in fall.[6] Don't Nod simultaneously revealed the release platforms, and released a demo on Steam shortly after the announcement.[7][8] It was released for PlayStation 5, Windows, and Xbox Series X/S on 31 October 2023.[4] It also launched on Xbox Game Pass for cloud, console, and PC.[9]

The game was a PlayStation Plus "Monthly" title in July 2025.[10]

Reception

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Jusant received "generally favorable" reviews from critics, according to review aggregator website Metacritic.[15]

Eurogamer, playing an early preview, enjoyed the climbing system, likening it to Grow Home. "That squeezing of the triggers also makes it densely physical. I feel, in some small way, the exhaustion of the climber, because I am gripping this thing along with them".[3]

Le Monde, through its subcategory published a test of the game, praising its immersive universe and gameplay. "Jusant strives to bring out the very essence of climbing, organically, through its dangerous beauty and the intoxication of its execution".[16] PC Gamer enjoyed how accessible the game's climbing mechanics were, writing, "you can feel that Jusant wants you to make this climb, and to hopefully enjoy yourself along the way".[17] Destructoid liked Jusant's peaceful atmosphere, highlighting in particular the sound design, "Its use of silence makes it the perfect game to throw on when you're listening to a podcast, or if you want to unwind for half an hour before bed".[18]

Game Informer felt that not enough time was spent polishing other forms of traversal, "walking can be troublesome as the character has a habit of getting stuck on even the most negligible geometry, such as small pieces of rubble, resulting in awkward jumping and spinning to break loose".[19] Rock Paper Shotgun praised the open-ended nature of the game's narrative, saying, "Like an actual archaeologist, you must sometimes make informed guesses, fill in some gaps with gut instinct, and tread carefully".[20]

Sales

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In February 2024, ''Le Syndicat des Travailleurs et Travailleuses du Jeu Vidéo'' claimed Jusant apparently failed to meet commercial expectations, with the production team being disbanded.[21]

In September 2024, Don't Nod said that the sales of Jusant had performed well below their expectations.[22]

Awards

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Date Award Category Result Ref.
2024 20th British Academy Games Awards New Intellectual Property Nominated [23]

Note

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  1. ^ Jusant means ebbing tide in French.

References

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[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Jusant is a 2023 action-puzzle climbing video game developed and published by . In the game, players control a accompanied by a sentient water-based companion named Ami, as they ascend an enormous, mysterious tower known as "the Tower" in a post-apocalyptic world where oceans have mysteriously receded, leaving behind a desolate landscape dotted with the ruins of ancient civilizations. The title, derived from the French word for "," evokes the game's central theme of environmental catastrophe and exploration at a contemplative pace. Don't Nod, known for narrative-driven titles like the Life is Strange series, announced Jusant in June 2023 as a departure toward more experimental gameplay focused on climbing mechanics rather than dialogue-heavy storytelling. The game was released on October 31, 2023, for , , and Windows via and the , and was available on from launch. A physical edition for was released on October 31, 2024. Gameplay emphasizes precise third-person climbing, where players use realistic handholds, carabiners, and other tools to navigate vertical environments, solving puzzles that require strategic route planning and environmental interaction. Ami assists by manipulating elements to reveal hidden paths or stabilize unstable surfaces, adding layers to the puzzle-solving without introducing or time pressure. The experience is designed to be meditative, with a haunting soundtrack and ambient that enhances the sense of solitude and discovery. Upon release, Jusant received generally positive reviews, earning a score of 85 and an score of 84 (91% recommended), with critics praising its innovative climbing simulation, atmospheric world-building, and emotional narrative conveyed through environmental storytelling and collectible letters. It has been lauded for its and relaxing pace, appealing to players seeking a break from high-intensity action s, though some noted its short length—around 4-6 hours—as a minor drawback.

