
Reach a summit never climbed before in this survival-climber from the creators of Furi and Haven. Climb anywhere and plan your route carefully, managing pitons and resources to survive unforgiving Mount Kami. Discover what Aava is willing to sacrifice to achieve the ascent of a lifetime.
Most likely between $12.1M and $34.3M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $23.99 | 94% | approximately $20.2M |
| PlayStation | $29.99 | 94% | — |
| GOG | $23.99 | 88% | — |
| Epic | $29.99 | 94% | — |
| Nintendo | — | — |
Reviews
Themes across 1945 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
What is your summit?
This game has huge potential, but the concept doesn't feel fully realised. The climbing mechanics can feel very intuitive in some core segments of the game, its fun to explore different routes and try to challenge yourself, but I noticed in side areas and content theres a tendancy for the walls to feel unresponsive to your movements, because the climbing system selects from a small number of potential holds, the mobility can actually feel incredibly limited in places where it feels the devs had less time to test holds and different positions. The limb selection is obviously incredibly finicky, but I also found the strongly recommended automatic limb selection to be nearly completely useless and detrimental, as it constantly put me into unstable holds or took vital limbs off stong holds. With the stamina cooldown being understandably unforgiving, there's added pressure for the non-intuitive control scheme to operate effectively all the time, which is rarely the case, and makes speedruns or challenge runs feel infeasible despite sounding pretty fun conceptually. The stamina loss can also feel easily cheesed and I ran into a short series of very disruptive bugs throughout my ascent. The survival and resource management system is highly immersive, cooking and storing meals and sleeping in your tent makes you feel like you're really on the mountain, but the speed at which these resources drain is pretty distracting to the core climbing mechanics. The story was immersive and I felt a connection to Aava as a character, but it's not really engaging enough to keep me going past the half way point unless something crazy is about to happen that I've missed. This game would benefit hugely from a sequel, but it just came out and is still getting new content, so I'm kind of out of it now. Was definitely fun for a couple hours but I wouldn't recommend beyond that unless you fall in love with the controls and the climbing mechanics.
gameplay is good but the DEI main character is bad.
这个游戏把握到了一款徒步/徒手攀岩模拟器能从现实中汲取的一切精髓。 美术自不必说。油画画布般的天空温柔清透;诘屈聱牙却又深邃幽静的远处群山间以涂鸦的笔画风格草草绘出村落的痕迹;稍近一些的一线天中,山中的隐者过着世外桃源般的生活;悬崖的彼方,消逝在历史长河中的穴居人留下了一座巍峨而沉默的石像。虽然糅合了许多种不同的技法与风格,但美术的整体效果浑然天成,它真正做到了给予玩家一座真实的大山:没有固定路线,全靠玩家自行规划的上升路径;极为险峻的山脊与岩壁,充分让人认识到为什么说徒手攀岩是一种极限运动;打磨精致的远景LOD,每一次回望都能看到自己曾到过和错过的风景。伴随紧密配合的玩法,在登顶的过程中能够得到非常近似于现实生活中的徒步体验。 在攀爬体验上也是做得相当真实。驱动四肢、寻找岩缝是游戏最主要的玩法,而身体重心、抓握疲劳、补给需求等次要模块给主要玩法增加了非常多的深度,哪怕没有接触过攀岩,也能通过这个游戏获得相似的快乐。同时,游戏为了不太过于为难没有攀岩/徒步经验的玩家(也就是绝大多数人),给予了主角超人看了都要流汗的核心力量与耐力,又在山上放了足够多的补给品,生怕玩家在哪里卡关。更难能可贵的是,这些做法都非常自然地融入在了游戏的语境中:主角的核心力量这么强是因为她早已是世界top1的攀岩高手;放了一堆补给品是因为这座山曾居住着许多穴居人,而路过的护林员和徒步爱好者们也会在应急箱里留下补给。 作为一款攀岩游戏,它在叙事上和世界观建构上都下了很深的功夫。所有角色的个性特点都在短暂的几幕戏里写得比较饱满,配合场景叙事和收集品基本上能完整勾勒出这些角色的大体轮廓。与现实世界平行的轻奇幻世界观也非常讨喜,既熟悉又有些陌生,那些离开了大山,留下了荒废的村子却又不再为人所见的穴居人们更是直接充当了游戏另一面政治寓言中的主角。在探讨老生常谈的“究竟为什么要征服死亡之山”的过程中,这些穴居人的故事反倒更能发人深省。 音乐在最后承担起了把所有游戏元素以无比自然的方式连结在一起的职责。若其他所有的元素组合成了一条瑰丽的龙,那么音乐便给那龙点上了一颗最关键的眼睛。游戏的氛围安宁而孤独,渺小的主角孤身一人试图征服不可能的高山。每次音乐响起的时候,表达的情绪总是恰到好处。 所有的这些组合在一起,就成了一个彼此不可分离的整体,带来了无与伦比的沉浸感和真实感。这种完整性和打磨的细致程度,在2026年的今天可谓是难得一见的奇观。如果说让我现在选出2026年的GOTY,那非本游戏莫属。 9.5/10,Masterpiece。
Игра 10 Реализация 10 Падений 100
Не думав, що Cairn настільки мене затягне. Спочатку здавалося що це просто гра про скелелазіння, але вже через кілька годин я зрозумів, що я не хочу її залишати. Пройшов її на 100% і жодної хвилини не шкодую про витрачений час. Вона подарувала мені купу емоцій і постійне відчуття, що кожен крок до вершини потрібно по-справжньому заслужити. Найбільше мене вразив геймплей. Кожен рух потрібно продумувати. Погано поставив руку чи ногу — можеш зірватися і втратити весь прогрес. Через це кожне успішне проходження складної ділянки приносить величезне задоволення. Гра не пробачає помилок, але при цьому завжди чесна. Якщо впав — це твоя помилка, а не проблема гри. Фізика тут хороша, відчувається вага персонажа, навантаження на руки, необхідність шукати хороші зачепи. Постійно доводиться аналізувати маршрут і думати на кілька кроків вперед. Це створює дуже сильне відчуття занурення, ніби сам висиш на скелі.
the game story is simple but truly amazing, good game play, perfect art!
The game has a good potential to be good but various bugs and clunky mechanics plague it. The backpack organization sucks, you use an item and the remaining ones start to rearrange themselves and suddenly you don't have any space left. The save points are scarce, specially in the last section, I don't want to play 40 mins to lose my progress because I can't save. The last section is awful, a huge climb, even with a full backpack and 7 pitons with 2 troglodyte ones, it's extremely difficult. I don't mind a little challenge but the difficulty gets bumped to eleven out of nowhere. The auto grappling mechanic is buggy, it's a bit hit or miss and sometimes it insists on choosing the wrong member to pivot your weight, and you'll have to manually force the one you want. I would love to give a positive review, unfortunately, the game doesn't deserve one, maybe in a few months years if the game is fixed and optimized. Don't believe I'll ever finish it though.
浪漫与平静的一场旅途
i like to climb virtual Mountains.