Let’s start with an obvious fact: climbing is difficult. Not only because it is physically demanding, but also because it requires specific knowledge and a perception that can only be trained through the practice of climbing itself. This makes it not only dangerous, as many people overestimate their own abilities as climbers, but also tremendously exciting, being one of humanity’s oldest risk sports. Humans have always climbed and will always climb, because it is an interesting and stimulating activity. And that’s why it shouldn’t surprise us that there have always been and will always be new games centered around the idea of climbing.
The Game Bakers, the creators of Furi and Haven, know that climbing is an exciting activity that never goes out of style. They also know that it is perfect for video games because it has everything we want from a good action game. Precision, resource management, space management, and timing control. All things we can find in their new title, Cairn, one of the most interesting games of 2026.
A climbing game like no other
The premise of Cairn is very simple. We are Aava, a professional climber, who aspires to be the first person to climb Mount Kami. In the process of climbing it, we have to decide what we are willing to give up to reach the summit, because if no one has ever reached the top in an obviously futuristic world, it is because Mount Kami is treacherous and, from its very first meters, it will present itself as a true challenge. Something that is aided by the game being full of small subtle details.
Playing from a third-person perspective, when it comes to climbing we have two phases: the preparation phase and the climbing phase. The preparation phase comes when we are in front of any wall. At that moment we have to decide which route we are going to take and stick to it or not. The climbing, for its part, is literally that: going up to the top following the route we have prepared.
The peculiarity of Cairn is that we do not control the character as a whole, but rather, during the climb, we control each of Aava’s limbs separately. To reach the ledges, we have to move one arm first, then the other, followed by a leg and then the other. We can alternate the leg or arm we are going to use, but we cannot make any movement that is physically impossible for a human body, and although Aava is tremendously flexible, particularly demanding movements will quickly drain her stamina, leaving her exhausted.
This means we have to constantly monitor what we do. We can go fast, we can push our limits and reach, but that will tire us out more quickly. Moving slowly, securing our position and placing pistons in key locations, although it will make us progress much more slowly, will ensure our ascent safely.
In the game, there is a constant risk-reward factor present in all good action games that must be considered. But here it is amplified because, in addition, Cairn has no interface of any kind. If we want to know if Aava is tired or not, we have to look at her, to see if she is tired or not. If we want to know if we can reach a specific place, we have to stretch our arms or legs and check it, because no indicators will pop up to tell us. In Cairn, it is Aava, us, and Mount Kami, alone, whatever happens. And we must ensure that nothing terrible happens.
Especially because the game has survival elements. Having to manage your hunger, your thirst, the weight of your equipment, repair it and recover it when necessary, the game has more layers than it seems. And it systematically increases in difficulty as we progress.
But that is the charm of Cairn. To be the closest thing we have to a climbing simulator while still being a video game. One that is also extraordinarily beautiful and fun. With the release date planned for January 29 on PC, via Steam, and on PlayStation 5, this is one of the strongest candidates for GOTY of the year. One that, if you like climbing or action games, you shouldn’t miss for anything in the world.