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🤸 Quad's Parkour

Quad's Parkour

Parkour and free running: wall run, wall jump, climb walls, grab and hang from ledges, shimmy, vault, slide and roll, with a Parkour skill and a blue parkour bar instead of stamina.

version: 0.1.1 multiplayer: only who wants it made with: Claude Code

Source code · Report a bug · Discord

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✨ Features

The moves

  • Wall run: sprint and jump at a wall at an angle, and you run along it, leaning into it, sinking slowly: 2 seconds at first, up to 4 seconds and 15% faster with the skill (about 10 to 22 metres). It costs no stamina: the blue parkour bar above your stamina bar shows how long you have left. It ends at the wall's end, or when you let go of sprint or turn away.
  • Wall jump: jump while on a wall, or just after touching one, to kick off it, up and away toward where you are looking (never back into the wall). Chain kicks between two walls to climb a gap between buildings: 2 in a row before you must touch the ground, one more every 20 levels of the skill, up to 6. The same wall can't be kicked twice in a row.
  • Wall climb: sprint straight at a wall and jump near it to run up it, 2 metres at first and up to 4 with the skill, then grab the top if it's in reach or drop back off.
  • Ledge grab: in the air (a jump, a climb, a wall run), hold forward and you catch an edge in front of you, between your waist and above your head. You hang there (the blue bar, full again with every grab, shows for how long); let go of forward and press it again, or jump, to pull yourself up onto it, crouch or backward lets go. Left or right moves you along the edge while you hang (it stops at the end of the edge, at a corner or at anything in the way). Only where you fit on top. On a lone wall or a fence, with nothing to stand on behind the top, you vault over it and drop down the far side. Look away from the wall and jump to kick off it toward where you look. Edges with no wall under them (a floor on posts, an overhang) can be grabbed too.
  • Slide: sprinting, press crouch and you drop into a slide, a quarter faster than your sprint, easing off, faster down slopes and slower uphill, for up to 1 second (1.5 with the skill), as long as you hold crouch. Jump out of it to leap with its speed plus 40% more, and 30% higher than a normal jump. Crouch just before landing from a low jump (up to 4 metres) while running forward and you land straight in a slide, keeping your speed. A slide doesn't take you under anything lower than you stand: the game keeps your full height when you crouch.
  • Landing roll: press crouch just before you land from higher up (0.3 seconds, up to 0.5 with the skill) and you land in the game's dodge roll. No fall damage up to 8 metres (10 with the skill), half of the rest above that. From Parkour level 50 a hard landing while moving forward rolls by itself (a message says when you get there).
  • A blue bar just above the stamina bar shows what is left of a move: a wall run's time, a climb's height, a hang's or a slide's time, and between wall jumps how many are left.
  • It sounds and feels like the game: your feet on the wall and the hands on a ledge (and moving along it) and a slide's scrape make the game's own footsteps for what they touch (wood, stone, metal, rock), and others hear them; the camera leans a little toward the wall as you run along it, and the view widens for a moment as you kick off or pull up.
  • They work on anything solid: buildings, rocks, cliffs, trees. Not on ships and carts, which move.

What it costs

  • Every move costs stamina, like sprinting and jumping do: more in armour that slows you, less with gear and effects that save jump or run stamina. A wall jump costs a jump, a roll a dodge. No stamina comes back while you are on a wall.
  • Not while over-encumbered, swimming, riding, attacking, blocking or dodging. Wet, your wall runs are a third shorter.
  • Falls are fair: a fall is measured from where you left the wall, not from the top of the jump before it. Falling off a wall high up still hurts, and a move only catches a fall a roll would take without damage (8 metres, 10 with the skill): from higher you can't grab a ledge or kick off a wall to save yourself.
  • The Parkour skill rises with every move: longer and faster wall runs, more wall jumps in a row, higher climbs, a longer roll window and a higher safe fall, up to a third less stamina at 100, and the auto-roll from 50.

Only the players who want it need it: movement is each player's own, the mod isn't needed on the server, and the others see you run, lean, climb and roll whether they have it or not.

📸 Screenshots

Running along a wall, the blue parkour bar above the stamina bar

Running along a wall, the blue parkour bar above the stamina bar

Hanging from a ledge, about to pull up

Hanging from a ledge, about to pull up

A slide, the leading leg out in front

A slide, the leading leg out in front

🎮 How to use

Key What it does
Sprint + Jump at a wall At an angle: run along it / straight on: run up it (and grab the top)
Jump on a wall or a ledge Kick off it toward where you look (looking at a ledge: pull up)
A / D on a ledge Shimmy along the edge; let go of W and press it again (or Jump) to pull up; Crouch to drop
Crouch just before landing From high up: roll (less fall damage) / from low, running: land in a slide
Sprint + hold Crouch Slide; Jump out of it for a boosted leap

🧩 Other mods

Known clashes: none known.

