
An arcade game styled after classic titles of the first generation of consoles. Gameplay set in the cybernetic sphere, accompanied by electronic music matching the game's visuals.
Modeled estimate, not a reported figure. How we estimate →
Media

About
A soul’s journey through a digital hell
What you once were… is gone.
Your body – dismantled. Your past – erased.
All that remains is a fragment of consciousness, sealed in metal.
You are Project O---O – a mechanical entity born from a sliver of soul.
A voice guides you. It claims to know you.
To have created you.
To share your mission: destroy the system and cut the tyrants off from their power source.
But something feels off.
With each level, the world grows darker. The voice – more insistent.
And you… less sure whose side you’re really on.
What if this wasn’t a rescue mission?
What if you’re not the hero… but a weapon?
And your awakening marks the beginning of something far worse?
One-button control – but that doesn’t mean it’s easy
The game is playable with keyboard (spacebar), mouse (left click), or controller – all actions mapped to a single input. Easy to learn, hard to survive.
Unique polarity-based movement
Your consciousness shifts between opposite ends of your body. Use it to avoid obstacles, break through walls, and outsmart enemies.
20 levels – 20 lives for each
The further you go, the harder it gets – each level demands observation, strategy, and sharp reflexes. You have 20 lives per level. Run out, and you restart that stage – but your overall progress is saved.
Checkpoints and progression system
Each level contains checkpoints – die, and you return to the last one, not the start. Your progress is also saved at the end of every completed level.
A disturbing story with a twist
Everything seems to have a purpose. But whose purpose is it, really? Some questions come too late – and not every answer will bring comfort.
Retro aesthetics and a hypnotic soundtrack
Clean, minimalist visuals inspired by classic games. Accompanied by a pulsating electronic soundtrack that not only builds tension, but pulls you deeper into your cybernetic journey.
The sounds don’t just fill the space – they define its rhythm. As if the game had a heartbeat. And you had to feel it… to survive.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic*, Bulgarian*, Traditional Chinese*, Simplified Chinese*, Czech*, Danish*, Finnish* +91 more
Reviews
Quick Score: 4/5 Notes: It's a shame this game got kind of killed by 3 early negative reviews. It's not bad at all and its relatively well made and unique. The negative reviews complaining about the game being too difficult are skill issuing hard. The game is very mildly challenging at worst. My only real complaints would be that the overall pacing and difficulty scaling of the game isnt very smooth. Even towards the end of the game, there are just very long bits of levels that are just not as hard as they should be, and then just very sharp difficulty spike checkpoints placed seemingly randomly. The 2 bosses in the game are the most annoying parts of the game by far.
o---o is a unique arcade-style precision platformer that utilizes a very intriguing baseline mechanic in its brain-twisting linear rotation movement controlled by a singular button, but is withheld by poor and non-complementary level design that demands uncanny execution, consistency, and patience that will cater to a very limited audience. Difficult video games usually have satisfying payoffs once one attains mastery of the gameplay mechanics, but this game brews frustration and anguish over the deliberately crude hazard and enemy cycles, made worse when coupled with an unforgiving implementation of checkpoints and lives. The game in its current state demands practice that resembles that of a speedrunner's regimen, where levels must be started over from the beginning once all lives are lost, regardless of the checkpoint progress within that level. With the plethora of "knowledge checks" around corners in several levels, and the lack of a practice or training mode in which to improve in the game mechanics or nail these "knowledge check" sections, it is an unfulfilling, tedious, and eventually fatiguing process to learn and clear a level. There were even a few instances where it was implied by the game that the center circle had landed in a safe spot outside of the bounds of a clock, but moments later after landing, it still triggered a death. For that matter, the clocks and spinning blades are among the most exceptionally frustrating hazards/enemies in the game, and both are introduced rather early into the game. Namely, as the clock hands are about to rotate, they telegraph themselves by an abrupt backwards snap before rotating forward, along with which its collision box/hitbox moves as well. This seemingly exists to make the game more difficult for difficulty's sake, and is not very intuitive or profound. As for the spinning blades, since their durability is very high, and they infinitely/semi-randomly respawn on an unpredictable cycle (and later on even shoot pre-aimed projectiles!), it makes them feel like a proxy for a timer, as if to say, "move fast or else", as opposed to "clear these enemies and move thoughtfully". Also, the breakable walls in the game are unrelenting, in that they are often times placed in tight spaces guarded by approaching hazards or enemies, and while the