
Enter the ambient world of Osmos: elegant, physics-based gameplay, dreamlike visuals, and a minimalist, electronic soundtrack. Your objective is to grow by absorbing other motes. Propel yourself by ejecting matter behind you. But be wise: ejecting matter also shrinks you. Relax - good things come to those who wait.
Modeled estimate, not a reported figure. How we estimate →
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Italian
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
好了,我现在已经拿下了F3C-3,我分享一下过关思路:这一关是三个吸引体围着一个大吸引体转,间隔六十度角,我们在最小的上面。 我们首先要尽可能把围绕这个吸引体的较大尘埃给吸了,漏一点没事,确保你在中心吸引体能有三四个尘埃比你小就好。一般你在中心吸引体吸了一两个就可以慢慢磨,全部磨完都行。然后出山去乱杀其他三个吸引体。 (注意!:在出生的吸引体上面收割到较大尘埃并转移到中心吸引体上面这段时间,不宜浪费过多时间,因为中心体的尘埃会相互吞噬。你花费太多时间再去的时候,就会发现没有比你小的尘埃了,所以这段时间务必速战速决) 你出山吞噬了一个小吸引体之后,不要连吐,要剩下那两个小的自己把你吸过去。逆着公转方向吐一点点,保持在轨道上的静止。 这里有一个细节:我们在吃小吸引体的时候在外围往回被吸,就是以中心体为参照,在三个小吸引体外面一丢丢轨道。如果不这样我们就会冲到墙壁自杀了。 也不要连点,否则体重掉太快吃不了中心体。再强调一遍:节省体力的方式就是被吸引体把我们拉过去。 好了,吸完三个小吸引体就会出现两种情况(你按我的方法操作出现的情况)1:被中心吸引体拉走,并且是蓝色的,那就等通关就好。2:围着转且中心体是蓝色,这里一点点缩短轨道就行了,千万不要连点装b啊,我初见本来过了就是因为这种逆天操作才又卡了两三个小时。 没别的了,我准备拿下全成就,除了智慧体章节都挺简单的,智慧体拼思路和手速的,我磨了一个小时也过了。祝你们通关吧。还有一件事,能不急就不急,慢慢磨就是能通关这个《本轮》章节
一款老游戏,多年后重温,依然神作。牛逼的游戏是这样的:规则简单,玩法丰富,富含哲理。
A uniquely atmospheric physics puzzle game that felt ahead of it's time and hasn't aged a day. Great soundtrack, great vibes, great challenges
我故意给差评的有本事骂我
Osmos is a quietly mesmerizing indie title that stands apart from most puzzle and strategy games through its minimalist design, scientific elegance, and meditative pacing. Developed and published by Hemisphere Games, Osmos transforms a deceptively simple idea into a deeply thoughtful experience that rewards patience, intuition, and an understanding of physical principles. Rather than relying on fast reactions or complex controls, the game invites players to slow down and engage with a world governed by mass, momentum, and balance. At its core, Osmos revolves around controlling a single “mote,” a glowing microscopic organism drifting in a fluid, abstract space. The primary goal in each level is straightforward: grow larger by absorbing smaller motes while avoiding contact with larger ones. The twist lies in movement itself. To move in any direction, you must eject part of your own mass, permanently shrinking yourself in exchange for momentum. This single mechanic defines the entire experience, creating a constant tension between mobility and survival. Every action carries a cost, and every decision must account for both immediate positioning and long-term growth. As the game progresses, this foundational system is explored through a variety of cleverly designed level types that introduce new challenges without ever abandoning the core rules. Some stages are calm and sparse, allowing players to experiment and carefully plan each movement. Others introduce motes that actively pursue or evade you, forcing quicker decisions and sharper spatial awareness. Later areas incorporate gravitational forces, orbital mechanics, and environmental hazards that bend trajectories and punish careless movement. These variations continually recontextualize the same simple mechanics, demonstrating how much depth can be extracted from a single, well-considered idea. The pacing of Osmos is deliberate and often serene, but it is far from passive. Success requires reading the flow of the environment, predicting motion paths, and understanding when restraint is wiser than aggression. Rushing toward smaller motes can leave you too small to defend yourself, while waiting too long can allow enemies to grow beyond your reach. The challenge emerges organically from the system rather than through artificial difficulty spikes, making victories feel earned and failures feel instructive rather than frustrating. Visually, Osmos embraces abstraction and restraint. The screen is populated by softly glowing circles drifting against dark, understated backgrounds, with subtle particle effects and smooth animations reinforcing the sense of floating in a cosmic or microscopic space. The minimalist art style serves a functional purpose, keeping attention focused on motion and relative size while also contributing to the game’s calming atmosphere. Despite its simplicity, the presentation remains striking, with motion and light conveying more emotion than detailed textures ever could. Sound design plays an equally important role in shaping the experience. Osmos features an ambient electronic soundtrack composed of atmospheric tracks that ebb and flow with the pace of gameplay. Rather than driving excitement, the music encourages focus and immersion, often blending seamlessly into the act of play until sound and motion feel inseparable. Audio cues subtly reinforce movement and interaction, helping players internalize the physics of the world without explicit instruction. While Osmos is often described as relaxing or meditative, it is also intellectually demanding. Later stages require a strong grasp of momentum conservation and spatial reasoning, and small mistakes can cascade into failure. This balance between calm presentation and genuine challenge is one of the game’s greatest strengths. However, players seeking constant action or dramatic progression may find the experience too subdued, as Osmos deliberately avoids spectacle in favor of contemplation. Replayability is supported through multiple level sets and modes that encourage mastery rather than completion alone. Revisiting stages with a better understanding of the mechanics often reveals more efficient strategies and cleaner solutions. The game’s elegance lies in how it encourages self-improvement through insight rather than upgrades or power escalation. Ultimately, Osmos succeeds because it fully commits to its vision. It strips gameplay down to fundamental principles and builds upward with confidence and restraint, resulting in an experience that feels timeless rather than dated. For players interested in physics-based puzzles, ambient design, or games that reward thoughtfulness over speed, Osmos remains a standout example of how simplicity, when executed with care, can create something profoundly engaging and memorable. Rating: 8/10
особо сказать нечего, простая в дизайне, но хардкорная и интересная игра. 10 "ДА Я ЖЕ БЫЛ БОЛЬШЕ!" из 10. тем кто много психуют не советую :) симулятор полетов в космосе со сложными вычислениями гравитаций :D
游戏运行完全流畅。然而……这几乎是这款游戏的最古老的版本,主线关卡数量少得可怜。
It's a very simple, but careful game. Relaxing and meditative.
Great game for kids
nie warto w to grać. to nie jest relaksacyjna gra. większość czasu powtarzasz w kółko jedno i to samo
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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