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Game2026.09.17 · 2 min read

Three of a Climb Devlog #3: Hazards, Modular Themes & Official Name Reveal

Three of a Climb Devlog #3: Hazards, Modular Themes & Official Name Reveal
Three of a Climbproject this post belongs toopen project →

Up until now, the only way to lose a run in the game was stepping off the edge into the void. While that covered the core movement loop, it lacked tension. For Devlog #3, the focus shifted to introducing active hazards, laying the groundwork for cosmetic customization, and finally giving the project an official name.

1. Introducing Level Hazards & Traps

To force faster decision-making with card play, three distinct trap types were added to the procedural grid:

  • Spike Traps 🗡️: Stationary hazards that instantly end your run if you land on them.
  • Cracking Steps 💔: Fragile steps that begin cracking upon landing and collapse into the void if you hesitate too long.
  • Bounce Steps 🚀: Utility hazards that launch the player across multiple steps—either saving a bad hand or catapulting you into open space.

2. Modular Skins & Themes Architecture

To prepare for future customization and unlockables, a flexible Skin & Theme System was built using Unity ScriptableObjects:

  • Skin Database: Defines player character meshes, default animations, and store properties.
  • Theme Definitions: Handles global material overrides for steps, ice cracking stages, and environmental props.
  • Scalability: Allows dropping in new character models and environment color palettes without refactoring the core movement logic.

3. Official Name Reveal: ThreeOfAClimb

After testing a few placeholders, the game officially has a name: ThreeOfAClimb.

The title is a play on the classic poker phrase "Three of a kind," reflecting the core loop where players manage a hand of 3 movement cards to navigate ascending isometric stairs.

What's Next for Devlog #4?

With hazards and system architecture locked in, the next phase focuses on audio and progression:

  • Sound Effects (SFX): Adding punchy audio feedback for jumps, trap triggers, and deaths.
  • Coin Economy System: Spawning collectible coins along riskier stair paths to reward dangerous plays.

Follow along on Instagram and YouTube for the next update!

last edited 2026.09.24
← previousJumping game devlog #2: Game Over Logic, Juice & Visual Polish
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