
From cute arcade novelties to innovative text-based thrillers and acclaimed fourth wall-breaking stories, Simogo Legacy Collection is an eclectic celebration of Simogo's past, featuring faithful renditions of seven games released on mobile platforms between 2010 and 2015.
Modeled estimate, not a reported figure. How we estimate →
Media

About
7 classic Simogo games in 1!
From cute arcade novelties to innovative text-based thrillers and acclaimed fourth wall-breaking stories, Simogo Legacy Collection is an eclectic celebration of Simogo's past, featuring faithful renditions of seven games released on mobile platforms between 2010 and 2015.
• Kosmo Spin
• Bumpy Road
• Beat Sneak Bandit
• Year Walk (+ Year Walk Companion)
• DEVICE 6
• The Sailor’s Dream
• SPL-T
Additionally, Simogo Legacy Collection features bonus content with thoughtfully curated curios from Simogo's wide-ranging history.
• Year Walk Bedtime Stories for Awful Children – E-book
• The Lighthouse Painting – Audio drama Podcast
• Music – Tracks from Simogo’s history, including previously unreleased tracks
• Images – Illustrations from Simogo’s archive
• Year Walk Prototype – Playable prototype
• Bumpy Road Prototype – Playable prototype
• Rollovski Prototype – Playable prototype
• The Sensational December Machine – Playable short story
Requires understanding of written and spoken English to be fully enjoyed.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 23 reviews with recorded playtime.
Reviews
Device 6 is an incredible game. The puzzles, atmosphere and writing are top notch. I bought this just to replay it. Highly recommend you get it on IOS if you have an iphone / ipad but very glad its being preserved and now playable on other platforms. Keen to check out the others included in this collection as I've never played those :)
DEVICE 6是真的厉害 不知以后会不会有官中【怕是很难】
Worth it for Year Walk alone (and extremely pleasantly surprised that the mobile version is different from the version already on Steam). And also Simogo had made a game styled after The Prisoner? Absolutely, yes, recommended. Well presented collection too.
THANK YOU for adding Device 6 somewhere besides Apple products. It runs well with the steam deck touchscreen and also with the controller layout. The other games are just a bonus for me.
Every time Simogo releases something I buy it, no questions asked. I discovered them with Year Walk, but stayed with them on every release. I have been waiting to experience 'The Sailor’s Dream' every since I heard it's soundtrack by chance and now I finally can :) (and already did).
Been a fan of Simogo's work for over a decade since I first played Device 6 on my mum's iPhone, and to play it again on my laptop was a huge nostalgia punch. Never played the other games save for SPL-T and Year Walk, but I will definitely be checking them out!
Amazing way to port
Absolutely wonderful collection of games, and well worth the asking price. A couple of them are a bit rough around the edges, so you might need to give them some time, but they're all incredibly interesting and delightfully playful. My favourites are DEVICE 6, Beat Sneak Bandit and The Sailor's Dream, but they've all been ported over very well: most of them work best with a mouse, but for multi-touch games I prefer controller, which also works surprisingly well. Having never played these games before, it absolutely does not feel like a compromise to play them through this collection, they still hold up.
I've only played DEVICE 6 so far, but I'll update this when I've played other games in the collection. [h3]DEVICE 6[/h3] I unfortunately allowed myself to be spoiled on this one, though the prospect of playing this for myself is what made me decide to purchase the collection. The experience sits somewhere between an adventure game and a short story. The presentation feels very unique, something like "playing" a written article, which is far cooler than it sounds. Thankfully, the collection's interface allows you to rotate the screen the game is playing on at will, basically required for this game. The story is rather compelling, and does some very interesting things. The visual presentation and interaction are bolstered by thoughtful sound design. The game's novelty doesn't wear out its welcome, and the puzzles aren't too taxing as to get in the way of the story. If you've heard anything positive about DEVICE 6, just play it without looking up anything first. I imagine its impact is stronger that way, but I still found it worthwhile with the foreknowledge I had. I'm glad it's now available for more people to play.
