
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
整段過程是完全在洗滌我的心靈,雖然背景設定不是特別詳細,且對於女主的描寫我不是特別喜歡,還有最後的結尾畫面讓我有點出戲,但最重要的還是過程,去沉醉在神之山里,和山融為一體,化為山吧!!
Игра 10 Реализация 10 Падений 100
HIGHLY suggest this game and easily is going into my top 10. The world-building. The score. The writing. The voice acting. THE DESIGN!!! From bottom to top, Cairn proved to be an experience that I will have on my mind for a while. I have never played a single-player game like this before, and it just makes me crave more. Throughout the game, you continue to peel back the layers of Aava's mental state. And as you explore and meet other people (or relics of people) on the mountain, everything begs the question; "Why should I continue?" Is this really for the summit? Or is it just an escape from civilian life below? Is it wrong to escape and do something for yourself, even if it's risky? And to what end?
the game story is simple but truly amazing, good game play, perfect art!
Given how stiff and QWOP-like it can look from the outside, climbing in Cairn feels surprisingly natural at first. The automatic limb selection and the movement of Aava's body are mostly intuitive: overextending loses your grip, awkward body positioning drains stamina, etc. But, I can't recommend the game because of the moments where that intuition fails. Aava is as capable of holding the splits in the rain while hanging off a sheer cliff face as she is in collapsing from exhaustion with two feet firmly planted on flat ground. Have a little bit of soup or apply some chalk and she's sticking to the wall again like Velcro. Is Aava's leg shaking because she's losing stamina and about to plummet to her death or is it just a graphic bug and you're totally secure? These little inconsistencies break what's otherwise a fairly immersive climber. I wouldn't mind as much if retrying after a fall was more fun than tedious, but I spent most of my time route-planning in the free-camera mode, zoomed in and sliding the view along rock faces trying to determine whether divots in the rock were possible holds or just painted-on texture. I feel less like I accomplished any climb as much as I simply got through it. The game would benefit greatly from both a more robust tutorial to learn about the otherwise-ambiguous mechanics and more feedback during a climb to show your current stamina and quality of your holds and positioning. Everything else about Cairn is fantastic! The world is gorgeous and interesting, and I ended up enjoying the walking and exploring more than the climbing. I completed the game because I was compelled by the bits of story and character interactions we get between the climbing challenges. But, if I'm recommending a climbing game, a mountain climbing game, or a difficult mountain climbing game with themes of intrapersonal struggle, there are other games I'd recommend instead.
