There is something profoundly human about climbing. It’s an act that’s both physically gruelling and emotionally liberating, a metaphor for reaching beyond ourselves to touch the impossible.
In Cairn, the upcoming survival climbing game from The Game Bakers, these themes are distilled into an experience that feels as much about personal struggle as it is about the towering mountains you’re tasked with conquering.
The game doesn’t just simulate climbing; it embodies it. Every misstep feels personal, every summit triumphant. And behind this masterful blend of mechanics and storytelling stands Emeric Thoa, the Creative Director of The Game Bakers, who views Cairn as the capstone to a thematic trilogy about freedom.

Emeric never set out to become a game developer. “I always liked designing games,” he explains, “but my career started in user experience and usability design, mostly for the web.” That early focus on improving systems and interfaces eventually led him to games.
After a stint at Ubisoft, where he met his future business partner Audrey Leprince, Emeric decided to take a leap of faith. Together, they founded The Game Bakers, an indie studio that has spent the last 14 years creating games that push boundaries – from the intense boss-rush gameplay of Furi to the intimate, romantic journey of Haven. “It’s been 14 years of indie development so far, and I love it,” he says with an enthusiasm that makes you believe it.
Cairn tells the story of Aava, a professional climber determined to scale Kami, a deadly mountain that has claimed countless lives. As Emeric describes it, the narrative explores the physical struggle and the sacrifices she has to make to reach her goal, but it’s also profoundly introspective.

It’s a tale of freedom, not in the traditional sense of personal growth, but in the desperate pursuit of breaking free from one’s own limitations. This is a theme woven into every aspect of the game. Emeric explains, “Why do climbers endure such pain, take so many risks, and make these sacrifices just to climb a summit? That’s what the story reflects on.”
The inspiration for Cairn draws from both real-world mountaineering and The Game Bakers’ own creative journey. Emeric cites The Summit of the Gods, a manga by Jiro Taniguchi, as a key influence.
The decision to centre a game on climbing also stemmed from personal connections: “Audrey’s father was an alpinist,” Emeric shares, “and for me, the theme of freeing yourself from your own limitations felt perfect for a climbing game.”

This concept also ties Cairn to its predecessors. “Furi was about living free. Haven was about the freedom to love who you want. Cairn is about searching for absolute freedom,” Emeric explains. It’s the final chapter in what he calls their “freedom trilogy.”
That sense of freedom extends to the gameplay, which is unlike anything most players will have encountered before. In Cairn, every limb must be controlled deliberately, and every handhold must be chosen with care. “At first, the biggest challenge was to try something new,” Emeric said.
Designing a climbing system where you control each hand and foot was a massive technical undertaking, requiring more than three years of research and development. “The whole simulation is terribly complex,” Emeric admits.

“Every movement the climber does is decided by math and physics calculations that depend on a multitude of factors.” The result is a system that feels tactile and immersive, a far cry from the simplistic climbing mechanics in most games.
What makes Cairn even more compelling is how it combines its intense climbing simulation with survival elements. Players must manage Aava’s inventory, balancing resources like food, water, and medicine.
A bad fall might require painkillers, while a stretch of climbing under the blistering sun could leave Aava dangerously dehydrated. These mechanics add weight to every decision, making the ascent feel as much a mental challenge as a physical one.

Audio design also plays a pivotal role in creating this intimate experience. “Everything happens very close to you,” Emeric explains. From the sound of Aava’s breathing to the scrape of her hand on the rock, every detail is designed to pull players deeper into her world.
To achieve this, The Game Bakers collaborated with Martin Stig Andersen, known for his work on Limbo, Inside, and Control. The result is an audio landscape that amplifies the tension and connection players feel as they guide Aava up the mountain.
Emeric’s passion for the game shines through when he talks about the emotional impact he hopes it will have on players. “Cairn takes the shape of a game where you climb a mountain, but beneath the curtain, it’s an emotionally powerful experience that will constantly test your nerves and guts and reward you with relief and beauty.”

And it’s clear that this vision is resonating with those who’ve played the demo. Emeric shares that while feedback has been overwhelmingly positive, it’s also revealed the diverse ways players engage with the game.
“About half the players wanted to choose what limb to move next rather than letting the game decide. We added an option for that, and it’s a good demonstration that people are different – and that’s fine.”
At its core, Cairn is about effort, about the value of trying, even when the odds seem insurmountable. Emeric puts it best: “Putting effort into something always, absolutely always, comes up with something good. Learning, satisfaction, freedom. Trying is a win in itself.”

With its breathtaking landscapes, deeply personal story, and innovative gameplay, Cairn feels poised to become a landmark title not just for The Game Bakers but for the entire climbing genre.
Cairn is a game that dares to ask players to climb higher, to reach further, and to embrace the struggle because sometimes, the climb itself is the reward.
You can click here to check out Cairn for yourself. Otherwise you can catch our full impressions of the demo here.
