Entertainment
Cairn review: Its Peak for the real climbing freaks
Consider it impeccable timing: just days after Alex Honnold pulled off another completely unhinged free-solo climbing feat, a video game arrives for anyone who watched that and thought, “I want to do that too, but preferably without the risk of death.” That game is Cairn, and instead of a skyscraper, it gives you a mountain.
Cairn is the latest release from French developer The Game Bakers, and it may be the first survival climbing game of its kind. Rather than treating climbing as a fun co-op game or a quick gimmick, Cairn commits fully to the act itself, presenting a simulation-style ascent of the fictional Mount Kami, a peak no climber has ever successfully summited. That distinction doesn’t deter the game’s protagonist Aava, an experienced and well-known climber who takes on the mountain while also running from unresolved problems in her life.
If you’ve played Peak, the recent co-op climbing game built around chaotic teamwork and shared problem-solving, Cairn feels like its solitary opposite. Where Peak turns climbing into a social exercise defined by coordination, communication, and the occasional disastrous misstep, Cairn strips all of that away, leaving you alone with the rock, your stamina, and the consequences of every decision. It’s a quieter, more deliberate take on climbing.
For now, the narrative framing is secondary. What matters is the climb, and Cairn delivers one of the most compelling gameplay experiences I’ve had this year. Yes, it’s still January, but the highs I hit while playing Cairn on PlayStation 5 will be difficult to top in the months ahead.
To the top

Credit: The Game Bakers
As mentioned at the beginning, Cairn is a survival climbing game where players control Aava one limb at a time as she ascends various cliff faces and rock walls on her way to the summit of Mount Kami. The mountain carries a grim reputation, littered with the remains of dead climbers and haunted by a mysterious population of mountain folk who were forced to abandon their homes and pursue life on the ground, or as they call it, the “horizontal world.”
Beyond the meticulous climbing mechanics, Cairn also asks players to manage Aava’s basic survival needs, including thirst, hunger, and warmth. This means cooking and eating meals cobbled together from materials found on the mountain, sometimes scavenged from the gear left behind by less fortunate climbers, and drinking water sourced from springs, caves, and other pockets scattered across a centuries-old peak. This is the survival side of Cairn’s survival climbing, and it weaves directly into the climb itself.
While climbing is the clear focus, Cairn does have a story, albeit a sparse one. Aava spends most of the game alone, accompanied only by a climbing robot she’s had since childhood and stubbornly refuses to name. Along the way, she encounters a handful of other characters, the most notable being Marco, a younger and often mouthy climber who clearly idolizes Aava, a well-known figure in the climbing world.
Climbing Mount Kami is no small feat, and the game allows players to approach it in two primary ways. The first is free solo climbing, while the second is a more assisted method that makes use of ropes, pitons, and bolts. For the most part, you’ll end up using a mix of both approaches, largely because you have a limited number of pitons available for you to jam into cracks to create a secure handhold as you climb each face.

Credit: The Game Bakers
Players can climb almost anything, but the game subtly guides you through the cracks, crevices, and narrow ledges etched into the rock. You can place Aava’s hands and feet almost anywhere along a wall, but those cracks and small outcroppings offer the most reliable grip. A stamina system governs how long she can hold a position, as shown by the visible shaking of her arms and legs when she’s placed in a poor grip or an awkward body position. At the press of a button, Aava can take a brief rest to recover stamina, but you’re limited to doing this only twice per climb. Let any of her limbs tremble for too long and she’ll lose her grip and fall.
Depending on how you routed the ascent, that fall might stop at a piton with Aava dangling from a rope, or send her all the way back down to where you started, which can easily mean death. If you don’t want to belay, safely securing Avaa to a piton with rope, stamina can be regained by situating her in chill, optimal positions and then waiting for her to calm back down. This is where I want to credit the sound design of the game, as you can tell when Avaa is better rested by the lack of deep breathes she takes before taking a deep sigh to signify she’s ready to go again.

I fell 18 times in this one spot.
Credit: The Game Bakers
When planning a route, you can press L1 on PlayStation 5 or Tab on PC to bring up a climb overview, giving you a sense of the potential paths upward. Pitons can be placed directly into the rock through a quick-time event that feels similar to hitting a perfect reload in Gears of War. Time it perfectly and the piton locks in securely. Miss the mark and it can break outright. Land somewhere in between and it becomes twisted in the rock. I didn’t see the full consequences of a poorly placed piton too often, but given how frequently you’ll fall, it’s clear you want those anchors as solid as possible.
This system creates a straightforward risk-reward equation: how much of the route can you realistically free solo before burning a piton. Early on, playing it safe feels like the obvious choice, but the higher you climb, the more apparent it becomes that the pitons you brought with you are all you’re getting. After completing climbs, Aava’s robot companion can recover pitons for reuse, but only if you’ve managed your route well enough to survive the ascent in the first place. Broken pitons recovered by the climbing bot can be used to create a new one — it’s two broken pitons for one new piton, so it isn’t a lose one, get one back situation. You start the game with six; after my eight hours in the game, I had four to use.
There are also some rock faces that are too dense to insert a piton, and for that, you need to use Troglodyte pitons, which are indestructible and can be planted on any rock. After placing a piton you can belay off them, which you can do to recover stamina, rope down to certain points, or even access your backpack if you need a quick bite or drink.
Resting up