Gameplay

Climbing mechanics

Jusant employs a third-person perspective for its climbing sequences, providing players with a clear view of the climber's body and the surrounding terrain to facilitate precise up the tower's vertical surfaces. The core control scheme revolves around independent hand management: the left directs a cursor to highlight available handholds, while the left and right triggers allow players to grab with the corresponding hand, requiring sustained pressure on the triggers to maintain the grip and simulating the physical effort of holding on. This setup encourages deliberate movement, as players must alternate hands to progress, mimicking real-world techniques without automated assistance. Rope management adds strategic depth to traversal, with a fixed 40-meter that automatically anchors to a starting ; players can manually place up to three pitons during ascents to create fall-safe checkpoints, preventing full resets upon slipping and allowing for calculated risk-taking in route planning. The stamina system further integrates realism, depleting gradually with basic grabs but more rapidly during jumps or strenuous pulls, which also cause temporary segment loss in the stamina bar until the climber rests on flat surfaces by clicking the left stick with both hands free. Unique features enhance fluidity, such as the shift for seamlessly transitioning between holds by cursor selection and trigger release, and -assisted swings for reaching distant ledges, while the companion occasionally aids climbs through environmental interactions. Accessibility options are thoughtfully integrated into the system to broaden player reach, including a simplified mode that replaces trigger-based grabbing with joystick-only inputs for reduced motor demands, alongside a no-stamina mode to eliminate management. Color-blind modes supporting Deuteranopia, Protanopia, and Tritanopia with adjustable intensity sliders ensure hold visibility for affected players. reinforces mechanical feedback, with audio cues like the scrape of hands and boots against rock confirming secure grips, and escalating strained signaling depleting stamina to convey physical strain without visual reliance.

Puzzles and progression

In Jusant, puzzles primarily revolve around environmental challenges that integrate the core climbing mechanics, requiring players to navigate complex routes and manipulate the surroundings to advance upward through the tower. Route-finding forms the foundation of most puzzles, where players must scan the vertical terrain for handholds, ledges, and temporary grips, often involving precise jumps or swings using pitons and carabiners to reach otherwise inaccessible areas. These challenges escalate in complexity across levels, incorporating dynamic elements like crumbling rock faces or shifting weather conditions that affect stamina and visibility. A key mechanic involves the player's companion, —a sentient water-based creature—that enables weight-shifting and environmental interaction to solve progression barriers. By squeezing Ballast, players can trigger its "echo" ability, which emits sounds to bloom dormant plants into climbable vines or handholds, effectively reshaping the landscape to create new paths. Resource gathering ties into this through water-related interactions, such as collecting moisture via Ballast to activate mechanisms like progression gates or to revive frozen sections in higher biomes, allowing passage through arid or iced-over zones. For instance, in colder levels, players must warm Ballast to prevent it from freezing, which would halt abilities until restored. The game's levels are structured as a continuous vertical ascent divided into six chapters, each representing distinct biomes that transition from sun-baked cliffs at the base to bioluminescent caverns and snowy peaks near the . Checkpoints manifest as safe resting spots on solid ledges or via waypoints, where players can recover stamina and save progress without risk of falling to death, thanks to an automatic safety net. Collectibles like echoes—ancient seashells that replay ambient sounds for lore—and letters scattered throughout encourage thorough exploration, often hidden behind optional detours. Non-linear exploration adds depth to progression, with branching paths and hidden areas accessible via alternative climbs or , rewarding players with lore items such as glowing murals, frescos, and altars that reveal fragments of the tower's history. These optional routes, while not mandatory for main advancement, promote a meditative pace and can reveal shortcuts or additional challenges. Progression systems include skill upgrades obtained by interacting with cairns—stacked stone markers totaling 20 across the game—that enhance abilities like jump distance or length, unlocked by completing environmental puzzles at their locations. Player actions also trigger broader changes, such as irrigating dry areas with to open new biomes or alter wind patterns for easier traversal.

