
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 14.14/day in the week to Sep 13 → 18.6/day in the week after.
About
Cairn’s realistic simulation allows intuitive climbing: find the best holds and place your hands and feet seamlessly with simple controls. Adapt your posture, effort and balance —if you're not careful, you will fall!
As pro climber Aava, you embark on the ascent of Mount Kami, a summit that has never been reached. Along the journey, meet unexpected companions and hear from those left on the ground. Discover the mountain's history and decide what Aava is willing to sacrifice to achieve her dream.
You are free to climb anywhere. Explore the mountain, read the rock face from the ground and plan your route carefully to reach the top. Solve problems while on the wall to navigate difficult sections. You can climb on anything, so choose your path wisely!
Climbing is challenging: each wall feels like a boss fight. A thrilling challenge for those eager to test themselves, but you can also adjust the difficulty to customise your experience.
Manage your resources to survive during the long ascent: pitons, chalk, finger tape... but also food, water and medicine. Set up bivouacs and explore the mountain to find resources to reach the summit.
An unforgettable experience from the makers of Furi and Haven, with music and sound design by the team behind Limbo, Inside, Control and Cocoon, and art and story by renowned comic-book artist Mathieu Bablet.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $23.99−20% | 21.6Kreviews | 94% | — | $20.1M |
| $29.99 | 8.8Kratings | 94% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1779 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I wanted to love this game so much. It should have been right up my alley with its gameplay and visuals, but I just had a terrible time with it. The physics engine and mechanics are almost completely broken with Aava struggling to hold on when on a horizontal surface, the ragdoll when you inevitably fall, and then you fall to your death because you can't control anything while ragdoll rolling towards the edge of the cliff. I would have liked the way the game makes you pay attention to your grip, but there are so many times where Aava choose to place her palm facing up when I want her to grip the ledge. And the limb selection is broken too. There are times it would leg, arm, arm, arm, arm, arm, arm, arm, when clearly I need to move my other leg. The story was also, frankly, horrible. Everything bad that happens are almost a direct consequence of the main character's actions. I usually enjoy an unlikeable, complex main character, but the ending seems to say being an awful person to everyone including your loved ones is not only forgivable, but worth it?
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 18/day in the week to Aug 6 → 24.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Russian, Simplified Chinese, Korean, Traditional Chinese, Portuguese - Brazil*languages with full audio support
| $23.99−20% |
| 124ratings |
| 88% |
| — |
| not modelled |
| $29.99 | — | 94% | — | not modelled |
| — | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.8K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Une claque... L'ambiance, le design ou bien le gameplay. Tout dans Cairn nous donne envie de nous surpasser. J'avais peur que la survie soit prépondérante dans ce jeu mais elle est suffisante ( en difficulté normale ) pour ne pas être oublié totalement, et à l'opposée, elle ne nous gâche pas l'expérience de jeu ! Mention spéciale pour le sound-design et le choix des musiques, elles savent choisir leurs moments pour sublimer l'instant. La réflexion qui sert de fil conducteur dans ce jeu, est parlante pour tout amateur de montagne ou de sport. Pour conclure, un jeu incontournable au concept original et à l'histoire intéressante qui égayera vos journées pluvieuses en attendant de retourner grimper ! A bientôt, au sommet de Kami..