Dinner time.
Credit: The Game Bakers
Cairn also features a day-and-night cycle, along with harsh weather conditions that can dramatically affect a climb. Heavy winds can knock Aava off balance mid-ascent, while rain reduces grip and makes even familiar routes more dangerous. These effects can be mitigated through food and drink that temporarily fortify Aava, preventing her meters from depleting, or by using chalk to improve hand grip. Chalk is thankfully abundant, as it can be replenished by recycling trash generated from consumed items or found scattered across the mountain. You hand that trash to Aava’s climbing robot, and after a short amount of in-game time, the chalk is ready to use.
After a long climb, resting becomes essential. Players can pitch a tent at designated save points scattered throughout the mountain. These camps let you cook food, craft new pitons, organize your backpack, and, most importantly, heal Aava’s fingers. Finger condition plays a crucial role in maintaining grip, and as you progress, her fingers will develop cracks and cuts that need to be bandaged individually.
Healing is a surprisingly mundane process, requiring you to slowly wrap each finger one at a time by rotating the right stick on your PlayStation controller. It’s tedious, sometimes frustratingly so, but it aligns with the game’s broader themes of sacrifice and endurance. Healing items are scarce, forcing hard choices. You can fully bandage every finger, or focus only on the worst injuries and push forward. It’s a neat system, even if it occasionally feels unnecessary.

Credit: The Game Bakers
Cooking, by contrast, is simple and intuitive. Aava uses a small pot, which first needs to be filled with water and heated before ingredients can be added. Flowers can be brewed into teas that provide various fortifications, while fish and other ingredients can be cooked into full meals. Each option restores thirst or hunger respectively, with the exception of soups which do both. Any water not stored in your flask can be carried in bottles in your backpack, which can be found throughout the map. Both bottles and flasks can be refilled at springs, ponds, and fountains scattered across the mountain as you work your way toward the summit.
When everything is set, you can continue to climb or take a break, which will fast-forward time to whenever you feel comfortable going again. I try my absolute best not to climb at night unless necessary, as it’s hard to see, even with Avaa’s staff light, and sleeping helps Avaa recover. If none of this appeals to you, though, there’s a casual mode that makes the survival elements an afterthought. This mode turns off Cairn‘s survival elements such as hunger, gives Aava infinite climbing gear, and lets you rewind and try again after falling.
The climbing in Cairn is genuinely fun, a feeling that’s only amplified by how striking the game looks. Cairn’s art style sits somewhere between a graphic novel and a minimalist animated film. Characters and environments are rendered with clean lines, flattened shapes, and painterly textures, giving the world a hand-drawn, almost storybook quality. The color palette leans muted and earthy, with soft gradients and atmospheric lighting that emphasize altitude, cold, and isolation rather than raw spectacle.
The UI follows that same philosophy. Menus and overlays are deliberately stylized to feel tactile and diegetic, with rough-edged frames and sketched iconography that blend naturally into the world. Overall, the game’s visual identity reinforces its themes of solitude and endurance. The art never distracts from the climb; instead, it lends every moment a quiet, contemplative weight that builds as the journey continues.

Credit: The Game Bakers
That said, Cairn isn’t without technical rough edges, and some of its performance issues can pull you out of the experience, especially during climbs. There are moments where you fall into a genuine rhythm, carefully placing each limb and steadily working your way upward. The game automatically selects which of Aava’s four limbs to move, though you can override it manually. That system occasionally breaks immersion, with limbs awkwardly morphing through one another and creating strange, almost rubbery animations. As you get closer to the summit, things can get even messier, with environmental objects briefly glitching or wobbling in ways that feel unintentional. The game never crashed during my playthrough, but there were times it felt perilously close.
Beyond the main ascent, Cairn offers several side objectives discovered through letters and maps Aava finds along the way. These usually send you off to climb different sections of the mountain in search of toys, trinkets, or rare items, including specialized pitons. According to the developers, a typical run should take around 15 hours, closer to 18 if you’re aiming to see everything, and upwards of 30 hours if you tackle the hardcore free solo mode. I powered through the game in just over eight hours, which left me wondering what corners I may have cut to finish so much faster than intended.
There’s a subtle Metroidvania-like structure to how progression works. Instead of traditional upgrades or leveling systems, you unlock better gear organically as you climb, including indestructible pitons, expanded chalk capacity, and tools like a pinwheel that warns you of incoming wind. It’s a smart approach that makes progression feel earned through exploration rather than menu management, and it fits neatly into Cairn’s broader philosophy of learning the mountain as you ascend it.
Is Cairn worth it?

