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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

Screenshot from the game 'Cairn'


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.

Screenshot from the game 'Cairn'


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.

Screenshot from the game 'Cairn'

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

Screenshot from the game 'Cairn'

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.

Screenshot from the game 'Cairn'


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.

Screenshot from the game 'Cairn'


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?

Screenshot from the game 'Cairn'


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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The AI industry has a big Chicken Little problem

Entrepreneur Matt Shumer’s essay, “Something Big Is Happening,” is going mega-viral on X, where it’s been viewed 42 million times and counting.

The piece warns that rapid advancements in the AI industry over the past few weeks threaten to change the world as we know it. Shumer specifically likens the present moment to the weeks and months preceding the COVID-19 pandemic, and says most people won’t hear the warning “until it’s too late.”

We’ve heard warnings like this before from AI doomers, but Shumer wants us to believe that this time the ground really is shifting beneath our feet.

“But it’s time now,” he writes. “Not in an ‘eventually we should talk about this’ way. In a ‘this is happening right now and I need you to understand it’ way.”

Unfortunately for Shumer, we’ve heard warnings like this before. We’ve heard it over, and over, and over, and over, and over, and over, and over. In the long run, some of these predictions will surely come true — a lot of people who are a lot smarter than me certainly believe they will — but I’m not changing my weekend plans to build a bunker.

The AI industry now has a massive Chicken Little problem, which is making it hard to take dire warnings like this too seriously. Because, as I’ve written before, when an AI entrepreneur tells you that AI is a world-changing technology on the order of COVID-19 or the agricultural revolution, you have to take this message for what it really is — a sales pitch.

Don’t make me tap my sign.

Why people are so worried about AI right now

Shumer’s essay claims that the latest generative AI models from OpenAI and Anthropic are already capable of doing much of his job.

“Here’s the thing nobody outside of tech quite understands yet: the reason so many people in the industry are sounding the alarm right now is because this already happened to us. We’re not making predictions. We’re telling you what already occurred in our own jobs, and warning you that you’re next.”

The post clearly struck a nerve on X. Across the political spectrum, high-profile accounts with millions of followers are sharing the post as an urgent warning.

To understand Shumer’s post, you need to understand big concepts like AGI and the Singularity. AGI, or artificial general intelligence, is a hypothetical AI program that “possesses human-like intelligence and can perform any intellectual task that a human can.” The Singularity refers to a threshold at which technology becomes self-improving, allowing it to progress exponentially.

Shumer is correct that there are good reasons to think that progress has been made toward both AGI and the Singularity.

OpenAI’s latest coding model, GPT-5.3-Codex, helped create itself. Anthropic has made similar claims about recent product launches. And there’s no denying that generative AI is now so good at writing code that it’s decimated the job market for entry-level coders.

It is absolutely true that generative AI is progressing rapidly and that it will surely have big impacts on everyday life, the labor market, and the future.

Even so, it’s hard to believe a weather report from Chicken Little. And it’s harder still to believe everything a car salesman tells you about the amazing new convertible that just rolled onto the sales lot.

Indeed, as Shumer’s post went viral, AI skeptics joined the fray.

It’s not time to panic yet

There are a lot of reasons to be skeptical of Shumer’s claims. In the essay, he provides two specific examples of generative AI’s capabilities — its ability to conduct legal reasoning on par with top lawyers, and its ability to create, test, and debug apps.

Let’s look at the app argument first:

I’ll tell the AI: “I want to build this app. Here’s what it should do, here’s roughly what it should look like. Figure out the user flow, the design, all of it.” And it does. It writes tens of thousands of lines of code. Then, and this is the part that would have been unthinkable a year ago, it opens the app itself. It clicks through the buttons. It tests the features. It uses the app the way a person would. If it doesn’t like how something looks or feels, it goes back and changes it, on its own. It iterates, like a developer would, fixing and refining until it’s satisfied. Only once it has decided the app meets its own standards does it come back to me and say: “It’s ready for you to test.” And when I test it, it’s usually perfect.

I’m not exaggerating. That is what my Monday looked like this week.

Is this impressive? Absolutely!

At the same time, it’s a running joke in the tech world that you can already find an app for everything. (“There’s an app for that.”) That means coding models can model their work off tens of thousands of existing applications. Is the world really going to be irrevocably changed because we now have the ability to create new apps more quickly?

