
From the creators of Amnesia: The Dark Descent comes SOMA, a sci-fi horror game set below the waves of the Atlantic ocean. Struggle to survive a hostile world that will make you question your very existence.
Most likely between $19.5M and $55.3M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $29.99 | 96% | approximately $32.6M |
| PlayStation | $29.99 | 91% | — |
| Xbox | $29.99 | 92% | — |
| GOG | $29.99 | 92% | — |
| Epic | $29.99 | 93% |
Cheapest copy: ≈ $4.02 on Xbox · Türkiye (−87%). Compare 50 prices in 15 markets →
Reviews
Themes across 1589 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
| Nintendo | $5.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
I dont know how to explain the feelings I got after finishing this game, I feel uncanny. What a good game.
Great story
Игра очень душная , в моменте хотел дропнуть. местами игра душит сильно но все равно в этом что то есть, в начале игры оценивал ее на 2-ку но когда прошел поставил уверенную 7-ку. Концовка была ожидаемая ведь нам показали, что разум не переноситься а копируется и это даже в начале практически говориться. Сюжет хороший даже можно сказать отличный. Но идти от точки А до точки Б где то под водой это немного напрягает, и местами бесит что и как делать , но благо мой двухзначный iq смог пройти игру без подсказок кроме как запустить тестирование ковчега , а так игра хороша но перепроходить я бы её не стал. В общем 7/10 ковчегов и Кэтрин
A este juego le tuve 0 expectativas al igual que en el juego previo a SOMA (Amnesia DD) y finalmente me hizo sentir cosas muy distintas a excepción del terror ya experimentado y el asombro que me provocaba cada escenario. En un punto del juego, la narrativa te saca de lo que es el gameplay para atraer tu atención a una historia que para los interesados en ella te dejen con una profunda reflexión y dilemas que te dejan en un cuestionamiento tenso y estremecedor a lo largo del juego. Disfruté con goce cada etapa jugada, me pareció una experiencia un tanto tranquila a pesar de los momentos de terror por lo lineal que llega a ser y aún así sorprender lo mucho que puedes llegar a experimentar con tus emociones. Personalmente opino que el juego tiene muy bien merecida la valoración que se le ha dado hasta el día de hoy, es una propuesta particular y gratificante al punto de considerarlo personalmente un clásico e ícono del terror psicológico. 10/10
Amazing story and mystery
♥♥♥♥ got me staring at the screen processing the ending. Absolutely worth a play even just for the story.
Juegazo, lo habia visto hace años cuando estuvo de moda en YT pero igual no recordaba todo y me agarró de sorpresa varias veces, nada que decir que ya se sepa, no es una obra maestra pero es bastante entretenido y si te gusta pensar sobre temas filosoficos está cool P.D: si está en oferta cuando lees esto ni te lo pienses, compralo de una
沉默良久。。。我不知道我该说什么。就像掷硬币,只是你有没有掷中而已。就算一切都将重蹈覆辙,就算到头来一切都是错误的,就算付出一切而自己什么也没有,至少,我们曾努力过。只是你不是掷成功的那一个,而你,只是你的千分之一。
100/90
SOMA — First Impressions After Three Hours I went into SOMA expecting a scuba-diving horror game where I would explore the bottom of the ocean while avoiding monsters. It was not quite that experience at first, but it still surpassed what I expected—and eventually did give me the deep-ocean experience I was looking for. The biggest surprise is the story. It has massively exceeded my expectations and gone in a direction I never could have imagined. I do not want to spoil anything, but as someone who considers themselves a creative person, this story is genuinely creative in a way I do not think I could have come up with myself. I am not continuing just because I want the game to explain its mysteries. I am actually invested in what is happening and particularly interested in discovering what Simon is doing down there. The atmosphere is probably the game’s greatest strength. The abandoned laboratories are much more disturbing than I expected them to be, which I consider a positive. I give games credit when they successfully make me feel something, because that means they accomplished what they were designed to do. The monsters themselves are not necessarily the scariest creatures I have ever encountered in a video game. Strangely, that made certain moments even more effective. They gave me a false sense of confidence before the game suddenly scared the ♥♥♥♥ out of me and had me genuinely jumping or screaming. One of the most unnerving enemies reacts to sound. The environment is dark, with random objects scattered across the floor, and accidentally walking into even a small object can alert it. When you are already trying to