先说优点,作为攀岩游戏设计足够新颖,美术很优秀,音乐也很不错,费劲千辛万苦爬上悬崖后恰到好处的音乐插入,搭配一览无遗的美景还是很震撼的。 接下来是缺点,攀岩系统还算新颖,但是整个攀岩操作粗糙无比。尤其是手脚自动选取,你永远不知道下一个出的是手还是脚,还是重复伸出,非常反直觉。以及在美术渲染下,石壁的凹凸变得模糊不清,或者说判定就有问题,你以为可以抓住的平台其实抓不到,你以为没有落点的地方反而站的稳稳当当。那我请问你这套攀爬系统展现的到底是什么,女主和神之山的神秘羁绊吗?接近山顶后,石壁夹杂着冰壁更是灾难体验,你想用手扒住的平台,因为上边有一块冰,所以手自动切换成冰镐砸在没落点的冰壁上然后看着主角蝴蝶振翅坠崖,这太蠢了。到达风之圣所的大悬崖那里,乍一看有很多条路线可以规划,我还寻思着有点攀岩意思了。结果爬了半天发现还是只有两三条路可以爬,要是自己规划一条路线会发现爬到一半完全不给你继续爬的机会,你会各种失去体力掉崖最终选择制作者精心设计的路线,那真是太有攀岩感了。 再说物资管理,从开头看到高耸入云的雪山山顶,我就做好了雪山凶险,物资少,囤物资应对的准备。一路上收集各种药草做饮料,把能发现的物资点都搜集一遍,渴了通过山泉直接补给。结果就因为剧情喝了劣质酒,第二天口渴把我辛辛苦苦攒的药茶全部喝了?看到左上角一堆buff但我处于最佳状态时真气死我了。合着一个攀登游戏竟然要为了你那不明不白的剧情服务而全然不顾背包那一堆资源吗,我甚至没有拒绝喝酒的选项。等我真到雪山后进度又支撑不起物资的体量,整个雪山难度还不及前边爬过的地方,我连一瓶带耐性的酒都没喝完就结束了,更别说有一段为了服务剧情连饥饿口渴值都没有,平淡无趣。 女主人设也是烂的没边,从开始到结束就没感受到一点成长,一个经验丰富的攀登者竟然带两块巧克力就攀登了吗,食物和药还得扒别人尸体。快走会消耗生命,跑步更是跑几步就虚,爬山摔下来动不动就骂人,我还没骂怎么你先骂上了。女主不说丑,至少不在我审美上,在这几种因素下攀登真是一种享受啊,攀登的激动和释怀全被磨没了。(以下内容含剧透)[spoiler] 再说女主本来就是个超雄性格,不把智攀宝的信息接收功能早早搞掉,爬山听到别人消息不爽又觉醒超雄能力压力智攀宝。马尔科这性子本身就不适合攀岩,结果女主一听到他要放弃就压力,把人马尔科逼到坚定下山意念才放过。后半段临近山顶智攀宝被女主狠狠爱烂了,先是惊讶,后悔,而后下一个举动竟然是打算把绳子割掉吗?我说这段要不是有个不割的选项我都想飞她的m了,一个老旧机器人陪你爬这么多山被压力这么多次,到最后还成为你登顶的累赘了。剧情里还提到自己是神之山的女儿,结果因为什么原因独特也不说,也就什么雪之花能给予一次复活机会跟魔幻沾点边,但那也不是你女主的能力啊。登顶结局给我看来还不如下山结局,至少你是脚踏实地有了重新适应人际关系的机会,有了重装待发重攀神之山的底气,还是说你神之山一次爬不成就终身禁止攀登了。你登顶结局经历雪崩后奄奄一息成功登顶,死在山顶上我都觉得值了,结果你到达山顶突然来个融为一体,然后变成光冲向天际谁绷得住。是我跟不上法国人的浪漫了,我什么美学也看不出来,整个登顶结局就像舔了一口某个洞穴的蛙,溜大了做出来的。 [/spoiler] 这是个只能看不能玩的游戏,精致的美术和优秀的音乐也掩盖不住游戏糟糕的游戏体验,有这时间不如去某个横版平台跳跃攀登游戏,给的情绪价值还多点。
Not for me. The climbing mechanics does not provide enough feedback. some seemingly easy moves are impossible while others which seem inhuman are easy. Ended up as pure frustration,
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.
登上顶峰的那一瞬间,真是有种如释重负的轻松感,主角生活中的压抑、相遇的旅伴的退出和攀登中的催促让我也逐渐紧张起来,我以为真的无法登顶了,但还好,我们如愿了。结局真的很震撼,我看着这段动画真的有种惊奇感,硬控我几分钟。对于主角来说这真的是一场心灵之行,我并不知道这个结局对于主角来说是好是坏,但这确实是她的愿望,那我们作为玩家做出了选择,得到的我们想要的成就。哎,玩完之后一阵空虚啊
Шедевр 100000/10 Очень впечатлила игра, проходила залпом, исследовала все, что было доступно. Реальность превзошла ожидания. В игре очень много как спокойных красивых закатов, так и напряженных моментов, иногда можно начать кричать на ГГ, потому что она не туда ставит руку, игра прилично напрягает и пугает (меня точно) Кстати, почему-то ощущается вайб игры Outer Wilds при прохождении [spoiler]Концовка убила, но все будто бы так и должно было закончиться, хотя, когда сталкиваешься со сценой на вершине, то тяжело принять факт именно такого конца[/spoiler]