Let’s look at the legal claim, where Shumer says that AI is “like having a team of [lawyers] available instantly.” There’s just one problem: Lawyers all over the country are getting censured for actually using AI. A lawyer tracking AI hallucinations in the legal profession found 912 documented cases so far.

It’s hard to swallow warnings about AGI when even the most advanced LLMs are still completely incapable of fact-checking. According to OpenAI’s own documentation, its latest model, GPT-5.2, has a hallucination rate of 10.9 percent. Even when given access to the internet to check its work, it still hallucinates 5.8 percent of the time. Would you trust a person that only hallucinates six percent of the time?

Yes, it’s possible that a rapid leap forward is imminent. But it’s also possible that the AI industry will rapidly reach a point of diminishing returns. And there are good reasons to believe the latter is likely. This week, OpenAI introduced ads into ChatGPT, a tactic it previously called a “last resort.” OpenAI is also rolling out a new “ChatGPT adult” mode to let people engage in erotic roleplay with Chat. That’s hardly the behavior of a company that’s about to unleash AI super-intelligence onto an unsuspecting world.

This article reflects the opinion of the author.


Disclosure: Ziff Davis, Mashable’s parent company, in April 2025 filed a lawsuit against OpenAI, alleging it infringed Ziff Davis copyrights in training and operating its AI systems.


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See results from over 25 AI models side by side with this game-changing tool

TL;DR: Upgrade your AI workflow with a lifetime subscription to ChatPlayground AI Unlimited Plan, on sale for just $74.97 with code SAVE5 through Feb. 22.


Credit: ChatPlayground AI

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ChatPlayground AI is ready to streamline your AI workflow, giving you one spot to enter prompts and see the results from more than 25 models. See answers from ChatGPT, Gemini, Llama, Deepseek, Perplexity, and more models side-by-side so you can easily determine the best results.

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Big Salad’s Birthday Sale

big salad discount

big salad discount

This week only, we’re offering 20% off annual subscriptions to Big Salad, our weekly newsletter (and the #1 fashion/beauty publication on Substack). For $4/month, you will get every issue for a year — packed with fun finds, life realizations, and essays on sex, dating, love, marriage, divorce, parenting, and friendship — plus access to our deep archives.

Last Friday, I wrote about a dating realization I had that changed everything (gift link, free for all). The comments were truly incredible, and I felt really moved by the ability to share relationship (and life) highs and lows with women who really get it. We really are all in this together.

Here are a few more issues you may enjoy…

On sex, dating, relationships, and friendship:
The genius advice my therapist gave me when my marriage ended.
What it felt like to have sex for the first time post-divorce.
How do you know if it’s time to get divorced?
Four ways I’ve learned to deepen friendships.
The book that profoundly changed my friend’s sex life.
Reader question: “I want to talk dirty in bed, but I’m nervous.”
Nine habits that are making my 40s my favorite decade.

On fashion and beauty:
How to style a shirt like a Copenhagen girl.
7 things we spotted people wearing in Paris (plus, two magic Paris itineraries).
13 beauty products we always finish.
Do I get botox or filler? Readers asked, and I answered. 🙂
At age 46, I finally figured out my hair.
Gemma’s #1 drugstore beauty find.
Our 13 favorite swimsuits.

And, most of all, amazing life insights from women we love:
Ashley C. Ford on why poverty makes it hard to figure out what you like.
Anne Helen Petersen’s book-filled island cottage.
Three people share how they changed their careers. Then, three more women share!
Brooke Barker’s great conversation starter.
Hunter Harris tells us what movies and shows to watch right now.
Abbey Nova’s jaw-dropping garden makeover.
Natasha Pickowicz wants you to throw yourself a party.
My sister’s parenting hack that I can’t stop thinking about.
Alison Piepmeyer’s amazing wallpaper before-and-after photos.
15 incredible books to read.
Nine ways Kate Baer is coming out to play in her 40s.

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Here’s the discount link for 20% off annual subscriptions, and here’s the Big Salad homepage, if you’d like to check it out. We would love to have you, and thank you so much for your support and readership. Joannaxo

P.S. We also offer 50 comped subscriptions per month for those who’d like to read Big Salad but aren’t in a place to pay for it at the moment. Just email newsletter@cupofjo.com to get on the list. Thank you!

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