
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
Escape gravity for a little while and reach for the stars. Everything I hoped for and a little more.
An impeccable game that sticks out beyond anything you'd expect. This could've just been a climbing game, but it's so much more. If you're even slightly curious about playing Cairn and you see this review - it's worth it.
Media

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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
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
This game is the reason i started bouldering 10/10 only problem is i havent finished it yet cause i go bouldering so much
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.
まず人生で何かに挑戦して悔しい思いをしたり、周りから冷たい目で見られたり止められたり、もしくは心折れて諦めたことがあった人。 そんな人に突き刺さるゲームであることは間違いない。 そしてこう言うんだ。「でもやるんだよ!」と。 登山とはまさに人生の縮図だと開発陣からのメッセージを感じさせる、喜怒哀楽がこれでもかと込められた素晴らしい体験。 登山に全振りしたアーヴァの壊れた人間性と、それすら飲み込もうとする残酷な山。 この構図だけで震えが来るほど面白い。のめり込む。 ゲーム性も見事で、シンプル操作ながらも深さもある素晴らしいシステム。 食料や体温のリソースをやりくりしながら登る気持ちよさをぜひ体感しよう!!
[h1] !!!开始游玩前建议开启支点反馈(设置—游戏—支点反馈)!!![/h1] 这游戏四肢体力系统的逻辑是任意一只手加反向脚踩在支撑点时构成稳定状态将不会消耗体力,所以判定是否在支撑点上很重要,因为游戏里有些支点真的很迷惑有些肉眼感觉是支点其实踩上去根本不是,有些常理觉得不可能是支点的其实是支点双手可以稳定抓握比如岩石的竖向钝角边缘。 开启支点反馈后只要命中支点就会有矩形提示可以避免很多失误,如果觉得破坏沉浸感也可以不开但一定要知道有这个功能你会有需要开启它的时候,另外可以根据一些细节判断是否在支点上,手指扣住时是在支点手掌张开时反之,抓住支点时声音干脆响亮没抓住时声音沉闷并伴随沙子滑落声,脚掌没踩到支点时也会有沙子滑落声。 知道了这些技巧就没有爬不的了路线,神之山易如反掌啊,顶峰见!!!
Ожидал обычного хардкорного симулятора скалолазания, а получил классную историю с запоминающимися персонажами. Круто реализована подготовка к каждому подъёму, не становится рутиной, а наоборот вызывает интерес. Изучение мира тоже принесло удовольствие, нет ощущения, что мир замкнут, кажется будто можно забраться на любую гору на фоне. На протяжении всей игры становится труднее, но сложность сбалансирована, а вот последний склон это просто куча дебафов тебе в лицо!!! (большую часть наигранного времени я убил на него)
Without a doubt one of the best stories in a game ever presented. As you take control of Aava and scale Kami, you slowly come to understand that the mountain may not be the biggest challenge facing her. Also helps that the climbing is very fun and satisfying. Resource management did bother me a little, especially near the end, but it adds to the desperation of the climb, I suppose.
第一次玩的话,无论死多少次,请一定坚持攀登到顶峰。。这是对你自己内心的尊重。。结局非常非常的治愈。
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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