Found a clash with another mod? Tell us which one and what happened.

👥 Multiplayer

Who needs it: Only the players who want it.

🌍 Languages

English, Русский (Russian), Deutsch (German), 简体中文 (Chinese), Português do Brasil (Portuguese), Español (Spanish), Français (French), Polski (Polish), Türkçe (Turkish). It follows the game's own language setting.

The translations were made with AI, so a few words may be off. To correct one, or to add your language, put a file in BepInEx/config/translations/com.quad.parkour/ named after the game's name for the language (German.json, Italian.json, Japanese.json...) with only the lines you change, copied from English.json (it wins over the built-in one). Or tell us the better words and we'll put them in for everyone.

⚙️ Settings

In BepInEx/config/com.quad.parkour.cfg, made the first time the game runs with the mod. r2modman and Thunderstore Mod Manager edit it under Config editor.

1 - Moves

Setting Default What it does
Enabled true Parkour on or off (all the moves).
WallRun true Wall run: sprint, and jump at a wall at an angle to run along it.
WallJump true Wall jump: jump while on a wall, or just after touching one, to kick off it.
WallClimb true Wall climb: sprint straight at a wall and jump near it to run up it.
LedgeGrab true Ledge grab: hold forward in the air to catch an edge in front of you, then forward or jump to pull up, crouch or back to let go.
PullUp true Pull up onto a ledge you hang from (forward or jump). Off: jump kicks off instead (handy with Just Vault, whose key vaults up from the ledge).
Shimmy true Hanging from a ledge, left or right moves you along it.
Slide true Sprinting, press crouch to slide, and hold it to keep sliding; jump to leap out of the slide with its speed.
LandingRoll true Landing roll: press crouch just before you land to roll (the game's dodge roll) and take less fall damage.
AutoRoll true From the Parkour level the server sets (50), roll by yourself when you land moving forward from a fall that would hurt.
ParkourBar true A blue bar over the stamina bar during a move: wall run time left, wall jumps left.
Hints true A short hint the first time you do each move in a session.

2 - Strengths

Setting Default What it does
WallRunSeconds 2 How long a wall run lasts at Parkour skill 0 (seconds): the blue bar. [Synced with Server]
WallRunSecondsAtSkill100 4 How long a wall run lasts at Parkour skill 100 (seconds): the blue bar. [Synced with Server]
WallRunSpeedPercentAtSkill100 15 How much faster a wall run is at Parkour skill 100 (percent; less in between). [Synced with Server]
WallJumpsInARow 2 How many wall jumps in a row before you must touch the ground, at Parkour skill 0. [Synced with Server]
OneMoreWallJumpEveryLevels 20 One more wall jump in a row every this many Parkour levels. [Synced with Server]
WallJumpsInARowMax 6 The most wall jumps in a row, however high the skill. [Synced with Server]
ClimbHeight 2 How high you run up a wall at Parkour skill 0 (metres). [Synced with Server]
ClimbHeightAtSkill100 4 How high you run up a wall at Parkour skill 100 (metres). [Synced with Server]
HangSeconds 3 How long you can hang from a ledge at Parkour skill 0 (seconds): the blue bar, full again with every grab. [Synced with Server]
HangSecondsAtSkill100 6 How long you can hang from a ledge at Parkour skill 100 (seconds). [Synced with Server]
ShimmySpeed 1.5 How fast you move along a ledge at Parkour skill 0 (metres per second). [Synced with Server]
ShimmySpeedAtSkill100 2 The same at Parkour skill 100. [Synced with Server]
SlideSeconds 1 How long a slide can last at Parkour skill 0 (seconds; the blue bar). [Synced with Server]
SlideSecondsAtSkill100 1.5 The same at Parkour skill 100. [Synced with Server]
SlideBoostPercent 25 How much faster than your sprint a slide starts (percent). [Synced with Server]
LandingSlideMaxHeight 4 Crouch just before landing from at most this high (metres), moving forward, and you land in a slide; from higher, in a roll. [Synced with Server]
SlideJumpBoostPercent 40 A jump out of a slide carries the slide's speed and this much more forward (percent). [Synced with Server]
SlideJumpExtraHeight 30 A jump out of a slide goes this much higher than a normal jump (percent). [Synced with Server]
WetShorterPercent 30 How much shorter wall runs are while you are Wet (percent). [Synced with Server]
RollWindowSeconds 0.3 How long before landing a crouch press still rolls, at Parkour skill 0 (seconds). [Synced with Server]
RollWindowSecondsAtSkill100 0.5 The same at Parkour skill 100 (seconds). [Synced with Server]
RollSafeHeight 8 A roll takes no fall damage up to this height, at Parkour skill 0 (metres; the game's falls hurt from 4). [Synced with Server]
RollSafeHeightAtSkill100 10 The same at Parkour skill 100 (metres). [Synced with Server]
RollDamagePercent 50 Of the fall damage from above the safe height, how much a roll still takes (percent). [Synced with Server]
AutoRollLevel 50 The Parkour level from which hard landings roll by themselves (101: never). [Synced with Server]
SkillGain 1 How fast the Parkour skill rises (1 = like the game's Jump skill). [Synced with Server]

