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Osmos is a game where the player controls a substance in an enclosed environment, reminiscent of flOw. By touching smaller objects, they can be absorbed, merging to create a larger substance. The substance is controlled through the mouse with a mechanism similar to the classic Asteroids. The mouse is used to choose a direction and gentle clicks, or holding the mouse button, provide acceleration in short bursts, steadily moving the object in a certain direction until touching a border or being slowed down by another object. Moving however causes to leave behind small droplets of fluid, rendering it smaller. When touching an object larger than itself, the player's substance gets absorbed.

The levels are set in enclosed environments where zooming can be done freely. After a few tutorials levels, different paths are offered based on variations on the concept. Some of them are based on aggressively tracking another organism or surviving in a crowded environment, another set is about an orbital course floating around a large object, and the final one is the slowest where there is very little space and the area needs to be captured with caution. In levels with limited manoeuvrability, time can be speed up or slowed down to prevent losing too much fluid when going slowly. Levels are usually won by capturing a specific organism (there are many, with different abilities) or growing to a certain size. In later levels antimatter is introduced, with the opposite effect or regular organisms.

The gameplay is supported by soothing, ambient electronic music.


Osmos iPhone The colours of those around you change from red to blue, making it easier to decide which way to turn next.
Osmos iPhone You can select any level you wish during the game, as long as it's unlocked.
Osmos Linux Absorbing a smaller object
Osmos Linux Got killed

User Reviews

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Critic Reviews

Slide to Play iPhone Aug 10, 2010 4 out of 4 100
App Spy iPhone 2010 5 out of 5 100
Slide to Play iPad Jul 13, 2010 4 out of 4 100
IGN UK iPhone Aug 05, 2010 9 out of 10 90
Armchair Empire, The Windows Sep 21, 2009 8.5 out of 10 85
Inside Mac Games (IMG) Macintosh Mar 26, 2010 8.25 out of 10 82
Indie Game Magazine Linux Jun 09, 2010 81 out of 100 81
videogamer.com iPhone Aug 13, 2010 8 out of 10 80
Gameplay (Benelux) Windows Sep 30, 2009 78 out of 100 78
1UP iPad Jul 26, 2010 B 75


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In the documentation, developer Eddy Boxerman explains how he came up with the concept:
The initial idea for the game came from a course I took on spacecraft dynamics, coupled with a Desbrun/Cani paper on deformable modeling using implicit surfaces. [geek.] I thought it'd be fun to control some simulated blobby thing, perhaps in a game. Then one day I realized I could prototype some interesting gameplay with simple circles and mass propulsion. With that prototype in hand, I realized there was deep and elegantly-balanced gameplay to explore here.

Along the way I embraced the relaxed/ambient/minimalist nature of the game, and decided to make that a focus. I've been listening to a lot of ambient electronica in the last few years, and wanted to incorporate some music in that vein into the game - procedurally generated if possible. Ideally, I wanted this to become as much a "pleasant multimedia experience" as game. Since then, flOw has come out; comparisons are inevitable...

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Contributed to by Sciere (330422), Kabushi (144004) and Mark Y (9)