Setting and plot

World-building

Jusant's world is constructed around a colossal, ancient tower—an immeasurably tall pillar of rock emerging from a post-apocalyptic where a once-vast has evaporated, leaving behind arid dunes, dead , and scattered shipwrecks as remnants of a submerged past. The tower serves as the central vertical axis of this desolate universe, with its base surrounded by barren plains and beaten paths indicative of a long-abandoned that once carved homes and pathways into its weathered cliffs. As the structure ascends, biomes gradually transition from dry, desert-like expanses at the lower levels—featuring bleached cliffs and crumbling foundations—to higher, wetter regions with oceanic echoes, such as quasi-underwater caves illuminated by bioluminescent elements and nautical reminiscent of a flooded era. Ecological themes underscore the narrative of environmental collapse, positioning as a profoundly scarce in a world scarred by and the retreat of ancient seas, with the tower's vertical forced to adapt to escalating through etched settlements and makeshift adaptations now left in ruin. These motifs evoke a history of resilience amid catastrophe, blending alpine ruggedness with nautical decay to highlight the interplay between natural forces and societal remnants, such as rotting sailboats and coral-like growths sculpted by long-vanished . The visual design employs a stylized art style with flat tints, vibrant saturated colors, and a clear-line approach inspired by artists like Moebius, creating ethereal, fantastical landscapes that blend familiarity with distortion to immerse players in the tower's lonely expanse. Elements like cracked, weathered surfaces and dynamic environmental effects—such as wind-swept dunes and subtle shifts in light—enhance the sense of isolation and scale, while nautical and alpine motifs unify the biomes into a cohesive, vertically layered . Complementing this, the audio design features minimalist orchestral soundscapes composed by Guillaume Ferran, incorporating peaceful, atmospheric layers of wind, echoing drips, and instrumental motifs that evoke solitude and subtle environmental changes, fostering a meditative tone throughout the ascent. Lore is conveyed primarily through environmental storytelling, with the tower's surfaces adorned in frescoes and murals depicting fragments of the lost civilization's history, alongside scattered abandoned camps, broken machinery, and collectible messages—such as letters and notes tucked in alcoves—that reveal glimpses of daily life, rituals, and the encroaching without overt exposition. These elements, including altars and personal artifacts, build a layered understanding of the world's tragic vertical , subtly integrated into the and terrain. The mysterious , a water-formed entity accompanying the climber, occasionally interacts with these remnants to highlight ecological motifs.

Narrative elements

The narrative of Jusant unfolds as a non-linear, fragmented story centered on an unnamed climber's ascent of a colossal tower in a parched, post-apocalyptic world where has vanished, leaving behind the remnants of a once-thriving . The , accompanied by a small, whale-like creature named , climbs to restore balance to the environment, gradually uncovering the tower's history through scattered collectibles that reveal memories of due to endless . These elements are pieced together via environmental clues, such as abandoned ships embedded in the rock face and faded murals, evoking a sense of quiet rather than direct exposition. Narrative delivery relies on subtle mechanics integrated with the climbing progression, where players interact with Ballast through pet-like gestures—such as petting or hugging it—to build an emotional bond that evolves from tentative companionship to mutual reliance, mirroring the story's themes of connection amid isolation. Collectibles like letters and frescos serve as key storytelling devices; letters from past inhabitants detail personal struggles and the civilization's failed adaptations to the receding waters, while frescos are activated by the Ballast's echo, reconstructing to visualize fragmented historical events, such as communal rituals involving larger Ballasts to summon tides. This approach encourages player agency in interpreting the lore, with the ascent itself acting as a meditative journey that interweaves personal growth with the world's backstory. At its core, the narrative explores themes of loss, companionship, and environmental collapse, portraying a society that once harmonized with cyclical floods but succumbed to and ecological imbalance, leading to the tower's abandonment and the of its people. The climber's relationship with symbolizes hope and renewal, as interactions revive wilted and unlock paths, underscoring companionship as a counter to desolation. The ending remains deliberately ambiguous, culminating in the activation of a final that summons rain and revives dormant Ballasts, yet leaves the drought's origins and the cycle's potential repetition open to player interpretation, emphasizing renewal without resolution. The game's writing style features minimal dialogue, with no spoken lines from the or , relying instead on poetic environmental narration through descriptive text in collectibles and ambient to convey melancholy and . is absent, enhancing the solitary, contemplative tone, while the sparse, lyrical prose in letters—often reflecting on and transience—evokes a sense of , drawing players into an emotional core focused on quiet resilience.

