
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% | — |
| Nintendo | — | — | — |
| Epic | $29.99 | 94% |
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
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.
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.
游戏玩法是好玩的,问题就出在这个扫码白左女的剧情上 剧情有些地方就像是这帮子白皮溜大了做出来的一样,没个人样了已经 典中典之女同集美的哈基米死了就随便乱发脾气,还他妈正对着老子镜头在那鬼叫(集美战吼这一块),您配吗? 都懒得喷这傻逼白左编剧了,先不谈有没有打拳的部分,就作为玩家而言,想登顶是很让人理解的吧,毕竟你玩的是一个攀岩模拟器啊,不让我登顶你让我干嘛呢,就算你想引导我主动放弃对吧那你也得给我点能共情的理由吧,结果这傻逼白左女主角一会在那鬼叫一会在那做像是溜了十几斤叶子做出来的鬼梦。说真的一点能让我共情都没有,纯纯cjb一个 哦对了,我还在想这脑残剧情怎么写的出来的时候看到结尾鸣谢有欧盟赞助的标识,一切都释怀了 只能说作为一个老中不能和这群傻逼白皮共情是对的,真共情了我他妈也去找个山飞升了算了 傻逼白左
第一眼看到这个游戏的时候,我就知道我一定会喜欢它。 我在最后决定回家or继续攀登的地方犹豫了很久。如果是我,作为一个惜命的人,必定选择回家。 但我知道,艾瓦不会停下。她在游戏的开头就告诉了我她的选择: “我只希望能够在某个瞬间触碰到永恒,在那个完美瞬间尽情享受,当万物都恰到好处,世界也与我融为一体。” 攀登神之山是她的宿命,即使是肉体消亡,她也会和山融为一体。
Steep learning curve and not for everyone. If you are patient and learn the game mechanics (recommend visual feedback and controller), the experience is meditative, though definitely anxiety-inducing at times. Encourage you to walk and take in the scenery. Past the core gameplay, the story and music are deeply personal and moving. Sound design, direction, and environment are also stunning. This is art that will have you thinking deeply on yourself at the end. As if you are the one climbing this mountain. Truly not just a game of the year for me, but of my lifetime. The only gripe I have is with the bag system. Don't be afraid to rattle the bag around to get as many items as you can in there. Should you reach the summit, you can also get a shirt of your journey.
无论是故事还是玩法,至少一个年度最佳。
超脱世俗,得见终极,灵魂永不放弃攀登
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
Qual é o seu topo? Cairn tem muitos pontos forte, sendo para mim o principal a exploração do cenários a sua volta, conhecer mais sobre o lugar que você está escalando, sendo esse ponto forte acompanhado logo em seguida do desafio estratégico para as escaladas, você precisa ficar atento aos recursos, itens na mochila, status do personagem, clima, rota da escalada, toda decisão que for tomada pode fazer com que você tenha que tentar novamente. Normalmente jogos assim acabam tendo um problema em que a repetição do jogo deixe ele frustante demais ou tedioso demais, o que não é o caso de Cairn, se você falhar tente outra rota, talvez usar um item que você estava guardando ou quem sabe em um ponto da escalada usar um pitão, enfim o jogo tens seus meios para "Fugir" do tedio/frustação. Em questão de narrativa também não fica atrás na qualidade, não é complexa muito pelo contrario diria que ela seria o mais comum para maioria das pessoas, trazendo questão acredito eu que todos já passamos uma vez na vida sobre conflitos pessoais, motivações, sobre esse "topo" a ser alcançado e o que precisa ser feito para chegar lá, o que você está disposto a fazer para chegar lá. É uma narrativa melancólica e solitária. Visualmente ele é lindo, desde os cenários que são o ponto alto, até os personagens que possuem ótimos visuais. Agora um ponto franco, o jogo tem um minoritário problema em relação a movimentação as vezes, como um falta de precisão no deslocamento dos membros do personagem, em alguns momentos o personagem está claramente em áreas de pouco esforço e ainda assim indica como se o personagem fosse cair, ela fica entre um 8 e 80 de ser a escaladora mais forte do mundo, se segurando em pontos que não fazem sentido como colocar pé em uma fenda quase na altura da cabeça e ficar de boa ou ela tremendo que vai cair em áreas onde claramente todos os membros estão apoiado em partes seguras/confortáveis, e na parte final do jogo pelo menos no meu computador tive uma queda de FPS, mas assim nada que vai impedir de aproveitar o jogo.
Хороший визуальный стиль напоминает Furi, простые но в тоже время увлекательные механики, по сюжету все понятно тоже как и в Furi большего в этой игре и не нужно. Топ 5 из 5 Рекомендую.