Climbey Patch Notes — December 24, 2025
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Main game:
Updated Climbey to Unity 2019.4.41f2 (Exploit prevention reasons)
Added Steam Frame Controller bindings.
Added "Low" and "Off" shadow resolution settings.
Added initial eye tracking support, any headset with SteamVR Link OSC-powered eye tracking passthrough will give you working eyeballs in multiplayer! (The Steam Frame, Meta Quest Pro, Play For Dream MR, Maybe the Galaxy XR? Not sure, I don't have one...)
(Note: Eye tracking support in multiplayer will currently only work when Climbey is streamed via Steam Link, the Steam Frame does not currently broadcast the OSC data on itself, when it does it will automatically start working however!)

I am now detecting if the game is running on Steam Frame natively, this triggers the following things:
Lowers the resolution of real-time shadows to minimum.
Swaps the stereo correct customization mirror out for a simple render texture.
Turns off skybox cloud rendering.
Turns off any snow particles.
Turns off point lights inside emissive blocks in levels.
Turns on cutting the camera view distance if framerate drops below target for long enough.
Disables 3rd person spectator cam.
Automatically enables "Use triggers" option which makes the grabbing use triggers instead of finger curls.
With all of these things toggled Climbey generally maintains 90fps when ran at ~40-50% resolution.
This is a game with user created levels however and things tend to get out of hand in some of the more crazy levels despite my attempts to make things as efficient as possible, so it'll be impossible to maintain 90 for all maps, at some point it becomes more of a problem for the CPU than the GPU so lowering resolution ends up not helping enough.
You have the option to turn off shadows completely, and to run the game at 72hz at an even lower render resolution percentage, or you can opt to turn shadows all the way up and set it to 144hz but the game will likely crash or do sub 1 frame per second in those conditions.
I'm hopeful for FEX updates and the potential addition of injected foveated rendering in the future helping visuals and performance even more.
Climbey runs on Unity 2019.4.41f2 which means it can't properly be made to run OpenXR with the full feature set via an APK build without a massive overhaul to a much newer version of Unity, so I will be relying on FEX for the foreseeable future to get it running on-device.
I generally still recommend running it on a PC instead of on the frame itself because it will always be a better experience, and will give you longer battery life on the headset too.
That said, Climbey does run on-device already and performance will likely only get better over time, too!