Development

Concept and influences

Jusant was conceived in 2020 by a small team at Entertainment as a focused on , marking a departure from the studio's typical narrative-driven titles toward a more experimental, meditative experience. The project originated in the wake of Life is Strange 2's development, with the team seeking to create a lighter, positive adventure inspired by the physical and emotional aspects of real . Early prototyping emphasized core flow over complex storytelling, allowing the team to explore vertical progression as a core loop. The game's influences drew from both real-world activities and other video games to shape its unique blend of simulation and exploration, as well as literary sources. Real provided the foundation for authentic physicality and rhythm, with some designers taking classes post-prototype to refine mechanics like hand placement and stamina management. The premise was partly inspired by the novel La Horde du Contrevent by , a founder, which features explorers traversing harsh landscapes. inspirations included Journey's atmospheric journeying and sense of wonder. Additional touches came from climbing-focused titles like Grow Home, which informed trigger-based controls for immersive hand movements, and , evoking the tension of scaling colossal structures. At its core, Jusant's design philosophy prioritized a meditative pace, eschewing entirely to foster immersion in a serene, wordless world where players dictate their path through exploration. This approach highlighted player agency, allowing free choice in route selection and environmental interaction over prescribed quests, creating a of personal accomplishment. Verticality served as a central for personal growth and overcoming internal challenges, with the tower's ascent symbolizing emotional ascent amid a desiccated . Early tested the companion's mechanics, initially envisioning it with abilities like firing energy projectiles to activate distant elements, though these were simplified to maintain pacing and focus on subtle environmental influence.

Production process

Jusant was developed by a small team at Entertainment in , comprising key roles such as co-creative directors Kevin Poupard and Mathieu Beaudelin, lead designer Sofiane Saheb, art director Edouard Caplain, technical director Mathieu Simon, and composer Guillaume Ferran. The production began with prototyping around 2020 following the completion of , transitioning to full development from 2021 to 2023. During this period, the team iterated on core mechanics, including the ballast companion's AI, which evolved from a shooting-based system to an echo pulse that interacts with organic environmental elements. Technically, Jusant was built using Unreal Engine 5, selected after an initial start on Unreal Engine 4 due to performance issues; the switch in 2021 enabled features like Nanite for detailed rock meshes and Lumen for dynamic . Custom tools were developed for of climbing holds to create natural-feeling routes without artificial visual cues, alongside ControlRig for realistic animations and optimizations targeting 60 FPS on consoles like the Xbox Series S. Audio integration emphasized immersive sound design, with Ferran's neoclassical piano score complementing the climbing rhythm and environmental storytelling. The team faced challenges in balancing and challenge, leading to post-launch updates that added options like stamina-free modes and simplified controls for broader playability. Remote work during the impacted collaboration, while console optimization required cutting features such as beetle-riding sequences and advanced interactions to maintain pacing and . Rope collision systems also demanded extensive iteration across engine versions to ensure reliable physics.

Release

Announcement and promotion

Jusant was first revealed at the Games Showcase on June 11, 2023, through a cinematic trailer that introduced the game's core climbing mechanics, the companion creature , and its desolate, atmospheric world built around a massive tower. The announcement positioned Jusant as an action-puzzle climbing experience developed and published by , set for release in fall 2023 on PC, , and Series X|S, with day-one availability on . Following the reveal, released a free demo on on June 14, 2023, enabling players to test the initial ascent and core gameplay loop, which received positive early feedback for its relaxing pace and innovative controls. To further build hype, the studio shared developer commentary videos, including one where lead designer Sofiane Saheb and QA tester Baptiste Quinquis demonstrated the demo while discussing design choices for climbing fluidity and environmental interaction. At 2023 on August 24, a new trailer unveiled the exact release date of October 31, 2023, and highlighted progression through varied biomes, puzzle-solving with water-based mechanics, and the emphasis on meditative exploration. This trailer was part of broader promotional efforts that underscored Jusant's branding as a "meditative journey," drawing from real-world influences to evoke themes of perseverance and discovery in a vertical, post-apocalyptic landscape. Interviews with the creative directors further promoted the game's focus on verticality as a device, explaining how the tower's design fosters a sense of ascent without or time pressure.

