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ASCENSO

Climb Volcán Lanín on real terrain. 3,776 meters. Every contour from satellite data.

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The Route

Tromen ranger station to summit. 7 checkpoints. 2,576m of gain.

1,200mTromen Ranger Station

Register. Start the clock.

2,400mCAJA Amarilla

First shelter. Rest or push?

2,600mRIM Rojo

Base camp. Acclimatize for a permanent stamina buff — or keep moving.

2,700mBIM Naranja

Last shelter. Gear check before the exposed section.

3,200mEspina de Pescado

The fork. Traverse left (longer, less wind) or straight up (shorter, brutal).

3,600mCrater Rim

Whiteout incoming. Wait it out or push blind?

3,776mSummit

Volcán Lanín.

What You Face

Real Terrain

360x360 SRTM elevation grid at 30m resolution. The same dataset that generates jtreks maps and 3D-printed keyrings renders the game world.

Altitude

Stamina drains faster above 2,500m. At 3,500m you're moving at 30% with tunnel vision. Rest recovers — but costs time.

Weather

Wind above 3,000m pushes you sideways. Whiteout events near the summit drop visibility to 10 meters. Navigate by compass.

Decisions

Rest at the refugio or push through? Take the traverse or go direct up Espina de Pescado? Wait out the whiteout or push blind?

Same Data, Different Product

The SRTM elevation data that renders this game also powers the jtreks interactive maps and generates 3D-printed terrain keyrings. One dataset, three products.

SRTM DEM (30m resolution)

gameheightmap.png → terrain mesh → Ascenso
printheightmap.raw → STL → 3D keyring
webpeak-coords.ts → Mapbox → jtreks.co/lanin/map

In Development

Ascenso is being built with Unreal Engine 5 on real elevation data from Volcán Lanín, Argentina. The terrain is ready. The route is mapped. The mountain is waiting.

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