SOMA Has Been Released!

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The day has finally come. What started out as a vague idea back in 2010 has finally become an actual game. It's been quite the journey to get here, and we're all really proud of what we've achieved. SOMA is now available on Windows, Mac, Linux and PS4!



Our most important goal for SOMA was to create a game that delivered a different kind of fear. In Amnesia the horror came from a more primal feeling, from things like being hunted by monsters. This time we wanted to evoke something deeper. We wanted the sense of dread and terror come from thinking about disturbing subjects dealing with consciousness and what makes us human. Achieving this turned out to be really hard, and it's what made the game take so long to finish.

So it's been incredible to get reviews like these:


“In the 10 or so hours it took me to finish SOMA I was hooked for the entire experience, from shocking beginning to one of the best game endings I’ve seen since Portal. SOMA will destroy you emotionally, and that’s a very good thing indeed. - GameWatcher

SOMA succeeds at crafting something much more meaningful in a genre that’s deserving of more than just simple jump scares. - GameSpot

I’ve never played a game that’s affected me as much as SOMA, and to be honest I’m not sure I want to ever again, although I’m very glad I did. It has the DNA of movies like Alien, 2001, Sunlight, and Event Horizon, with a splash of the original Dead Space and Bioshock, but brings plenty of new ideas to the table. It makes you think about what it means to be alive, and indeed how you classify life, and is a brilliant example of just how far video games have evolved.” - TheSixthAxis

“The best horror sticks with you long after the credits roll, an uneasy feeling that lingers uncomfortably in the moments before you fall asleep. I’ve been thinking about what happened in SOMA for days now, especially the game’s closing minutes, and can’t let it go. Just thinking about it makes me sick to my stomach. If that’s not a sign of success, I’m not sure what is.”  - Kotaku


Now we're eager to hear what all of you think of the game! Our aim is to evoke a long-lasting sense of dread, and to leave you with disturbing questions that keep coming back to haunt you. If we've succeeded, please tell us all about it!

Finally, we'd like to say thanks to everybody who has supported us over the years! We hope we can continue to fuel your nightmares long into the future!


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