
What's green with red spots, has suction hands, and has an overbite like Bart Simpson? Of course, the answer is Cosmo! Cosmo is a young alien on his way to visit Disney World with his parents. That is, until their ship is struck by a blazing comet, forcing them to land on an uncharted planet.
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The United States storefront in every case, so this compares stores and not countries.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 109reviews | 96% | — | $11.6K |
| $0.85−83% | 112ratings | 86% | — | 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 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
So, I played this game when I was a kid. My brothers, my friends and I LOVED it. Problem was, we only had the first episode. This was back in the days of 'shareware,' when you were ENCOURAGED to share a game, but then you either had to buy the remaining episodes, or unlock the game somehow, or just however it worked. So, we all played Episode 1 over and over, trying to see who could get the highest score, and never really continued our adventure. Fast forward to modern times, when I remembered playing, wanted to play again, and found it on Steam. I bought this, full price, without thinking. And, off to the past I go. Now, I wanted an authentic Cosmo experience, and that's exactly what I got. No re-mastered this, no re-vamped that, just DOS-level Cosmo as I played it all those years ago. And that's exactly what this is: Cosmo's Cosmic Adventure episodes 1, 2, and 3. BOOM. Basics of the game: You play as Cosmo, a little green alien with suction cup hands. You're trying to go to Disney World with your parents. Something is wrong with the spaceship. You land on an unknown planet. You wander off. When you return, your parents are gone. Now you're going to have to... idk, go through all kinds of madness to find them again. It's basically 30 levels, plus 'bonus' levels where you can rack up some extra points. 10 levels per episode. You will jump on platforms, bounce on springs, use suction cup arms to stick to walls, drop bombs, collect points, and all kinds of other stuff. I mean, look at the pictures. It's not hard to figure out what you'll be doing. I also don't really need to spend a lot of time commenting on graphics, sound effects, music, and so on. This is a DOS game created decades ago. This is going to pan out exactly as you expect it to. It will have silly noises, low frame rate graphics, and repetitive songs. But that's part of the charm of old DOS games. That's how we grew up. That's where the original action was. So, overall, great deal - back in the day, episodes 2 and 3 were... oh, I can't even remember. It says it in the game, but I'm blanking. Like 40 bucks or something. You can get the entire series for 5 bucks here, so it's a steal. Oh... and episodes 2 and 3 were a lot harder than episode 1. So if you're like me and only played ep 1 back in the day... buckle up. Overall definite recommend. A blast straight from the past. I thoroughly enjoyed playing this game.
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] Piece of cr4p. Don't waste time. [/h1]
Classic game from my childhood. Only complaint is that the toll-free number in the manual no longer works, so I'm not sure where I can order an additional floppy disk or get my book of cheat codes.
“I wonder if this game is as hard as I remember. Maybe I just tried to play it when I was too young.” Lol, lmao even, this game is so hard. 10/10
This was one of the first platformers I ever played when I was 5 years old. The shareware episode was the closest thing to mario I could play on my old black and white DOS laptop. Revising it today, it's remarkably playable, has a charming aesthetic, and the second chapter ramps up the difficulty just enough to keep things interesting. The fact that people don't talk about Cosmo in the same sentence as Commander Keen and Wolfenstein is insane.
[h1]Sobre o Game[/h1] É aniversário de Cosmo, tudo que ele mais desejava era ir a Disneyland com sua família, entretanto, um asteroide bate na sua nave e seus pais somem. [h1]Minha Opinião:[/h1] Joguei muito este game (o primeiro) pois o possuía num disquete. Gostava muito dos jogos DOS mas achava que eram difíceis de se jogar porque eu era criança, mas, me enganei... após 24 anos, tive a oportunidade de jogá-lo novamente... ô negócio difícil kkkkk [b]Positivos:[/b] - 30 níveis e extra níveis com diversas dificuldades, desde um simples até um desafiador - Nostalgia - Música que faz jus ao cenário - Itens de cura na medida certa [b]Negativos:[/b] - Estressante quando você avança e esquece de salvar no nível anterior kkk
for an old dos game that got so many purchases, it still exists on steam, impressive
Fun little platformer from the DOS days
I played all 3 games, starting at age 11. It is hard. You have to fail and fail and fail until you don't. As a result, it is SO satisfying when I absolutely nail a level. I played this, Commander Keen, Challenge of Ancient Empires!, Doom and Wolfenstein. Cosmo was, by far, my favorite. I listened to Bridge Over Troubled Water about 100,000 times as I worked my way to the theme park with my parents. The last level took months to memorize and perfect. Here's hoping I'm not the only weirdo who likes the idea of failing until I don't.
