Ludogram’s new strategy RPG mixes vertical survival, rope-based tactics, permadeath, and Lovecraftian horror on cursed mountains.
In addition to verticality always being a desirable aspect of video games, or at least something I can really get behind, the title I am previewing today builds everything it does around verticality, placing us into the role of climbers who are seeking out ancient artifacts.

Beyond the Peak has one of the most unusual turn-based reveal mechanics we’ve seen recently, and that’s great. An exploration roguelite that utilizes climbing, managing expeditions, and an endless mountain filled with Lovecraftian horrors.
Developed by Ludogram and being published by Twin Sails Interactive, the plan is to deliver this in Q3 of 2026 and initially will be available on PC (via Steam Early Access) before making its way to other PC and console formats in full release form.

This is a very solid concept. In Ascenders, players are leading teams of alpinists tasked with retrieving ancient artifacts from haunted mountains that include ice walls, unstable rock faces, avalanches, toxic vegetation and terrain that becomes increasingly unnatural as you ascend further.
The mountain is actively exerting pressure against your expedition. With distorted ecosystems, hostile environmental events, and an eldritch presence lurking within the ascent, this game offers a unique type of tactical rhythm.
I think the rope system is possibly their best idea. The entire party is physically connected, meaning movement is shared, mistakes can cascade, and every ascent becomes a puzzle of spacing, anchoring & risk management. The rope can be used to secure allies, stabilize ascents, and pull companions back from disaster.

Beyond the Peak will feature nine classes, and although only a few examples have been shown so far, they already suggest a flexible party structure. The Highlander is able to push enemies off the rock face, the Scout has a grappling hook to re-position themselves, and the Sapper brings explosives that will alter the terrain.
Death is permanently non-recoverable and one example of how that works is the possibility of having to cut the rope & sacrifice one member of the team in Order to save the rest. Such decisions fit well within the survival angle of the game; however, what happens afterward is important too. Survivors return with trauma, which will affect future expeditions, while losses change both the roster & campaign progression.

Between climbs, players manage an HQ where they can heal injuries, repair gear, cook food, craft tools, unlock new rooms & technologies, strengthen bonds between climbers & conduct night events/camp discussions. All of which tie together the base layer of morale and long-term progression.
Artifacts are another key component of that loop. Relics are reward from climbing and have different sizes, values and gameplay effects.

Players must decide whether to use them in mountains or trade them with outside factions. Three factions currently named include the billionaire employer funding the expeditions (The Belay Corporation), the Belay Academy of Science, and the Keepers of an esoteric Order.
Relationships with each faction feed back into growth & influence future threats, while choices like which mountain to climb next shape reputation & endings. It sounds like Ludogram are going for something more than a run-based structure here. The roguelite loop exists but is tied to larger campaign where losses, alliances & route choices appear to matter over time.
Ascenders: Beyond the Peak has no exact release date yet. Here is the Steam Page. I think this may be one of the most interesting reveals of 2026 so far. Below i share the announcement trailer.
