Press, aim, let go. Never stop climbing.
The forest floor
Eight things the game can do, one each. Do them in any order, during any ordinary climb - there is nothing separate to start and nothing to lose by trying. They are here to show you the moves; they give you nothing but the tick.
Three of what is left. Take one - it is permanent, and it keeps between climbs.
The game is tuning itself. Every run reports how long it lasted, how high it got and whether the player came straight back; those land on the rungs that were in play, and a cohort of runs closes an epoch and re-picks the numbers. When the shared table is reachable, every player is on the same configuration and the comparison is between epochs rather than between runs. ×n is how much evidence a rung has.