Cosmo's Cosmic Adventure is a charming slice of early PC gaming history that still feels distinctive decades after its original release. Developed and published by Apogee Entertainment, the game captures a transitional moment in platformer design, when developers were experimenting with new movement ideas and personality-driven protagonists on MS-DOS hardware. While its premise is simple—a young alien separated from his parents after a spacefaring mishap—the execution is filled with creativity, warmth, and mechanical ideas that help it stand apart from many of its contemporaries. The story sets a lighthearted tone from the beginning. Cosmo, a curious alien child, is traveling with his family when their vacation is abruptly interrupted by a crash landing on a strange planet. With his parents missing and the environment teeming with hazards, Cosmo sets off alone to explore unfamiliar terrain in search of answers. The narrative is intentionally minimal, conveyed more through context and environment than dialogue, but it provides enough motivation to give meaning to the journey and reinforce the game’s sense of innocent adventure. Gameplay is built around classic side-scrolling platforming, but Cosmo’s defining feature—his suction-cup hands—adds a layer of originality that still feels clever today. These hands allow him to cling to walls and ceilings, dramatically changing how players approach level navigation. Instead of relying solely on precise jumping, the game encourages experimentation with vertical movement, wall-climbing, and ceiling traversal. This mechanic transforms many levels into spatial puzzles, asking players to think about routes and positioning rather than simply reacting to enemy patterns. Level design takes full advantage of this movement system. Stages are structured with multiple elevations, hidden paths, and secrets tucked away in places that would be unreachable for a more conventional platforming character. Exploration is rewarded through collectibles, bonus areas, and power-ups that encourage players to thoroughly scan each environment. While the game generally moves from left to right, the ability to backtrack and explore alternative routes gives it a more open feel than many linear platformers of its era. Combat is present but deliberately understated. Cosmo can defeat enemies by jumping on them, and he also has access to limited bombs that can clear obstacles or remove threats. These tools add tactical options without overwhelming the core focus on movement and exploration. Health pickups are fairly generous, and the game’s forgiving life system ensures that experimentation is encouraged rather than punished. This balance makes the experience approachable for younger or less experienced players while still offering enough challenge to remain engaging. Visually, Cosmo’s Cosmic Adventure embraces a colorful, cartoon-inspired aesthetic that pushes the limits of the EGA graphics technology it was originally built for. Environments are bright and imaginative, filled with strange alien plants, creatures, and structures that give the planet a playful sense of identity. Enemy designs are whimsical rather than threatening, reinforcing the game’s family-friendly tone. While the graphics are undeniably dated by modern standards, they retain a strong sense of character and readability that helps them age more gracefully than many early PC titles. The audio design complements this visual style with upbeat, catchy music and simple sound effects that reinforce the game’s energetic pacing. The soundtrack is emblematic of early ’90s PC games, with melodies that loop frequently but remain memorable. Sound cues provide clear feedback for jumping, taking damage, or interacting with objects, supporting gameplay without drawing attention away from it. Pacing throughout the game is steady and deliberate. New ideas are introduced gradually, giving players time to adapt to Cosmo’s unique movement before the levels begin demanding more precision and planning. Difficulty increases in a measured way, relying more on environmental complexity than enemy density. This design approach keeps frustration low and emphasizes learning and mastery over reflex-heavy challenge. Viewed through a modern lens, Cosmo’s Cosmic Adventure clearly shows its age in areas such as save systems and overall length, which reflect early PC design philosophies. However, these elements are part of its historical identity rather than outright flaws. The Steam release preserves the original experience, allowing contemporary players to approach it as both a game and a time capsule from a formative period in PC platforming. Ultimately, Cosmo’s Cosmic Adventure remains a delightful example of inventive design within technical constraints. Its unique movement mechanics, thoughtful level layouts, and cheerful presentation give it a personality that still resonates today. Whether revisited out of nostalgia or discovered for the first time, the game offers a reminder of how creativity and character can leave a lasting impression, even in a genre as crowded as platformers. Rating: 7/10
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