Compara los precios de OSK - The End of Time en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Diax Arts. Publicado por Diax Arts. Lanzado el 20/9/2019. Disponible en PC, Mac, Linux. Géneros: Action, Adventure, Indie.

A solo-dev fever dream that wraps apocalyptic dread in 2.5D platforming and a Christopher Baklid soundtrack. Under an hour long, but it earns every minute.

I keep a mental shelf for one-person projects that swing for something genuinely strange, and OSK - The End of Time has quietly occupied a spot on it since I first noticed the community forum post where someone wrote it felt "visually overwhelming, but in a good way." That phrase does most of the work. David Orneklint of Diax Arts built a world on fire and asked you to climb out of it as a squirrel, which is either the most absurd premise you've heard this week or the most honest one, depending on your mood. Mechanically, OSK sits in 2.5D side-scrolling territory. You ascend one enormous tree while the chaos below literally chases you upward. The verbs are simple: climb, fight, solve light puzzles, and use lightning powers that feel equal parts weapon and punctuation mark for how surreal the whole experience is. There are multiple difficulty settings, Normal and Hard at minimum, and community discussion suggests Normal can be cleared in a single sit-down session well under an hour. That runtime will either excite you or stop you cold depending on what you're shopping for. If you need 20 hours, look elsewhere. If you want a handcrafted mood piece that knows where it's going and gets there without padding, this is worth considering. The thing OSK does that surprised me is the atmosphere. Christopher Baklid's soundtrack sits underneath the action like smoke under a door, building a weight that the gameplay alone couldn't carry. The visual language is abstract, described by players and curators as a "visual masterpiece" in the surreal-and-difficult-and-cute Venn diagram that its Steam tags already hint at. Creatures of various kinds populate the tree, all framed as fellow survivors rather than simple obstacles, which gives the vertical world a quiet, melancholic texture that I didn't expect from something so short. The mixed Steam reception (sitting around 61 percent positive across roughly 73 reviews) reflects a real split. Players who showed up expecting a longer or more mechanically deep platformer bounced. Players who understood they were buying something closer to an interactive piece of mood-craft came out satisfied. That mixed score isn't a red flag so much as a targeting problem: OSK is not trying to be Celeste. It is trying to be one specific, strange thing, and by most accounts it succeeds at that thing. Mac users should also be aware the game has compatibility problems with macOS Catalina and above, so Linux or Windows is the safer path here. For the right player, this is an easy recommendation: someone comfortable with short, auteur-driven indie work, someone who buys a soundtrack as part of the deal and considers a surreal 2.5D ascent with lightning combat a perfectly reasonable Friday evening. For anyone who measures value purely in hours-per-dollar, the math won't close. Kai, Scout Team

OSK - The End of Time

OSK - The End of Time

20 sept 2019Diax Arts
GamerScout opina

A solo-dev fever dream that wraps apocalyptic dread in 2.5D platforming and a Christopher Baklid soundtrack. Under an hour long, but it earns every minute.

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I keep a mental shelf for one-person projects that swing for something genuinely strange, and OSK - The End of Time has quietly occupied a spot on it since I first noticed the community forum post where someone wrote it felt "visually overwhelming, but in a good way." That phrase does most of the work. David Orneklint of Diax Arts built a world on fire and asked you to climb out of it as a squirrel, which is either the most absurd premise you've heard this week or the most honest one, depending on your mood. Mechanically, OSK sits in 2.5D side-scrolling territory. You ascend one enormous tree while the chaos below literally chases you upward. The verbs are simple: climb, fight, solve light puzzles, and use lightning powers that feel equal parts weapon and punctuation mark for how surreal the whole experience is. There are multiple difficulty settings, Normal and Hard at minimum, and community discussion suggests Normal can be cleared in a single sit-down session well under an hour. That runtime will either excite you or stop you cold depending on what you're shopping for. If you need 20 hours, look elsewhere. If you want a handcrafted mood piece that knows where it's going and gets there without padding, this is worth considering. The thing OSK does that surprised me is the atmosphere. Christopher Baklid's soundtrack sits underneath the action like smoke under a door, building a weight that the gameplay alone couldn't carry. The visual language is abstract, described by players and curators as a "visual masterpiece" in the surreal-and-difficult-and-cute Venn diagram that its Steam tags already hint at. Creatures of various kinds populate the tree, all framed as fellow survivors rather than simple obstacles, which gives the vertical world a quiet, melancholic texture that I didn't expect from something so short. The mixed Steam reception (sitting around 61 percent positive across roughly 73 reviews) reflects a real split. Players who showed up expecting a longer or more mechanically deep platformer bounced. Players who understood they were buying something closer to an interactive piece of mood-craft came out satisfied. That mixed score isn't a red flag so much as a targeting problem: OSK is not trying to be Celeste. It is trying to be one specific, strange thing, and by most accounts it succeeds at that thing. Mac users should also be aware the game has compatibility problems with macOS Catalina and above, so Linux or Windows is the safer path here. For the right player, this is an easy recommendation: someone comfortable with short, auteur-driven indie work, someone who buys a soundtrack as part of the deal and considers a surreal 2.5D ascent with lightning combat a perfectly reasonable Friday evening. For anyone who measures value purely in hours-per-dollar, the math won't close.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttier:sub-5Solo DevVertical PlatformerApocalyptic AtmosphereLightning CombatShort-FormPuzzle-PlatformerHard ModeSquirrel Protagonist

Requisitos del sistema

Mínimos

OS
Windows 7 or higher
Memory
1 GB RAM
Storage
3 GB available space
Graphics
DirectX11 Compatible GPU
Processor
A CPU released in the last few years

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Información del juego

Desarrolladora
Diax Arts
Distribuidora
Diax Arts
Fecha de lanzamiento
20 sept 2019

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¿En qué plataformas está disponible OSK - The End of Time?

OSK - The End of Time está disponible en PC, Mac, Linux.

¿Cuándo se lanzó OSK - The End of Time?

OSK - The End of Time se lanzó el 20 de septiembre de 2019.

¿Quién desarrolló OSK - The End of Time?

OSK - The End of Time fue desarrollado por Diax Arts.