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The archive · Games & Play · Product decision · 2017

Getting Over It: a climbing game built to hurt the player — frustration as design

Bennett Foddy's 2017 climbing game has no checkpoints — one slip undoes hours — and he says he made it 'to hurt' players; it became a genre called Foddian.

Bennett Foddy

The ideaA mouse-driven hammer, zero checkpoints: any slip drops the player back down the mountain, while Foddy narrates the ordeal — frustration is the game.substantial

What it had to solve

After QWOP became a cult hit, Foddy wanted to design with frustration rather than against it. He built on Jazzuo's 2002 B-game Sexy Hiking, distilling play to a man in a pot climbing with one hammer — and no mercy.

How it works

Getting Over It with Bennett Foddy is a climbing game whose entire pitch is cruelty. The player controls a man in a pot who scales a mountain using only a hammer, dragged with the mouse; there are no checkpoints, and one bad swing can send him tumbling back near the bottom. Foddy's own site describes it as 'a game I made for a certain kind of person. To hurt them.'

It was a deliberate escalation of ideas from his earlier cult game QWOP and an homage to Jazzuo's 2002 B-game Sexy Hiking. In a GDC talk and interviews, Foddy argued that frustration is a legitimate palette for game design, that the history of games is full of frustrating experiences, and that players enjoy being 'griefed' — tested by obstacles that seem unfair until overcome.

The game became a streaming phenomenon: Foddy notes that nearly all of the biggest streamers played it, and their reactions — swearing, abandoning the climb, then returning — became the content. Its name spawned a genre label, 'Foddian' games, and its speedrun community treated the mountain as a route to be mastered rather than an insult.

Why it lands

  • No checkpoints make every gain provisional, so the emotional stakes of each swing stay high for the entire run.
  • Foddy's deadpan narration reframes failure as comedy, giving players and viewers a stance from which to laugh at their own suffering.
  • One-mouse control is brutally simple, which makes the game instantly understandable and watchable for streaming audiences.
  • The game is honest about its cruelty, so finishing it feels earned — the contract was to endure, not to be coddled.

What it did

Foddy's own site says it 'really caught fire with streamers,' that speedrunners embraced it, and that a genre of punishing physics games is now called 'Foddian.' Steam advertises '2 to ∞ hours' of play, with a median finish of 5 hours and a mean 'closer to ∞.'

Their siteGetting Over It on Steam

What you can take

Design can target the emotion the audience actually wants — even frustration — if the contract is honest: promise to hurt, then let players choose to endure.

Since then

The term 'Foddian' became shorthand for a genre of unforgiving physics games that followed in its wake, and Getting Over It remains a staple of streaming marathons and speedrun events. Foddy continued to make games and to talk publicly about designing difficulty and frustration; his official page still documents the game's legacy across the streaming and speedrunning communities.

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