I am so looking forward to this game: Cairn is a realistic-ish climbing game with a layer of survival and resource management mechanics, and it feels really good to play, right down to the calming breath from a bomber hold to the Elvis-leg twitching you get from holding too long on a sketchy, fatigued toe edge.
After a hard pitch, you can roll out your little bivvy sack, cook some instant noodles with your ultralight stove, and sleep with a view of the stars. It’s delightful and a perfect depiction of dirtbag climber downtime.
You have to manage food, water, and consumables like climbing chalk that give you a temporary boost, and at one point in the demo I had to rappel all the way down several crags to fill my water bottles and spend my meager few coins on a packet of fruit chews – I just hoped it would fill my energy meter enough to get back to, and then finish, the final long pitch of the climb. I had barely enough food energy to make it to the top, and when I finally topped out, doubled over from the effort, exhaustion and hunger, it felt like an amazing triumph.
I knew this game sounded familiar, and I found Riley MacLeod’s great writeup of the demo from a couple months back, which I’m sure I read at the time. The demo now has a mode that lets the player somewhat-gracefully select the limb to move, which I found I needed when I got myself into tricky, awkward positions on the wall. This game looks like something special and I can’t wait for its full release to see how it handles things like expedition-length trips – route finding for resupply drops, heck yes! – and what it does with the hints of story found in the demo.