This collection brings together seven games that originally appeared on tablets and mobile devices. Because they were designed for touch and motion controls, each title has been reworked so it can be played comfortably with a keyboard, mouse, or gamepad. The interface reflects their mobile origins: gameplay takes place on a virtual tablet at the center of the screen while simple artwork fills the unused space on either side. In addition to the seven main titles, the collection includes music tracks, images, a few prototypes, and a statistics menu that tracks your time in each game as well as your progress through various milestones. Every game has its own set of achievements, ranging from simple goals to much more challenging that will take a few hours or days. The games are selected from the virtual tablet and arranged in chronological order based on their original releases. Each features a short description and an explanation of the controls. Most of them lean toward casual design, emphasizing simple objectives, score chasing, and light challenge, but each still offers its own distinctive style. The first game casts you as a tiny hero who runs around a miniature planet rescuing scattered friends. You can move only left or right, but the circular world keeps things dynamic. Friends appear at random, and filling the row at the top of the screen completes a stage and grants bonus points before the row resets. An alien spaceship complicates matters by capturing friends and dropping bouncing balls. Deflecting these balls prevents earthquakes that briefly stun you, but getting caught in the alien beam ends the run instantly. For a more straightforward gameplay, the game includes sixty missions with specific objectives. The second game features a couple driving a small car along an endless road. By holding your cursor beneath the car, you raise the road to create bumps that let it jump over gaps. The goal is simply to last as long as possible by avoiding holes and collecting fuel icons that refill your tank. Falling into a pit or running out of fuel ends the run immediately. There are two modes: one with holes and one without. Only the mode with holes contains collectible memories, short narrative fragments that gradually reveal more about the couple’s relationship. The third game is a rhythm-based adventure starring a nimble thief. Pressing a button on the beat moves the thief through stages filled with trapdoors, cameras, guards, and light puzzle elements. Rhythm helps, but it is not required. Missing beats merely costs you a collectible clock, which matters only if you want full completion. The main goal is to navigate each sequence of rooms and reach the large clock at the end of the stage. Difficulty increases steadily but remains approachable. The fourth game differs from the others because many players may already know it from its earlier computer release. It is a puzzle-driven adventure that emphasizes tactile interaction. You traverse scenes by clicking and pulling to the left or right, and arrows at the top or bottom of the screen allow you to zoom in or travel to new locations. Puzzles require close observation, careful manipulation of objects, and simultaneous use of keyboard and mouse. Orientation plays an important role as well; a few puzzles require rotating the virtual tablet, echoing the physical experience of handling a real device. This title also includes a companion app that effectively counts as an eighth “game”. It expands on the legends and mythical creatures referenced in the main adventure and contains a hidden section unlocked by entering a code obtained after completing the game once. This reveals clues for a puzzle inaccessible during the first playthrough and leads to an alternate ending. The fifth game continues the emphasis on atmosphere and narrative but shifts to a storybook format. You read text as if flipping through a digital novel. After a few paragraphs, images appear through cutouts in the page, and some text is rotated, prompting you to rotate the virtual tablet to follow the narrative. Progress often relies on interacting with icons around each image: some play sounds, others allow you to change numbers, slide elements, or reveal additional clues. You advance through six chapters by reading carefully and solving puzzles that link the text and art. The sixth game blends narrative with exploration. Instead of reading pages, you scroll through illustrated environments, each containing scenes and nodes that reveal short story segments when interacted with. Every location has several points of interest, and reaching the highest point awards a star and marks the area as complete. However, the deeper narrative is revealed through real-time messages. Some appear as radio transmissions that can be heard only at the top of each hour, while others take the form of messages in bottles that show up once per day. To uncover the full story, you must return to the game daily and at consistent times. The seventh and final game is a minimalist puzzle experience built around dividing shapes. The screen contains a grid of rectangles that you split into halves by drawing alternating horizontal and vertical cuts. Over time, the grid fills with rectangles of different sizes. The goal is to arrange four matching shapes together, which places a number on them. Each new split reduces the number by one. When it reaches zero, those shapes clear, and a new tile drops from above. If a mismatched shape blocks its path, the new shape cannot fall, forcing you to remove or rearrange the obstruction. Success comes from anticipating how each cut will change the layout of the board and creating openings at the right moments. Taken together, these seven games trace the developer’s evolution from small, score-driven puzzles to ambitious, critically acclaimed experiences that take advantage of the unique properties of mobile and touch-based storytelling.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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