navigate a maze without knowing which path leads forward and which one leads into a dead end, that becomes extremely tense. The horror feels earned rather than forced. The game is dark, but it gives you a flashlight, and it does not rely entirely on things suddenly jumping in front of you. Much of the fear comes naturally from exploring an unknown place and wondering what might be around the next corner. Even when a creature does appear unexpectedly, there is usually a way to escape—as long as you remember the environment and have not accidentally trapped yourself in a dead end. I occasionally wish the game gave me clearer directions. There is not always a map, marker, or highlighted path explaining exactly where I need to go. At the same time, getting lost does not feel like a complete failure of the level design. It feels intentional, as though the game wants you to pay attention and use your brain. The lack of direction also fits the situation. If the game is aiming for realism, there would not conveniently be a glowing marker showing Simon exactly where to go. I have still been able to make consistent progress, although figuring out what to do next can sometimes become annoying. It is never “I’m uninstalling this game” annoying, but finding certain locations has made me feel more relieved than satisfied. Some areas can initially blur together, but individual rooms are different enough to remember once you have entered them. Every room appears to have an actual purpose, and the environments rarely feel copied and pasted. There is also a surprising amount of physical interaction. You can open lockers and drawers, pick up objects, drag doors, turn mechanisms and physically swipe the mouse to move things. It took me some time to get used to. Sliding something open can occasionally take several mouse movements and feel slightly clumsy, but after adjusting to it, I started enjoying it. It makes the environment feel physical in a way that most games do not, and I found myself wondering why more games have not experimented with this style of interaction. I would like some way to fight back against the monsters, even if it were only a temporary stun. However, I also appreciate that the game does not force me to kill a creature before I am allowed to progress. Having fewer tools makes the encounters more frightening. The less control you have over a dangerous situation, the more vulnerable you feel. The monsters also belong in this world. Removing them might make the game more accessible to people who only want the story and atmosphere, but the environments feel specifically designed to make you carefully consider what could be around every corner. Without that danger, parts of the world would probably feel strangely empty. The recordings, computer messages and environmental details have also felt purposeful. They are not merely lore dumped around the map. They provide context and help explain the events that led to Simon’s situation. I also care about Simon as a character. He is trapped somewhere he never wanted to be, carrying out a mission he never truly agreed to take on. Catherine’s presence as a helpful voice and guide prevents the experience from becoming completely lonely. Graphically, the game has occasional areas that lack detail, but those moments are usually followed by something that clearly received a great deal of attention. Overall, there is much more that looks good than bad. The pacing has also been nearly perfect. Every session gives me enough progress or new information that I never feel permanently stuck, and it consistently gives me a reason to return. My only major technical issue was that the game initially appeared to be locked at 60 FPS and had noticeable screen tearing. After researching it, I found that enabling VSync fixed the problem, even though I normally play games with it disabled. So far, *SOMA* is at its best when I unlock a new area and am blown away by the scale and visuals of the massive ocean world I am trapped beneath. It is at its worst when I take a wrong turn into a dead end while being chased, with no route available to circle around and escape. Fans of the atmosphere and worldbuilding in games such as *BioShock* or *Dead Space* should consider playing it, although *SOMA* is much less focused on combat. People who dislike exploration, environmental storytelling or having to figure things out for themselves will probably become frustrated. After three hours, I am hooked. The occasional confusion has not stopped me from wanting to continue, because the atmosphere and story are considerably stronger than I expected.