Cairn isn’t just another survival game – it’s a vertical obsession. The Game Bakers, creators of Furi and Haven, deliver a climbing simulator where every finger placement counts. You control pro mountaineer Aava’s solo ascent of Mount Kami, the world’s most dangerous unclimbed peak. One slip means plummeting thousands of feet to your death, with realistic physics making every moment tense.

Climbing Like You’ve Never Felt Before
Cairn’s core mechanic feels unlike anything else. Move Aava’s limbs individually – left hand here, right foot there – reading the rock face like a puzzle. No stamina bars or HUD clutter; her body language tells you everything. Arms shake when fatigued, breathing grows heavy, she’ll sigh in relief on solid holds. Place pitons for checkpoints, chalk hands for grip, shake out tense muscles. Wrong foothold? She slips. Hang too long? She lets go.
The mountain evolves brutally. Early sections feature boulders, overhangs, sheer cliffs. Higher up, snow slopes, ice walls, thunderstorms, and nightfall reduce visibility. Weather saps strength, rain erodes grip, cold drains health. Dynamic systems make every climb unique – no two ascents identical.
Survival Beyond the Climb
Reaching the summit takes days in-game. Manage hunger, thirst, fatigue across multiple ascents. Scavenge caves and terraces for edible plants, fish in mountain streams (yes, they added fishing), melt snow for water. Repair gear between climbs, choosing alpine style (ropes, pitons) or free solo (pure skill). Resting spots become tense decisions – safe but time-consuming, or push fatigue limits?
Death isn’t failure – it’s progression. Each fatal fall reveals new routes, hidden caves, ancient troglodyte ruins carved into the mountain. Ghost climbers appear as player specters, letting you race friends’ best times or follow expert paths to secret areas. The demo’s ghost feature (live until October 13, 2025) proves this social layer addictive.
| Mechanic | Details |
|---|---|
| Limb Control | Individual hand/foot placement |
| Physics | Realistic momentum, weight shifting |
| Survival Needs | Hunger, thirst, fatigue, gear repair |
| Environments | Cliffs, ice, storms, night, ruins |
| Social Features | Ghost racing, route sharing |
| Modes | Story (Aava), Expedition (Aava/Marco) |
The Delay That Makes Sense
Originally targeting November 2025, Cairn delayed to January 29, 2026 for polish. Content complete, The Game Bakers focused optimization after five years development. Playtests confirmed something special, but minor rough edges needed smoothing. Creative director Emeric Thoa: “After 5 years, it makes no sense to rush it.”
PC Gamer called hands-on “the best climbing game I’ve ever played.” IGN previewed hours of demo time: “riveted… arduous climbs punctuated by quiet reflection, life-or-death battles against elements.” The delay prioritizes that unforgettable experience over rushed launch.
Story of Obsession and Sacrifice
Beyond mechanics, Cairn explores mountaineering psychology. Aava’s solo climb reveals her drive – what sacrifices for summit glory? Encounters with living climbers like Marco, ghosts of fallen alpinists, ancient troglodyte civilization haunting the peaks. Each cave, ruin, body tells stories of previous failures.
Mount Kami feels alive, hostile, uncaring. No hand-holding tutorials – learn through fatal mistakes. Progression feels earned, each pitch conquered building toward inevitable climax. The Game Bakers crafts human stories through environmental storytelling and body language, not dialogue dumps.
Why Climbers Obsess Over Cairn
Real mountaineers validate the simulation. Precise limb physics match actual climbing techniques. Route reading mirrors bouldering – scan for holds, test weight transfer, commit or retreat. Survival elements reflect high-altitude reality – hypoxia, exposure, rationing.
Indie darling status grows. Steam demo exploded post-Summer Game Fest 2024 reveal. Wishlists surged after ghost racing update. $30 price feels fair for 20+ hour core experience plus Expedition mode replayability. PS5 launch alongside PC ensures console players join early.
Demo Proves the Hype
Steam demo available now. Updated October 13, 2025 with limited-time ghosts – race other players, discover routes, learn techniques. Perfect taste of core loop without spoilers. Progression carries to full game, preserving early achievements.
Controller vibrates with muscle fatigue, breathing audio sells exhaustion, camera sways naturally. Accessibility options include climbing assists for new players, full simulation for veterans. Photo mode captures summit glory (and fatal plunges).
Frequently Asked Questions
When does Cairn release?
January 29, 2026 on PS5 and PC (Steam). Delayed from November 2025 for polish.
What’s the core gameplay loop?
Limb-by-limb climbing with realistic physics. Read rock faces, place pitons, manage stamina through body language. Survive hunger/thirst between ascents.
Is it single-player only?
Yes, solo experience. Ghost racing adds asynchronous multiplayer via player specters.
How realistic is the climbing?
Professional mountaineers consulted. Individual limb control, weight shifting, route reading match real techniques. Weather/physics add high-altitude authenticity.
What’s the price?
$30 USD standard edition. Full game ~20+ hours story plus Expedition mode replayability.
Demo progress carries over?
Yes, demo save transfers to full game, preserving early achievements.
PS5 features?
DualSense haptics for muscle fatigue/holds, adaptive triggers for piton hammering, 3D audio for wind/breathing.
Any multiplayer?
Asynchronous ghosts only. Race friends’ best climbs, follow expert routes. No live co-op.
Conclusion
Cairn transforms climbing into compelling gameplay loop – tense, deliberate, punishing, rewarding. The Game Bakers delivers genre-defining sim where mountains fight back. Five years development plus smart delay ensures polish befitting unclimbed summit obsession. Whether bouldering enthusiast or survival genre fan, Cairn’s January 29 launch demands your attention. Demo awaits – grab carabiners, read the rock, and prepare to fall… a lot. The mountain waits for no one.