# Cairn

> Swipe, and every loose stone drifts together. Settle them all on the rings.

Canonical page: [https://chrome-stats.com/d/com.cairn.game](https://chrome-stats.com/d/com.cairn.game)

## Overview

- **ID:** `com.cairn.game`
- **Platform:** Android
- **Type:** Android app
- **Status:** Available
- **Publisher:** Blear
- **Category:** GAME\_PUZZLE
- **Downloads:** 12
- **Version:** 1.9.2
- **Last updated:** 2026-08-15
- **First published:** 2026-08-14
- **Publisher country:** AE
- **Size:** 50 MB
- **Data as of:** 2026-10-09
- **Store listing:** [Google Play Store](https://play.google.com/store/apps/details?id=com.cairn.game)
- **Website:** [https://minecraft77x-crypto.github.io/](https://minecraft77x-crypto.github.io/)
- **Privacy policy:** [https://minecraft77x-crypto.github.io/cairn-privacy/](https://minecraft77x-crypto.github.io/cairn-privacy/)

## Description

Cairn is a quiet puzzle about bringing stones home.<br><br>Swipe up, down, left or right. Every loose stone on the board drifts one cell that way, all of<br>them at once, in the same direction. A stone cannot cross a wall, the board edge, or another<br>stone, so a blocked stone holds its cell and the ones behind it stay where they are.<br><br>Scattered over the board are rings. A stone that comes to rest on a ring settles there: it turns<br>to solid rock and is a wall for the rest of the level. Fill every ring and the level is done.<br><br>That last rule is where the puzzle lives. Every stone you bring home permanently reshapes the<br>board, so the order you settle them in is the real problem, not the path of any one stone.<br><br>Then the ground starts to help, and to interfere.<br><br>Wind tiles carry a stone that arrives on them along the stream, cell after cell, until the wind<br>runs out or something blocks the way. A stone already sitting on wind is not carried; you have<br>to arrive.<br><br>Ice tiles carry a stone that arrives on them onward in the direction you swiped, until the ice<br>runs out or something stops it. Ice has no arrow of its own. It follows your hand.<br><br>Portals come in linked pairs. A stone that arrives at one mouth comes to rest at its twin, if<br>the twin is free. If it is not, the stone rests where it landed. Either way it stops there.<br><br>Every stone and every ring is alike, so any stone may fill any ring. Nothing is lost by trying a<br>line and undoing it: no timer, no score, no stars, and unlimited undo.<br><br>It plays with one thumb, offline, a level at a time. The early ones take a minute. The later ones<br>take as long as they take.<br><br><br>WHAT IS IN IT<br><br>Journey: 828 levels across twenty-two chapters, from Pebbles to Lodestone. Walls first, then<br>wind, bends, ice and portals, then all of it together. Each chapter takes one idea further and<br>carries its own colour, so the game changes shade as you climb. Thirty-five boards are hand-made<br>rather than generated: one per chapter, stating that chapter&#39;s idea plainly.<br><br>Zen: 580 puzzles, ordered gently from easy to hard and never locked, with more generated in the<br>background as you play.<br><br>Daily: one puzzle each day, open from the first launch, the same one for everybody that day, and<br>a streak if you keep it up.<br><br>Forty achievements: a ledger rather than a prod. Nothing gates, rewards or interrupts.<br><br><br>EVERY LEVEL IS SOLVABLE, AND PAR IS PROVEN<br><br>Levels are generated and then exhaustively solved, by searching backwards from the finished board<br>across every arrangement the stones can take. A level therefore cannot be impossible, and its par<br>is the shortest solution that exists rather than an estimate. Par is there to be met or ignored.<br><br><br>IF YOU GET STUCK<br><br>The Journey runs in order, but it will not trap you. Leave a level unsolved three times, having<br>actually played it, and the game offers to set it aside: the next level opens, nothing is<br>recorded as solved, and the tile stays on the grid as a broken ring to come back to. A chapter<br>opens once two thirds of the one before it is solved. One hard puzzle never ends the climb.<br><br><br>MADE RATHER THAN ASSEMBLED<br><br>Every shape on screen is drawn by the game as it runs rather than loaded as a picture, down to<br>the grain in the paper. Every sound is synthesised at launch from one pentatonic scale, and<br>the settling notes climb as a level fills.<br><br>Six themes, which cross-fade rather than snap. One light source drives both<br>the moving backdrop and every shadow in the app.<br><br>Set Motion to still and everything that loops stops. What answers your touch carries on.<br><br>Sound and haptics each switch off. The board turns with your device, portrait or landscape.<br>No account and no sign-in, and the puzzles themselves need no connection.<br><br><br>FREE, WITH ADS<br><br>Ads pay for the game. They appear on the menus, and sometimes between levels — never while a<br>puzzle is on screen, and never interrupting one. A one-time purchase removes them for good.<br><br>Bring the stones home.

## Rankings

- #2,880,879 — Overall

## Permissions and access

### Permissions

- `android.permission.ACCESS_ADSERVICES_AD_ID`
- `android.permission.ACCESS_ADSERVICES_ATTRIBUTION`
- `android.permission.ACCESS_ADSERVICES_TOPICS`
- `android.permission.ACCESS_NETWORK_STATE`
- `android.permission.AD_ID`
- `android.permission.FOREGROUND_SERVICE`
- `android.permission.INTERNET`
- `android.permission.READ_BASIC_PHONE_STATE`
- `android.permission.VIBRATE`
- `android.permission.WAKE_LOCK`
- `com.android.vending.BILLING`
- `com.android.vending.CHECK_LICENSE`
- `com.cairn.game.DYNAMIC_RECEIVER_NOT_EXPORTED_PERMISSION`
- `com.google.android.gms.permission.AD_ID`

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Source: [Chrome-Stats](https://chrome-stats.com/d/com.cairn.game)