remaining durability persists between deaths, it feels like dying a few times while destroying them is inevitable. This kind of level design does not do well to prop up the basic gameplay. As such, while the core mechanic of the game is compelling and has lots of potential, the level design needs to succeed at supporting the foundation, and the game presently does not accomplish this. Not only could the level design use more polish at bring out the fullness of the basic movement, but also the lack of a proper options menu for adjusting the music/sound volume, the screen resolution, the singular button of control, and the like unfortunately reflects poorly on the experience of playing the game overall. Regarding the aesthetic and presentation of the game, I will commend the developer for achieving a distinctly appealing style that kept me immersed in the mysterious world that [b]o---o[/b] exists in. It's cool that the beats of measure of the music align with the period of [b]o---o[/b]'s rotation. The game's environment leads to its being self-explanatory, not requiring explicit tutorials, and concepts are onboarded at a steady pace over the course of the levels. If the player is content with the frustrations that come with not only learning a tricky gimmick, but also engaging with quarter-muncher-esque obstacles scattered across the levels, in a manner that essentially asks you to learn like a speedrunner, then this game might be of interest. However, there are several other arcade-style games out there of comparable difficulty that can provide more fulfillment for mastering the mechanics than this game.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Good concept but lacking in execution. I got to level 11. The game's earliest levels offer some good level design but things start to crumble fast when pseudorandom elements like the spiral enemies and projectiles enter the mix. Being given unwieldy controls to manage movement in a game as punishing as a precision platformer is a recipe for disaster. If I could offer some tips on how the game might be improved, I would start with polish. Some collisions especially involving the clocks (rings with moving "hands" in them) and timers were inconsistent. Then I would consider making the pseudorandom elements deterministic such that every time you respawn, things come from the same position at the same time. This can help foster the speedrun playstyle you seem to be incentivizing. But with random elements strewn around and awkward controls (can't change rotation direction without moving) this is more frustrating than rewarding. The art direction was nice and minimalistic, and the music was nice. It was cool that the music's tempo was set to the rhythm of how you would have to tap to move in a straight line. If your core audience was masochistic speedrunners, I think this game misses the mark for them too because of the lack of precision and consistency and readability. But again with polish I think you can get there. I hope you can expand or rework this idea to make for a more enjoyable experience for at least the core audience. But as it is, I can't recommend it to them.
This game needs more polish. The collision is unlenient, so you will die sometimes despite not being really hit by lethal objects / structures. The level design and its mechanics was not built around the games movement at all. You cannot change the rotation of yourself so if you are in the off rhythm you might as well just lose a life. The UI breaks when the scaling of the window changes at all. There are no control options or any options at all. This game just brings negative emotions. It has a great premise but is poorly executed. The music is good though.
Yönlendirdiğimiz çubuğun hareketini az çok anladım ama gideceğimiz yerdeki engellerin renginin hepsi aynı olduğu için hangisi engel hangisi değil kestiremiyorsunuz. Düz bir zemindeyim ilerlerken etrafımda hiç bir engel yok ama canınız gidiyor. Grafiksel açıdan berbat bir dizaynı var. Tavsiye etmiyorum. Giriş kısmında azıcık hikayelendirmişler 1 dolar bazında bir oyun olmalı en azından.
Very high level of difficulty from the very beginning. If someone likes such challenges, I recommend it. Great music while playing adds to the mood.
Good ♥♥♥♥
This is an original retro game for players who are not afraid of challenges. To complete a given level, you usually have to look for the right strategy, but if you don't give up, you can do it. The undoubted adventage of this game is the atmospheric and addictive music.
Ciekawy pomysł na grę i fajny sposób sterowania. Dobra muzyka dopasowana do rytmu gry bardzo pomaga. Jednak gra trudna i precyzyjna, będzie dobra dla doświadczonych graczy. Dla mnie ok.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Related
| Space Pilgrim Academy: Year 2 | $585.7 | 56 | 91% | $0.69 |
| Space Pilgrim Academy: Year 3 | $585.7 | 56 | 93% | $0.69 |
| HotFloor | $586.7 | 63 | 73% | $0.49 |
| Super Clown Adventures | $584 | 67 | 73% | $0.69 |
| Picross Love | $584 | 67 | 54% | $0.69 |
| xdding | $582.8 | 85 | 95% | $0.49 |
Related
| Garry's Mod | $228.7M | 1.3M | 97% | $9.99 |
| Human Fall Flat | $109.3M | 225.6K | 95% | $19.99 |
| DAVE THE DIVER | $90.8M | 139.6K | 97% | $19.99 |
| Slime Rancher | $73.8M | 155.4K | 98% | $19.99 |
| House Flipper | $65.8M | 110.8K | 94% | $24.99 |
| People Playground | $62.2M | 315.3K | 98% | $9.99 |