
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 10/day in the week to Aug 26 → 19.57/day in the week after.
About
Genres
Sums Steam only; PlayStation, Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 53Kreviews | 96% | — | $32.5M |
| $29.99 | 26.6Kratings | 91% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1497 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Well-designed game, but the gameplay felt tedious to me. This was my first horror game, so that probably affected my expectations. I mostly play action games for the challenge and the satisfaction of overcoming difficult encounters. Without that, I'd rather experience a story through a movie or a book. If you enjoy atmospheric games that tell their story through notes, audio logs, environmental storytelling, and cutscenes, this is likely worth your time.
10/10 Зашёл за хоррор выживанием с тентаклями, вышел с экзистенциальным кризисом
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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 2,402 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
| $29.99 |
| 4.6Kratings |
| 92% |
| — |
| not modelled |
| $29.99 | 1.9Kratings | 92% | — | not modelled |
| $29.99 | — | — | — | not modelled |
| $29.99 | — | 93% | — | 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.
Hours played at review time, across 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is neither fun nor frightening and I have no idea how this got the positive reputation it has. it's plain, flat and really really boring
I enjoyed it. Liked the story and spooky atmosphere of the game <3
Gameplay was unengaging and I felt like I was wandering around aimlessly.
SOMA - самый величайший, самый жестокий и самый глубокий пи#дец в истории игровой индустрии. Если человек прошёл её до конца и не сидит после финальных титров в абсолютном онемении, то у него просто нет души. Я пишу этот обзор буквально сразу же после того, как прошёл SOMA, чтобы в полной мере зафиксировать моё впечатление об этой игре. Мой интеллект сейчас получил невероятную дозу философского и психологического топлива. Поиграйте. Я в первые в жизни решил пройти однопользовательскую, да ещё и хоррор игру и абсолютно не жалею, что решился на подобный игровой опыт. Я в экстазе, советую.
easily one of the best games i've ever played, and i never want to think about it again
HOLYYYYY this is such an underrated gem I wished I discovered earlier. The actual gameplay isn’t very engaging as you have no means to defend yourself and need to sneak and hide from the monsters to survive. But it works with the deep storytelling and eerie atmosphere Soma has to offer. I don’t think I’ve ever felt this much sense of doom and existential dread after finishing a game. It really gets you thinking about what makes us human; if your conscience is separated from your biological body, where does your humanity truly live?
Genuinely will make you ponder your humanity. One of the best stories in any game and if you like any movies or games about the meaning of life or what it means to be a human, PLAY THIS GAME. Even if you don't play horror games often you will love it. This is one of those games that you will keep thinking about after finishing it.
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.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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