Crux is played with clicks or taps; the buttons below the wall do everything the keys do.

Par โ€”Plan 0Tries 0
Stamina
100
ยท
How a beat works
Every step of the plan is one beat: a static move to a touching hold (3 extra to go up), a dyno to a hold two away (20 extra), or a wait. Waiting on a ledge recovers 12 a beat, on the ground 20; a jug costs 2 to hang on, a crimp 5. Rocks fall on the beats marked red, gusts blow on the beats marked blue, and the wall always shows the hazards of the beat your next click would take. A pocket is safe from rock. A crumbling hold can't be waited on and is gone once you leave it.
Jug cheap to use, cheap to hold Crimp costs 8 to reach, 5 a beat to hold Ledge rest here Pocket rock can't reach you Crumble one use, no waiting Anchor the top
Replay
Every session on a wall is recorded as inputs plus the wall's seed, so it replays exactly, planning included. Download a file or Copy a pasteable string to share it; Load or Paste to watch one.
Bests on this wall, in this browser
Fewest beatsโ€”
Summited first tryโ€”

Why it's built this way