Jusant | Gameplay Accessibility Options

Screenhot of the Jusant accessibility Menu's Gameplay section, showing 5 of the 6 Options onscreen.

Jusant [PEGI 3] is an ‘action-puzzle climbing game and a meditative journey to the top of a tall tower’.  The developer, Don’t Nod, states, ‘Challenge yourself at your own pace, explore different paths, and unravel the secrets from a bygone civilization.’ It is available on Xbox Series S/X, PS5 and PC.

The game includes a range of accessibility options added in a post-launch accessibility update patch at the end of November 2023. The additional options include those found in the Gameplay section of the Accessibility menu. Changing these settings may enable players to: 

  • reduce the number of control inputs required
  • reduce the frequency of the use of certain control inputs
  • reduce the amount of ‘holds’ of certain control inputs
  • reduce the number of inputs used simultaneously

In this post, we will go through these options and their settings and explain how they will affect the control inputs required in gameplay.

We will focus on using a controller in this post, but keyboard and mouse controls are also supported by the game, for players on Windows PC.  

As an introduction before we go into a little more detail on each setting, below is a side-by-side video comparison demonstrating the controls when some of these options, assists and modes are in use, compared with when not:

In the video above, the Button and Trigger inputs will show up as white on the controller overlay when in use and the Left Stick will move when in use.

The video shows how the Trigger inputs are repeatedly used whilst climbing with default settings compared with when using the ‘Simplified’ Climbing Mode. It also shows how the Right Trigger is used to grab when you jump to a ‘hold’ in default settings compared with when using the Jump Assistance, where this is not required. Finally, it shows how the Bumper inputs are used for Rappelling when using the default settings compared with when using the ‘Alternate’ Rappel Mode. Please read on for more detail on each of these settings.

Gameplay Accessibility Settings

You can locate these settings in Main Menu or Pause Menu > Settings > Accessibility and you will find them in the first section under ‘Gameplay’.

Climbing Mode 

In ‘Default’ mode, you use the Left Stick to move your free hand and search for a hold. Left Trigger is held to grip a hold with your left hand and Right Trigger to grip one with your right. You release these inputs to release the grip. As you ascend you constantly alternate between holding the Left and Right Trigger along with using Left Stick to reach. If you let go of both Triggers, you will fall. In ‘Default’ mode, you will also need to hold the input (B button on Xbox and Circle on PlayStation) to release your rope from a fixing point for approximately 0.8 seconds.

Choosing ‘Simplifiedremoves the need to use the Left and Right Triggers to grip a hold with your left and right hands. You just need to use Left Stick for movement direction and one initial press of the Right Trigger to reach up and grip to start your ascent or one press on the Left Trigger to release your grip (e.g. if you want to drop down onto a surface). Using ‘Simplified’ climbing mode also means that you do not need to hold down the carabiner inputs e.g. to detach your rope from a fixing point or to wind in your rope. Choosing ‘Simplified’ also changes your Rest input for regaining stamina to D-pad Down (from Left Stick Click). See Stamina Mode option below for turning this off. 

Screenshot showing the main character climbing the stem of a giant vine-like plant against a backdrop of rock face and mountain peaks down below.

Jump Assistance

This assist is only activated when Climbing Mode is set to ‘Simplified’. NB – the Jump Assistance will say ‘Yes’ when in ‘Default’ climbing mode, but it is greyed out and will not actually be active. When inactive (greyed out) or set to ‘Off’, you will need to grab using the Left or Right Trigger when you jump and reach a ‘hold’ or ledge. 

When the assist is set to ‘Yes‘, you will automatically grab a ledge or hold when jumping to it. 

Invert Hold and Release

This option is again only available if using ‘Simplified’ climbing mode and will be greyed out if in ‘Default’ climbing mode. ‘No‘ by default means that the Right Trigger is used to grab a hold to start climbing and the Left Trigger is used to release.

When set to ‘Yes‘, you use the Left Trigger to grab a hold, and use Right Trigger to release to drop down instead.

Rappel Mode

Using the ‘Default‘ setting, you need to hold Left Bumper down to descend down the rope when hanging and Right Bumper to ascend it.

When using the ‘Alternate‘ setting, you can hold the Left Stick Down to descend and Left Stick Up to ascend. You can also tap the Right Bumper once to toggle ascend (you will continue ascending until you tap Right Bumper again). To enter and exit Rappel Mode when using the ‘Alternate’ option, you tap the Left Bumper once to toggle between the modes. This allows you to exit the mode to swing back and forth on your rope instead (again using the Left Stick).

Screenshot showing the main character rappelling down a rock face past a giant vine-like plant. The onscreen prompts show a Left Stick Up and Down  prompt for 'Go Down and Go up'.

Stamina Mode

By default this is set to ‘Yes‘ which is means it is on and you can therefore run out of stamina climbing (particularly in the sun) when jumping. You then need to press Left Stick Click to regain your stamina before continuing. If you set this to ‘No’, you have infinite stamina and do not need to press Left Stick Click to regain it.