Credit: The Game Bakers
The game’s title is a fitting reflection of its themes. A cairn, in the real world, is a stack of stones placed to mark a trail, commemorate the dead, or signal that someone has passed through before. In Cairn, the mountain is littered with similar reminders of those who attempted the climb and never returned, from abandoned gear to the stories left behind in notes and letters. Like a real cairn, these traces don’t offer comfort so much as context. They are quiet acknowledgments of effort, failure, and persistence, reinforcing the idea that every ascent is built on the attempts of those who came before, even if the summit remains unconquered.
Despite some rough edges, Cairn is absolutely worth playing if you’re drawn to games that value systems, atmosphere, and mechanical tension over constant spectacle. Its climbing mechanics are unlike anything else out right now, demanding patience, planning, and a willingness to accept failure as part of the experience. When everything clicks, Cairn delivers some of the most meditative and rewarding moments I’ve had in a game in years.
That said, this is not a game for everyone. The deliberate pacing, occasional technical hiccups, and hands-on survival mechanics will likely frustrate players looking for fast feedback loops or constant narrative momentum. The finger-bandaging, limited resources, and frequent falls can feel punishing, especially early on.
But for players willing to meet it on its own terms, Cairn offers a game that trusts you to learn through repetition and consequence, and one that finds beauty in exhaustion, solitude, and persistence. It’s imperfect, sometimes awkward, and occasionally janky, but it’s also thoughtful, ambitious, and deeply memorable.
Cairn is available today on PlayStation 5 and PC.
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NYT Connections Sports Edition today: Hints and answers for May 2, 2026
Today’s Connections: Sports Edition will require some knowledge of popular U.S. sports and pop culture.
As we’ve shared in previous hints stories, this is a version of the popular New York Times word game that seeks to test the knowledge of sports fans.
Like the original Connections, the game is all about finding the “common threads between words.” And just like Wordle, Connections resets after midnight and each new set of words gets trickier and trickier — so we’ve served up some hints and tips to get you over the hurdle.
If you just want to be told today’s puzzle, you can jump to the end of this article for the latest Connections solution. But if you’d rather solve it yourself, keep reading for some clues, tips, and strategies to assist you.
What is Connections: Sports Edition?
The NYT‘s latest daily word game has launched in association with The Athletic, the New York Times property that provides the publication’s sports coverage. The sports Connections can be played on both web browsers and mobile devices and require players to group four words that share something in common.
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Each puzzle features 16 words, and each grouping of words is split into four categories. These sets could comprise anything from book titles, software, country names, etc. Even though multiple words will seem like they fit together, there’s only one correct answer.
If a player gets all four words in a set correct, those words are removed from the board. Guess wrong and it counts as a mistake — players get up to four mistakes before the game ends.
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Players can also rearrange and shuffle the board to make spotting connections easier. Additionally, each group is color-coded with yellow being the easiest, followed by green, blue, and purple. Like Wordle, you can share the results with your friends on social media.
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Here’s a hint for today’s Connections: Sports Edition categories
Want a hint about the categories without being told the categories? Then give these a try:
Here are today’s Connections: Sports Edition categories
Need a little extra help? Today’s connections fall into the following categories:
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Yellow: A Pittsburgh Athlete
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Green: Seen on an MLB Scorebug
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Blue: Teams in the PWHL Playoffs
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Purple: Horse Racing Triple Crowns
Looking for Wordle today? Here’s the answer to today’s Wordle.
Ready for the answers? This is your last chance to turn back and solve today’s puzzle before we reveal the solutions.
Drumroll, please!
The solution to today’s Connections: Sports Edition #585 is…
What is the answer to Connections: Sports Edition today?
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A Pittsburgh Athlete: PANTHER, PENGUIN, PIRATE, STEELER
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Seen on an MLB Scorebug: COUNT, INNING, OUTS, SCORE
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Teams in the PWHL Playoffs: CHARGE, FLEET, FROST, VICTORIE
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Horse Racing Triple Crowns: AFFIRMED, CITATION, JUSTIFY, WHIRLAWAY