3 - Stamina

Setting Default What it does
WallRun 0 Stamina to start a wall run. 0: a wall run uses only the blue parkour bar, and sprinting costs nothing while on the wall. [Synced with Server]
WallRunPerSecond 0 Stamina per second on a wall run (0: only the blue parkour bar runs down). [Synced with Server]
WallClimb 0 Stamina to run up a wall (0: only the blue parkour bar, the height left, runs down). [Synced with Server]
HangPerSecond 0 Stamina per second hanging from a ledge (0: only the blue parkour bar runs down). [Synced with Server]
PullUp 0 Stamina to pull yourself up onto a ledge (0: free, like the other moves on the blue parkour bar). [Synced with Server]
SkillCutPercent 33 How much less the moves above cost at Parkour skill 100 (percent; less in between). A wall jump costs the game's own jump stamina, a landing roll its dodge stamina. [Synced with Server]

4 - Feel

Setting Default What it does
Sounds true The game's own footsteps on walls and ledges (for the surface: wood, stone, metal, ground), and an effort as you pull up. Others hear them too.
CameraTilt true The camera leans a few degrees toward the wall while you wall run. Turn it off if camera motion makes you feel sick.
FovKick true The view widens a little for a moment as you kick off a wall or pull up. Turn it off if camera motion makes you feel sick.

🤖 Made with AI

Made with the help of Claude (Anthropic), with Claude Code: designed, written and checked together, and tried in the game.

💬 Join us on Discord

Join the Quads Lab Discord

Come hang out with the people who make and play these mods. In the Quads Lab Discord you can:

  • 🛠️ Get help and report bugs straight to us
  • 👀 See new mods first, and help test them before they're released
  • 🗳️ Suggest ideas and vote on what we make next
  • 🏰 Share your builds, bases and arena runs
  • 🤖 Talk AI coding and vibe coding with people building things with AI, the way these mods are made

Join the Quads Lab Discord →

🧪 About Quads Lab

Quads Lab is where Quad H (HardHeadHackerHead) builds software with AI, of every kind: these Valheim mods are one of its projects. Each mod is designed by a player, written with Claude Code and tested in our own world, with bobisme as our tester.

📜 Recent changes

  • 0.1.1 Fixes. Other players no longer see you stuck in your last slide or pull-up after the move ends (the end of a move now reaches every game). Killed while hanging from a ledge, your weapon and shield go back in your hands before the grave is made, so a Hard death penalty no longer deletes them and keep-equipment worlds keep them. A big fall can no longer be cancelled by catching a ledge, starting a wall run or kicking off a wall just above the ground: a move catches a fall only as high as a roll takes without damage (8 metres, 10 with the skill); from higher you fall on and land with the fall damage. A new character, a respawn or another world starts with no move going on (it could be pulled to the last one's ledge).
  • 0.1.0 First release: wall runs, wall jumps (more in a row as you train), wall climbs, ledge grabs with a pull-up and a shimmy along the edge, slides out of a sprint or a low landing (with a boosted jump out of them), and a landing roll (on crouch, and by itself from Parkour level 50) that takes the sting out of falls. A new Parkour skill makes them longer, faster, higher and cheaper; stamina costs like the game's own sprint, jump and dodge (more in heavy armour); fair fall damage; the lean shared with every player; a blue bar over the stamina bar for what is left of a move; wall jumps that go where you look; and the game's own footsteps on walls and ledges, a camera lean on wall runs and a short widening of the view on kicks and pull-ups (each can be turned off). In your language: English, Russian, German, Chinese (Simplified), Portuguese (Brazil), Spanish, French, Polish and Turkish (made with AI: correct a line with a file in BepInEx/config/translations/com.quad.parkour/). Gets out of the way of Smooth Climbing, and takes turns with Just Vault.

Every change is on the Changelog tab.

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