Interaction Mode

This is set to ‘Default‘ as standard, which means that you need to briefly hold down a combination of inputs at the same time to interact with altars and handles. You hold the Left and Right Trigger down together briefly, whilst moving the Left Stick towards the left or right, depending on the the onscreen prompt. 

When changed to ‘Simplified‘, you only need to press the Left and Right Trigger inputs down together momentarily, instead. You do not also need to move the Left Stick. 

Screenshot showing the main character in front of a handle mechanism with onscreen prompts showing LT and RT for an Xbox controller.

The video below demonstrates examples of some of the options described above, that are found in the Gameplay Accessibility menu. It shows the controls in use when using the default options and when using the accessibility options:

In the video above, the Button and Trigger inputs will show up as white on the controller overlay when in use and the Left Stick will move when in use.

Additional Options

Below are some additional options found in the game, that may also improve the motor accessibility of the game for players:

Auto-follow Camera

Under the Camera section of the Accessibility Menu (Settings>Accessibility>Camera), is the ‘Auto-follow Camera’ option. It is already set to ‘Yes‘ as standard, so the camera will automatically position itself behind your character more often, by default. It does not stick directly behind you, so you will still often need to use the Right Stick to position the camera  manually when turning and also to look around and plan climbing routes, but you do not have to do this simultaneously whilst using the Left Stick.

If you choose ‘No‘, you will have full manual control of the camera position, instead. 

Camera Controls

In the Controls menu (Main Menu>Settings>Controls>Camera) the horizontal and vertical axes’ sensitivity can be adjusted for the camera (Right Stick input). You can also invert both the horizontal and vertical axes independently of each other, here, for Right Stick input. 

Above these options is the ‘mouse-led’ sensitivity setting if playing with keyboard and mouse (Main Menu>Settings>Controls>Mouse-led Camera).

Movement Controls

Also in the Controls menu (Menu>Settings>Controls>Movement), you can alter the sensitivity of the horizontal and vertical axes for Movement (Left Stick input). As with camera controls, you can also invert both the horizontal and vertical axes independently of each other, here, for Left Stick input. 

Keyboard/Mouse and Controller Layouts

At the bottom of the movement controls section, you can also invert the rappel controls and alter the controller vibration incrementally and turn it off. Below that is the keyboard and mouse input configuration menu and also the controller input layout graphic. 

You can reconfigure the inputs if using a keyboard and mouse and you also have the option to stack them using up to two different inputs for the same action if it is useful to alternate them, depending on the context in-game. 

The controller inputs cannot be remapped. If you need to do remap them, you can do it at system level on Xbox Series and PS5 consoles, but this will not alter the in-game input prompts onscreen. The default controller inputs are shown in the first image below. The layout will be altered slightly based on the accessibility options chosen (see second image):

Screenshot of the controller input layout of an Xbox controller.
Default controller input layout

Controller input layout with Gameplay Accessibility options in use 

We hope that this post has been useful. For more information of the accessibility features found in other titles, please use the ‘Games‘ category of the site.


Developer Resource:

SpecialEffect DevKit logo

For more video examples of how developers have improved the motor accessibility of their games, please visit https://specialeffectdevkit.info/

Examples of how other games have approached creating solutions to those found in the Gameplay Accessibility options in Jusant, can be found in the following modules of the SpecialEffect DevKit:

1. Climbing Mode > ‘Simplified’:

    • Using the ‘Simplified’ setting for the Climbing Mode option removes the need to hold down an input for a set duration to detach or wind up your rope. More examples of games that ‘let players modify interactions that require holding an input for a specific amount of time’, can be found in the following DevKit module: 3.4    Set Duration Holds

    • Using this setting also removes the need for continuous and repeated holds of the Triggers when climbing. Other games that ‘provide alternative options for actions that require an input to be continuously held’, are shown in: 3.3    Continuous Holds

    • The setting also reduces the number of inputs required when climbing from Left Trigger, Right Trigger and Left Stick, to just Left Stick. Other games that ‘offer players alternative ways to perform actions’, can be found in: 7.2    Alternative Actions

2. Jump Assistance > ‘Yes’:

    • When ‘Yes’ is applied for the Jump Assistance option, this removes the need to time the press a grab input when jumping to a hold point. Other games that ‘let players reduce or remove the need for quick or precisely timed movements’, can be viewed in: 6.4    Timing Elements

    • Selecting ‘Yes’ also removes the need to use an input to grab in the context of jumping. ‘Examples of how developers have been able to ‘allow players to automate certain digital actions’, can be found in the game examples used in: 7.3    Automatic Digital Actions

3. Rappel Mode > ‘Alternate’:

    • Choosing ‘Alternate’ for the Rappel Mode option also removes the need to hold a button (Bumper) input down, instead using the Up and Down directions which is already used by the player in other contexts during the game. Other titles that ‘provide alternative options for actions that require an input to be continuously held’, can be found in: 3.3    Continuous Holds

    • The ‘Alternate’ option also removes the need for use of the Bumper inputs to climb and descend the rope by offering alternative actions when rappelling to just the Left Stick, which is already used by the player in other contexts during the game. Other games in which developers have been able to ‘offer players alternative ways to perform actions’, are shown in: 7.2    Alternative Actions