Platforms and launch

Jusant was released on October 31, 2023, for Microsoft Windows, , and . The game was distributed digitally through the , , Xbox Store, and platforms, with no physical edition available at launch. It launched day one on for console and PC, allowing subscribers immediate access without additional purchase. A day-one patch addressed improvements, such as jump mechanics and zipline sequences, to enhance smoothness. Subsequent updates included an accessibility patch in November 2023, introducing options like simplified climbing, no stamina mode, and filters. As of November 2025, Jusant has received minor patches for bug fixes and performance, such as Patch 1.06 in February 2024 and Patch 1.07 in May 2024 addressing crashes and localization issues, but no major expansions have been released beyond an optional add-on. A limited physical edition for was issued in October 2024, but no ports to other platforms, such as , have been announced.

Reception

Critical response

Jusant received generally favorable reviews from critics upon its release, earning praise for its innovative climbing mechanics that evoke a meditative experience, alongside its stunning visuals, immersive , and emotionally resonant narrative delivered through environmental storytelling. The game's focus on deliberate, tension-free ascent was frequently highlighted as a refreshing departure from high-pressure platformers, allowing players to engage with the world at their own pace. Aggregate review scores reflect this acclaim, with reporting 85/100 based on 33 critic reviews across platforms, including 83/100 for PC, 85/100 for , and 84/100 for Xbox Series X/S. On , Jusant holds an average score of 84/100 from 83 reviews, placing it in the top 9% of evaluated games and earning a "" recommendation rating. Critics lauded the climbing system as a core innovation, describing it as intuitive and satisfying, with mechanics like hand placement and tool usage fostering a sense of accomplishment without frustration. The atmospheric audio, featuring subtle ambient sounds and a haunting , was noted for enhancing the sense of isolation and wonder during ascents. Narrative depth emerged through subtle clues like abandoned objects and evolving biomes, creating an emotional arc about loss and perseverance that resonated deeply without overt dialogue. However, some reviewers pointed to pacing inconsistencies in the later sections, where the deliberate tempo occasionally felt drawn out or repetitive amid similar climbing challenges. The game's linear structure and short runtime—typically 4-6 hours—were criticized for limiting replayability, as there are few incentives to revisit levels beyond optional collectibles. At launch, occasional technical glitches, such as minor control responsiveness issues on certain surfaces, were mentioned, though patches addressed most concerns shortly after release. Specific reviews captured the game's appeal effectively. gave 4/5 stars, praising its "soaring design and skyscraping climbs" that blend puzzle-solving with vertical traversal seamlessly. In 2025 retrospectives, outlets like Retrospect Game Reviews reaffirmed its lasting impact, noting how the meditative qualities and visual artistry continue to stand out in a crowded indie landscape, solidifying Jusant's reputation as a contemplative gem.

Commercial performance and awards

Jusant achieved modest commercial success following its October 2023 release, with estimated gross revenue of $3 million and approximately 173,000 units sold across platforms, primarily driven by digital sales on . However, publisher stated that sales performance fell well below expectations despite strong critical reception, contributing to a partial €25.3 million asset write-down for Jusant and its follow-up title Banishers: Ghosts of New Eden as reported in the 2025 full-year results; this underperformance also led to layoffs of up to 69 employees in October 2024 and an overall 25% decline in operating revenues to €23.9 million for fiscal year 2024. The game's day-one availability on enhanced accessibility and likely supported steady player engagement, though specific uptake metrics were not publicly detailed; overall, it generated a minor contribution to 's €1.2 million sales increase in the first half of 2024, overshadowed by back-catalog titles like . By November 2025, no significant sales boosts were reported, reflecting a steady but limited market presence amid competitive indie landscape. In terms of industry recognition, Jusant earned acclaim for its audio and design innovations. It won Best at the 2024 Pégases Awards, which honors excellence in French video games. The title was also nominated for Best New Intellectual Property at the 2024 BAFTA Games Awards, acknowledging its original climbing-focused gameplay. Additionally, it received a nomination in the Adventure category at the 2024 New York Video Game Awards. Jusant's legacy includes its inclusion in several end-of-year retrospectives, such as Eurogamer's personal top-five games of 2023 for its meditative climbing experience and GamesHub's best titles, underscoring its impact on the contemplative adventure genre. By 2025, analyses continued to highlight its influence on niche climbing mechanics in indie development, though without major commercial resurgence.

References

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