
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 →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
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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
Sums Steam only; App Store publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 1.4Kreviews | 86% | — | $285.2K |
| $3.99 | 893ratings | 96% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
amazing game
挺有意思的游戏,让我欲罢不能!!!控制自己的微粒,移动靠反向喷射质量。但是,喷的越多,虽然跑得越快,但是自己会变小……这个游戏有3个分支,分别是不同模式的关卡:1.引力/太阳系模式(在行星运行轨道上去吞噬其他行星,有强烈引力场,要把握好速度和轨道航线,否则,要么是直接被恒星捕获而死,要么就是逃逸到了宇宙边缘而死,这一类最后几关难得头皮发麻,没几颗行星,要精准计算轨道,依次吞噬其中唯一的一颗最小的……)2.浮游微生物模式(类似吞噬孢子,像在培养皿里,这里的边界不像太阳系模式里,出去了就没了,这边的边界可以反弹吐出的泡泡,所以也可以利用这个,加速的时候选好方向,使喷射出去的质量重新反弹到自己身上)3.猎手模式(在异常拥挤、竞争激烈的粒子空间,一边发育一边躲避,前面还算简单,可是到了最后的几关,难度就发生了质变。怎么说呢,你想象下,此时这些泡泡都不动了,你的整个屏幕全部填满静止的泡泡,拥挤到几乎没有行动的空间,你在狭小的空间里,随便动一下就可能因为碰到旁边的比你大的而被吞噬……除了比你大的能吞噬你,后期比你小的噬星体也可以分解你。而在这个眼看无路可走的空间里,你的目标,是成为这里最大的那个,绝望不)。很好玩~也很有挑战性,我简直废寝忘食,打了整整一天,才全通了2、3分支的全部关卡。至于太阳系模式的最后那几关,真的太难了,现在已经放弃了。
Terribly designed, the 'cost' of movement is too high. Sound design poor. You can 'lose' an entire stage instantly or also alternatively win and just kinda have to have it on max-speed until finally you win (repulsor stages in particular are awful)
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Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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
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。
很不错,难度适宜甚至有点偏难,节奏忽快忽慢,游戏本身的内容其实有点少,要么是特别难的,要么是没有难度的,打不过的无论如何都打不过,挺难受的
音樂好聽,非常治愈的游戲
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
Good
Uno dei migliori giochi di sempre! Datato ma sempre attuale! Peccato non ci sia al momento un seguito ufficiale!
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $285.2K | 748 | 82% | $9.99 | |
| $285K | 565 | 82% | $19.99 | |
| $284.9K | 738 | 73% | $19.99 | |
| $284.9K | 8.9K | 94% | $1.99 | |
| $284.9K | 253 | 77% | $39.99 | |
| $285.6K | 1.6K | 90% | $7.49 |