前排提醒:本测评包含剧透,请酌情观看剧情部分 “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感受 当万物都恰到好处 世界也与我融为一体” 艾瓦在登山前其实早已有了答案,而我也有幸与她一同感受这段心流之旅 9/10 孤山独影玩法上最大的特点,就在于其几乎全部服务于玩家的沉浸感,玩法系统主要分为攀岩和生存两部分;攀岩以在岩壁上移动主角四肢抓握岩点,并保持身体支点平衡为核心,这种一步步试探四肢,全神贯注于岩点和路线,以及可以根据女主呼吸声来判断体力的体验独一无二;岩钉在游戏中也极为重要,你可以把它理解成阉割版的篝火,但岩钉数量有限,放置也需要时间,在竭尽全力前成功打入岩钉的爽感让我深陷其中;生存方面,最令人印象深刻的一定是背包的堆叠设计,玩起来像是俄罗斯方块,对于我这种强迫症慢慢整理背包的过程也是颇具成就感;生存的物资主要用于补充主角的水分,食物以及体温这三项属性,而在其中起到重要作用的就是烹饪,游戏的食物种类丰富再加上可收集的奇葩高山食谱,使得烹饪并不枯燥;不得不夸的是烧水的手柄震动,从呲啦声到咕噜冒泡的震感变化非常真实。 9/10 关卡上主要分成天赞国家公园、瀑布到镜湖、圆顶到达马斯的营地、雪山圣境这四部分;游戏的节奏设计非常出色,从一开始热身的舒缓,到中间的流程加速,最后一口气登顶,整个流程的一体感还是很强的;各个关卡都有一定的隐藏收集要素,可以通过俯瞰视角或者别处的线索来定位,探索性尚可;这些收集要素大多要求重复攀爬,物资便显得尤为重要,事实上,在本人的游玩过程中,除了个别几处水源不足几乎没有缺少资源的情况,体验感很好;游戏中几张地图的路线设计存在问题,有的明明标为简单却难爬;另外,游戏存在较为明显的穿模问题,个别场景甚至会无故掉到瀑布或者谷底,不过整体依旧瑕不掩瑜。 8.5/10 说到画面就不得不提孤山独影的天气系统和昼夜变换;暴雨天肆虐的雨点和鸣雷时传来的手柄震动氛围感十足;昼夜变换的色调也非常柔和自然;游戏的美术风格有点卡通风,物体边缘的线条做了加粗处理,近看有些许粗糙;得益于神之山壮丽的自然人文景观—可以倒映天际的镜湖,高耸的守护者雕像,其远景还是相当震撼的;最具沉浸感的莫属雪山圣境这一段,几乎伸手不见五指的漫天飞雪宣誓着这片土地的威严。 9.5/10 音乐和音效绝对是进入心流最重要的部分;孤山独影的音乐数量寥寥,取而代之的是脚步,呼吸,耳畔的风声,这种孤独而自然的感受极具魅力;游戏音乐数量少但每一首又都恰到好处:开场沿山脊步行时响起的《Rise》风格上神似死亡搁浅,既孤独而又宿命;雪崩时如同追逐战一般响起的《Fatigue Is In Your Head》,急促的喘息声配合着鼓点,压迫感十足;登顶的最后一段无任何保护下拖着智攀宝爬行时(真有人舍得选割绳子吗)响起的《Part of a Whole》,从像心电图一样的电子音到后面女声的呐喊,简直就是女主的内心写照;雪崩后玩家憋着一口气顶着寒风往前走,直到最后快登顶时这首歌的出现所带来的那种内心的释放,是神来之笔(而且细节的是,这一段的UI是消失的) 8/10 孤山独影的剧情其实没什么深度,但他想表达的内核恰恰不需要什么剧情上的深度;女主艾瓦作为一名小有名气的攀登家,孤身一人挑战无人登顶的神之山,在途中她会探索穴居人曾经生活过的痕迹,也会遇到和她一样的攀登家马尔科,当然,她也会对世事感到烦扰—经纪人克里斯的催促,女友娜奥米的担心与劝阻,但她依然一步步的在近乎90度的岩壁上挪动身体,不断的挑战自己,去感受自身与大山融为一体;游戏中几位人物塑造的很有特点,曾经的传奇攀登家达马斯看似和善,实则内心自私且固执,他无法接受别人在他之前登顶,在可能雪崩的山谷开枪射击,他也无法接受失败的自己,因此从不下山;正好相反的是,选择开枪射击的女主会觉得恶心,说明艾瓦非常尊重攀登者(包括每次从尸体上拿物资都会说安息词),从这个层面来说女主的塑造也并非一无是处;当然,女主塑造最大的问题就在于过于偏执,而且强行把这份偏执加给他人,尤其是在拔掉智攀宝的信号接收器那一段,的确令人难以接受。游戏的剧情有很多留白的部分,从艾瓦的自言自语你可以推测出娜奥米曾经被熊袭击而身负重伤;雪崩后是否智攀宝真的救了女主还是只是幻象;以及登顶时的飞升到底意味着什么 其实,这并不重要,就和游戏结尾所抛给玩家的问题“那么,顶峰对你而言是什么呢?”一样,我们穷其一生也许都得不到一个真正的答案,但是,我只知道,我想要去触碰那个岩点,仅此而已。 总评:8.8/10 一部把沉浸感写满的独立作品,非常建议用手柄游玩,进入心流后体验极佳
我无法理解 为什么你把一个目的地的中介地点做得特别明显 让玩家一眼就能明白你是在暗示可以使用某个中间介质 而当我真的使用了这个介质(通常是一个很高的无法直接攀登的崖壁旁边的一根孤峰)却根本无法与故事主体山体相连结 费尽心思爬上附属岩柱上每次跳跃都无法翻越那么一两米远的空挡 就算跳过去了 也根本无法抓取山体 既然这个岩柱是无法使用的 是你专门设计出来做拮抗的内容 那为什么又在石柱顶部设置助跑跳跃的演示呢? 你教玩家要抵达珠穆朗玛峰 需要先攀登洛子峰 然后从洛子峰山顶以一个助跑跳到珠穆朗玛峰山腰 再继续攀爬 你甚至在洛子峰山顶做了一个“由此跳跃至珠穆朗玛峰”的标识和实机动画 但是实际上当你真的从洛子峰山顶跳过去的时候你发现游戏根本没有做空中抓取目标这个功能 你在跳到珠穆朗玛峰山腰的时候根本抓不住山体 你能眼睁睁看着直接摔下去 也就是说这个游戏里 那你tmd设计这个关卡就是纯在耍玩家?我操你妈 沽名钓誉的脑瘫制作组
It's been a bit since a game made me genuinely emotional. I cried a couple times during this game. Not because it was sad, really, though there are some definite sad moments. But just from sheer beauty, both in a visual art sense and some incredible show-don't-tell scenes. I like that the MC is pretty unlikeable but not a caricature. She feels like a real, flawed person, and that's cool. The soundtrack is very fitting, and haunting at times (in a good way). The climbing itself feels incredible once you figure out the quirks, but the way Aava freaks out and contorts her body apropos of nothing sometimes will make you rage. I haven't tried the mode where you manually choose which limb to move next yet but I want to, because sometimes she REFUSES to move the one limb you need. Despite some jank, I really enjoy the gameplay and the experience as a whole will stick with me. Cairn is a true work of art.
