
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 1506 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Soma es un juego que te dara una crisis existencial y eso me encanto. Recomendado
nice walking sim with good storytelling and pacing, plus you get to fist ♥♥♥♥♥♥♥ looking things to heal. worth playing.
Media

Related
Related
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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
Симулятор очистки жесткого диска
SOMA Nota geral: 9/10. Recomendo MUITO. SOMA antes de qualquer coisa é uma experiência. O jogo quer que você se sinta na pele de Simon: pequeno, desnorteado e sozinho. Se você for jogar SOMA esperando algo parecido com Amnesia, provavelmente você vai se decepcionar um pouco, porque por mais que SOMA proporcione momentos de tensão, o principal objetivo do jogo é te passar uma mensagem, tanto que o jogo tem o modo seguro, onde os inimigos ainda estarão lá mas não vão te atacar e você não pode morrer. Enfim, sobre a gameplay... O jogo é literalmente um copy paste de Amnesia, mas, não possui sistema de sanidade, stamina e a lanterna é infinita. Então em alguns momentos o jogo parece mais um walking simulator. Como eu já havia dito: esse jogo NÃO quer ser Amnesia, então para SOMA, isso até que cai bem. Mas as primeiras horas podem ser meio entediantes. Os inimigos são interessantes, maaaaaas... São estupidamente fáceis de evitar, já que a maioria tem padrões pré-definidos, ou seja, eles vão de X para Y 100% das vezes, diferente de Amnesia onde os inimigos ativamente procuram o jogador. Mas isso não os torna menos ameaçadores ou assustadores, apenas mais fáceis já que é simplesmente decorar o padrão. Mas eu pessoalmente diria que a função dos inimigos em SOMA é muito mais do que simplesmente dificultar a gameplay: eles servem para adicionar ao ambiente e para a história. Você ativamente se pergunta o que são aquelas coisas. Humanos? Máquinas? Algo novo? Sobre a história (sem spoilers)... Aqui é onde o jogo brilha. SOMA me lembrou em muitos aspectos 2001: Uma Odisseia no Espaço, principalmente na ambientação solitária e reflexiva e o futuro da humanidade. O plot envolvendo Simon é muito bom e o jogo realmente te faz questionar sobre o que realmente significa ser humano. No geral, SOMA quer que você pense, e por isso é tão memorável.
Great story
Я в шоці. Серйозно. Навіть не знаю, з чого почати. Це одна з тих ігор, після проходження яких ти ще кілька годин просто сидиш і думаєш: "Що я щойно пережив?" Я не розумію, чому відклав SOMA на стільки років і ще більше не розумію, чому досі немає другої частини або хоча б ще однієї гри в цьому всесвіті. Frictional Games продовжують випускати Amnesia, і це добре, але після SOMA хочеться саме продовження цієї історії. Почну з атмосфери. Вона тут просто неймовірна. Це один із найкращих survival horror, у які я грав. Звуки металу, скрегіт, темні коридори, постійне відчуття невідомості... Гра настільки круто створює напругу, що іноді реально починає швидше битися серце. Особливо коли тебе переслідують монстри. У такі моменти забуваєш, що сидиш за комп'ютером, настільки сильно занурюєшся в те, що відбувається. Але якщо атмосфера — це вже 10/10, то сюжет... це взагалі інший рівень. SOMA — це не просто хорор. Це одна з найкраще написаних історій у відеоіграх. Гра постійно ставить перед тобою складні моральні питання: що таке людина? Що таке свідомість? Чи є копія тобою? Чи варто продовжувати життя, якщо це життя перетворилося на нескінченні страждання? І найголовніше — хто має право вирішувати це? Деякі сюжетні вибори буквально змушували мене сидіти кілька хвилин і думати, що робити. Це не той випадок, коли ти натискаєш кнопку без роздумів. Тут кожне рішення морально тисне на тебе, і після деяких моментів ти просто сидиш із думкою: "Бляха... а чи правильно я зараз вчинив?" Сам сюжет не просто цікавий — він ще й дуже сумний. Це історія про втрату, самотність, страх, людяність і надію. Після фіналу ще довго прокручуєш усе в голові. Такі історії трапляються дуже рідко. Геймплей теж не розчарував. Для survival horror тривалість приблизно 8–10 годин — саме те. Гра не встигає набриднути, постійно відкриває нові локації, знайомить із новими противниками та ситуаціями. Загадки теж приємно здивували. Вони не надто прості, але й не настільки складні, щоб доводилося кожні п'ять хвилин відкривати YouTube. Декілька разів реально довелося добре подумати. Окремо хочу відзначити дизайн локацій. Підводна станція виглядає просто фантастично. Кожна нова зона має власну атмосферу, власну історію та власний стиль. Видно, що розробники вкладали душу буквально в кожен куточок цього світу. Єдине, до чого реально можу докопатися, — технічна частина. Гра досі працює лише у 60 FPS. Камон... вона вийшла ще у 2015 році, і за стільки років так і не з'явилася можливість нормально розблокувати частоту кадрів. На моєму 2К-моніторі з 240 Гц це дуже помітно. Хотілося б хоча б офіційну підтримку високої герцовки. Але знаєте що? Мені стало абсолютно байдуже вже через пів години проходження. Бо плюсів у цієї гри настільки багато, що цей мінус просто губиться на їхньому фоні. SOMA — це не просто хорор. Це одна з тих ігор, які доводять, що відеоігри можуть бути справжнім мистецтвом. Вона не лякає дешевими скримерами, а б'є по голові атмосферою, філософією та історією, яку ще довго неможливо забути. Дуже шкодую, що не пройшов її кілька років тому. Але навіть сьогодні вона відчувається сучасною, унікальною і абсолютно неповторною. Якщо ви ще не грали — навіть не думайте. Просто проходьте. Особливо якщо любите ігри, які змушують не тільки боятися, а й думати. 10/10. Абсолютний шедевр. P.S. Frictional Games, якщо ви це колись прочитаєте — будь ласка, зробіть SOMA 2 або хоча б ще одну гру в цьому всесвіті. Після такого фіналу дуже хочеться знову зануритися в цей світ.
Very good horror game, very nostallgic
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.
да
这剧情神了,一直到最后才意识到,每次闭眼再睁眼的西蒙都不是同一个人
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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