Don’t feel down if you didn’t manage to guess it this time. There will be new sports Connections for you to stretch your brain with tomorrow, and we’ll be back again to guide you with more helpful hints.
Are you also playing NYT Strands? See hints and answers for today’s Strands.
If you’re looking for more puzzles, Mashable’s got games now! Check out our games hub for Mahjong, Sudoku, free crossword, and more.
Not the day you’re after? Here’s the solution to today’s Connections.
Entertainment
NYT Pips hints, answers for May 2, 2026
Welcome to your guide to Pips, the latest game in the New York Times catalogue.
Released in August 2025, Pips puts a unique spin on dominoes, creating a fun single-player experience that could become your next daily gaming habit.
Currently, if you’re stuck, the game only offers to reveal the entire puzzle, forcing you to move on to the next difficulty level and start over. However, we have you covered! Below are piecemeal answers that will serve as hints so that you can find your way through each difficulty level.
How to play Pips
If you’ve ever played dominoes, you’ll have a passing familiarity with how Pips is played. As we’ve shared in our previous hints stories for Pips, the tiles, like dominoes, are placed vertically or horizontally and connect with each other. The main difference between a traditional game of dominoes and Pips is the color-coded conditions you have to address. The touching tiles don’t necessarily have to match.
The conditions you have to meet are specific to the color-coded spaces. For example, if it provides a single number, every side of a tile in that space must add up to the number provided. It is possible — and common — for only half a tile to be within a color-coded space.
Here are common examples you’ll run into across the difficulty levels:
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Number: All the pips in this space must add up to the number.
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Equal: Every domino half in this space must be the same number of pips.
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Not Equal: Every domino half in this space must have a completely different number of pips.
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Less than: Every domino half in this space must add up to less than the number.
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Greater than: Every domino half in this space must add up to more than the number.
If an area does not have any color coding, it means there are no conditions on the portions of dominoes within those spaces.
Easy difficulty hints, answers for May 2 Pips
Equal (6): Everything in this space must be equal to 6. The answer is 0-6, placed horizontally; 6-3, placed horizontally.
Equal (3): Everything in this space must be equal to 3. The answer is 6-3, placed horizontally; 3-4, placed horizontally.
Equal (4): Everything in this space must be equal to 4. The answer is 3-4, placed horizontally; 4-4, placed horizontally.
Less Than (6): Everything in this space must be less than 6. The answer is 1-1, placed vertically.
Medium difficulty hints, answers for May 2 Pips
Less Than (2): Everything in this space must be less than 2. The answer is 0-3, placed vertically.
Equal (5): Everything in this space must be equal to 5. The answer is 5-5, placed horizontally.
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Greater Than (4): Everything in this space must be greater than 4. The answer is 5-4, placed horizontally
Equal (4): Everything in this space must be equal to 4. The answer is 5-4, placed horizontally; 4-4, placed vertically.
Equal (2): Everything in this space must be equal to 2. The answer is 2-2, placed horizontally; 2-6, placed vertically.
Equal (6): Everything in this space must be equal to 6. The answer is 2-6, placed vertically; 5-6, placed vertically.
Number (5): Everything in this space must add up to 5. The answer is 5-6, placed vertically.
Hard difficulty hints, answers for May 2 Pips
Number (6): Everything in this space must add up to 6. The answer is 4-5, placed vertically; 2-5, placed vertically.
Number (6): Everything in this space must add up to 6. The answer is 6-3, placed vertically.
Number (15): Everything in this space must add up to 15. The answer is 3-5, placed horizontally.
Number (7): Everything in this space must add up to 7. The answer is 3-4, placed horizontally; 6-3, placed vertically.
Equal (6): Everything in this space must be equal to 6. The answer is 6-6, placed horizontally.
Number (2): Everything in this space must add up to 2. The answer is 2-1, placed vertically.
Number (2): Everything in this space must add up to 2. The answer is 2-1, placed vertically; 1-3, placed horizontally.
Equal (3): Everything in this space must be equal to 3. The answer is 3-5, placed horizontally; 3-3, placed horizontally; 3-4, placed horizontally; 1-3, placed horizontally; 0-3, placed horizontally.
Greater Than (3): Everything in this space must be greater than 3. The answer is 0-6, placed horizontally.
Equal (0): Everything in this space must be equal to 0. The answer is 0-6, placed horizontally; 0-3, placed horizontally; 0-1, placed horizontally.
Less Than (3): Everything in this space must be less than 3. The answer is 0-1, placed horizontally.
If you’re looking for more puzzles, Mashable’s got games now! Check out our games hub for Mahjong, Sudoku, free crossword, and more.