Игр про скалолазание не так много, но эта, пожалуй, одна из лучших, если не лучшая вообще. Шикарные графика, музыка, история, геймплей... Буквально не хватает слов для того чтобы описать, насколько всё хорошо. Виды гор отдельно прекрасны, что, в общем-то, не удивительно, учитывая что 90% времени игрок проводит именно на них. Особенно захватывающе смотреть сверху вниз на проделанный путь, который, как раньше казалось, настолько большой, что на его преодоление потратиться час-другой. Также, отдельно хочется отметить всевозможные мини-сюжеты, которые можно раскрыть только пойдя определённым путём (которых самих по себе как будто бы минимум сотня). Единственный минимальный минус, который хочется отметить, это то что ресурсов по карте разбросано ну как будто слишком много. Казалось бы, гора, что там можно найти съестного, должны быть одни вершки, травы, да ягоды. Но из-за довольно частых трупов и их припасов, а также [spoiler] заброшенных деревней троглодитов, [/spoiler] даже с большим рюкзаком места в нём никогда не хватает, а заметно оголодать возможно только если сам игрок специально не будет кормить гг. А, ну и очень раздражающие моменты, когда механика автоматического выбора конечности просто не работает. Со мной это случалось не то чтобы часто, но всё равно запоминается, когда выбирается любая конечность кроме той, которая вообще не имеет нормального положения и не поддерживает гг. Ещё было 2 раза за все 3 прохождения, когда гг вроде и стоит уверенно на скале, но резко теряет стамину и падает. Но, кроме этих двух моментов, прикопаться по части геймплея не к чему: интересное и достаточно удобное управление, не слишком сложное, но и не сильно лёгкое, пройти игру совсем бездумно не получится. Итого, если вы не ненавидите скалолазание всей своей душой, очень рекомендую эту игру к прохождению.
Una hermosa joya
Our relationship with Cairn was rough and full of abuse: verbal from my side and physical from its side, but in the end it was all worth it. Because prizes this game gives you for overcoming its difficulties are immensely rewarding, and the story told through these difficulties became the unexpected strength and glue that made the experience full. Mechanically, the game is incredibly cool and has a magical skill of putting you in the flow state, where you climb a portion of a mountain and don't even notice how half an hour passed. It's hard but easy on you at the same time. A lot of times Cairn forgives you for putting Aava in a strange uncomfortable position and even gives you possibility to refill your stamina while in the process of ascension. And a lot of times it punishes you for being too arrogant or too stubborn for sticking to the chosen route and not adjusting it. Cairns's gameplay also has a fair amount of junk, mainly the AI of choosing limb to move. At the very start, you are told that you don't need to manually choose which limb to move next, because the game will choose the most optimal limb automatically, but it's a lie! You 100% must choose limbs in a lot of situations to save yourself from fall, because AI periodically chooses the worst limb in a given situation. The area, where Cairn shines the most is storytelling through gameplay. During the climb you encounter a lot of places, where humans have been living, but are not anymore and these places tell stories a lot better than most of the games tell with dialogue. Notes here are the texts on the rocks, which in the most part was left be the troglodytes - people, who lived all their live vertically and was proud of it, and encounters with their architecture are able to brighten even the toughest climb this game can offer. But story is not only in texts and architecture, but also in you as a player, who grows stronger and more aware of the human, that Aava is, the more he spends time on Kami. And in Aava as a human being, who grows above herself during her ascent on Kami if the player lets her.
This game has absolutely no respect for the player's time. Losing 40–60 minutes of progress because of bugs or unfair events is unacceptable. I lost over an hour because of a bear attack, and the game gave no reasonable way to recover. A challenging game is one thing; wasting the player's time is another. I can only recommend this game to people who have no respect for their own time, and only at a very deep discount.
Escape gravity for a little while and reach for the stars. Everything I hoped for and a little more.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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