
a hostile interpretation of the immersive sim, where nothing is planned, and everything works
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.86/day in the week to Aug 24 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
A Hostile Interpretation of immersive sim design
Raw Random
Physics-driven-Puzzle-platforming
Local & Online Multiplayer
Level Editor & Steam Workshop
This game is a response to the current trend of Immersive Sim design, where every ability is perfectly suited to solve a specific problem in the game. In order to counter this "Lock and Key" philosophy, Mosa Lina is aggressively random.
This does NOT mean that the game has proc-gen. Tools and Levels are handmade, they are just randomly selected and sometimes slightly modified!
It's literally impossible for me to check if all levels are beatable with all combinations of tools. This is what makes it so satisfying: There is no premeditated solution for you to follow. You're forced to get creative.
The game continually spits out randomized problems. It's up to YOU to solve them, because I've never seen them before.
There are no safeguards here. You might get the same item ten times in a row. You might beat the game without seeing it at all. Every playthrough contains only a fraction of the total levels. They're also selected randomly. Nobody knows what'll happen.
It's this reckless abandon of predictability that allows you to stop worrying about "winning" and frees you to enjoy the experimentation. Fun things happen more often if you don't force them.
The player, tiles, items and obstacles are all parsed through the same physics-engine. Everything interacts with everything else, allowing you to get really creative and expressive.Sure, all you do is collect fruits to open the portal, but HOW you do that is up to you entirely.
So far, every playtest has shown me that even the most straightforward design is powerless against the endless creativity of players. I sometimes discover new emergent behaviors myself, even after years of playing it
Bring a friend! Whether on the couch next to you or somewhere far away, Mosa Lina can now be enjoyed together! This opens up a lot of possibilities for crazy plays, hilarious fails and all-around creativity!
Use the built-in Level Editor to make your own Level Packs, or check out the many Level Packs made by the community! This is the place for those who have mastered the base game and are looking for an extra challenge. Good Luck!!
Thanks for checking out our game! Have a nice day :)
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99 | 2.1Kreviews | 96% | — | $613.2K |
| $7.99 | — | — | — | 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 88 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
An infinitely generating puzzle platformer to get lost in, with an amazing soundtrack. This game (and soundtrack) is not going to be for everyone, but you will probably know after an hour of gameplay. At 20 hours, I haven't played enough, but I have a suspicion this might be my favorite game ever. It will at least definitely always be a top 5 game for me. And I haven't tried the new mod menu, alternate modes, or even played co-op yet.
How is it that every puzzle in this game feels just barely solvable even though it is all completely random. Legit have never encountered an impossible puzzle. Amazing game I just always come back to for quick play sessions cuz it's so good
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Turkish, Ukrainian, Traditional Chinese
Hours played at review time, across 88 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
it's extremely novel, as in it feels like the coolest thing ever for the first two hours and then the novelty wears off and you realize that the concept is exactly as miserable as it sounds. those two hours of puzzle platforming are neat tho with a variety of weird tools to be assigned for construction, mobility or just launching the fruits offscreen to count as collected (also i like the fish) ...and then it's two hours of the jankiest puzzle platforming i've ever experienced. you will die many, many times to the physics just not letting you climb your boxes or fruits getting stuck in unreachable places. not to mention that tool balance is all over the place either you have an impossible run because all your tools suck (i.e. ladder) or you solo every level with one tool, which is funny but also gets old pretty fast. this whole "there's no progress so it's ok if it's randomly unbeatable" thing makes sense at first but the structure of a run with a number of levels followed by a big final level makes me not want to reset, so all i feel i can do is die over and over until i get the exact combination of my tools to make it actually possible. (and then die even more times cause i didn't execute it perfectly) also, what's with the ending screen moving each time you win in a single session? that looks an awful lot like progress. i'll guess i'll never know cause it's too frustrating to try more than 1 run at a time anymore. this was an interesting experiment and i'm glad a tried it, but my conclusion is that "raw random" is just not very fun. (P.S. i turned off second layer for a few runs and having less stuff to randomize did make it a bit more enjoyable, but also proves how there is such a thing as too much random stuff)
this game is a 9/10. It would be a 10/10 if you could change the scoring mechanics. Few jumps is unfun, and I would rather see how few items I can beat the level with. Please God, just let me customize the score mechanics and then you have the perfect game
very fun puzzly game solo or with a friend. great audio work, all the 100 ost tracks are amazing great visuals, theme and vibe too i like how this game rewards creativity and knowlage in a relatively slow pace environment - sometimes the setups that you do perfectly align and it feels sooo good and it feels better when you get to a seemingly impossible level and beat it i play this game before sleeping on my steamdeck too its a wonderful game to wind down on absolutely worth its full price!
to master this game, one must become a bullshitmancer
Mosa Lina is perhaps the purest video game I've ever played. Something I dislike in games is the disconnect from what I can actually do in a game and what I'm expected to actually be able to do in a game. After many years as a gamer I've inevitably discovered many ways to optimally play in ways the developers obviously did not intend or want. Knowing this, I have begrudgingly actively handicapped myself from naturally progressing in games and using all the tools at my disposal. Doing this has been a determent to my immersion and sense of engagement. Then along came the Immersive Sims genera, introducing me to games like Mosa Lina, telling me if I can do it then I can do it. Games truly are an assortment of collision boxes and rules Moreso than anything else that is put on top of them. Narrative, Art assets, themes, all these things come second to a games mechanics, their true skeleton and foundation.
Like, if you drink beer and you get drunk, or if you smoke weed and you get high, or anything—if you just be getting ♥♥♥♥♥♥ up. They got this game right, oh no, this ♥♥♥♥ called Mosa Lina. Oh, ♥♥♥♥! Hey, watch this ♥♥♥♥. It’s about this little guy with a gun and he walk around. It ain’t got no point to the game. He just walk around jumping and ♥♥♥♥. It look like Mario in the future, and it’s Mario with a gun with his head turned into a box or a frog. And he just walk around jumping on ♥♥♥♥ but the funny part about it—you can do this right here, watch this. Yee-up!
she claw on my fish till I vaporize
You know in a world of games that feel rigid and samey I really appreciate a game that embraces its randomness to this extent. Really replayable, love the surreal vibes. Genuinely 10/10 puzzle game
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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