I’ve always loved rock climbing. I loved it so much, in fact, that when I was a kid, my dad built me a climbing wall on the side of our house. Now, as an adult whose relationship with climbing anything has become… let’s call it “tentatively respectful,” I mostly get my climbing fix in video games, which is why Cairn, the upcoming survival climbing game from The Game Bakers, feels like it was tailor-made for me.
Let me start by saying that Cairn doesn’t feel like it just simulates climbing. Instead, it’s like it is climbing, minus the bruises and the possibility of needing a rescue helicopter. But it’s also not perfect.
The physics can get a little wonky; the animations sometimes look like Aava (your protagonist) is auditioning for a role in The Exorcist: Vertical Edition, and yet… I’ve never played a game that made me feel more like I was actually climbing.
The key to Cairn’s magic lies in its details. The way Aava’s breathing gets ragged as you near a crux. The way her arms start to shake if you linger too long in a bad position. The way you, the player, feel the same tension building in your muscles as you awkwardly grip your controller, leaning to one side like that, will help your in-game balance.

And when you finally pull yourself over the top of a climb? That hit of accomplishment feels as real as any other.
In Cairn, there’s no HUD screaming at you that you’re about to fall. Instead, you can see it. Aava’s knees start trembling, her hands fumble, and you just know you’re about to plummet. The absence of UI makes the fear and exhilaration so much more palpable. Every slip feels like your fault. Every recovery feels like a personal triumph.
Cairn wasn’t exactly on my radar when it was first shown. The trailer didn’t blow me away, and honestly, I’ve been burned by climbing mechanics in games before. But once I got my hands on the demo, I was hooked.
Unlike the breezy, hold-a-button-and-go antics of most climbing systems, Cairn demands your attention. Every limb has to be placed deliberately, and every hold must be considered carefully. And yes, it’s awkward at first. You’ll cross your arms, and you’ll knot your legs together like some sort of climbing pretzel, but eventually, it clicks.
The survival elements add another layer to the experience. You’ve got an inventory full of water, food, and medicine, and you’ll need to manage them carefully as you ascend. Take a bad fall? Pop some painkillers. Feeling parched halfway up a sun-baked rock face? You better have some water on hand. There’s no rushing here – every choice feels meaningful, and every pause on a narrow ledge feels like a calculated risk.

BOTTOM LINE:
While climbing games aren’t for everyone, Cairn feels like the kind of game that’ll stick with people who are willing to give it a shot, and if the full release manages to maintain the magic of this demo, then Cairn is going to be something truly special.



