Compara los precios de Soft Body en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Zeke Virant. Publicado por Zeke Virant. Lanzado el 17/5/2016. Disponible en PC. Géneros: Action, Indie.

Plug in a controller, breathe out, and prepare to split your brain in two: Soft Body hides a surprisingly demanding puzzle-action hybrid behind one of the most serene aesthetic shells you'll find in indie gaming.

My first session with Soft Body lasted about forty minutes before I realized I'd completely zoned out to the soundtrack and was just... floating, threading two luminous snake-bodies through geometric mazes in a kind of low-stakes trance. Then Hard Game arrived and ended that peace immediately. That swing between meditative calm and white-knuckle chaos is exactly what Soft Body is, and whether it earns your patience depends almost entirely on how you feel about that tension. The core mechanic is genuinely unusual. You operate two snake-like beings simultaneously: a primary body and an immortal ghost, each mapped to a separate analog stick. In Soft Game, the left stick guides your paintable main snake while the right controls the ghost, which can absorb certain enemies that your main body cannot touch. Objectives mix together: light up blocks by painting over them, push a ball along a fixed path, and weave through bullet patterns from geometric turrets firing in rotational waves. The ghost's immortality is a clever design call because it lets you trade aggression for precision on enemies while keeping the threat asymmetrical. When you merge both snakes into a single body to navigate tighter corridors, the game feels almost elegant. When you split them for a Hard Game level and must manage two independent trajectories while avoiding spinning laser lines and alternating projectile patterns, it becomes a genuine test of peripheral vision and divided attention. The progression across Soft Game, Hard Game, and Hard Game+ (roughly 97 levels across all modes) is where opinions fracture. Players who love the opening chapters' calm, block-painting puzzles may find the later bullet-hell escalation jarring, and at least one critical voice has called the genre fusion an uneasy marriage. That critique is not unfair. The moods do pull against each other. But I'd argue that dissonance is the design intent: the soundtrack holds everything together with analogue synth textures that stay genuinely calm even when the screen is filling with projectiles, and that contrast creates something distinct. Each chapter uses its own colour palette and abstract geometry, which does enough visual work to prevent the minimalist style from going flat over a full playthrough. The practical caveats are real, though. Keyboard play is rough: this is a dual-analog-stick game in every fibre of its design, and Virant himself recommends a wired Xbox-style controller for PC. DS4 users on older builds have reported input dropout between levels and may need DS4Windows to get stable input. Those are friction points that a decade-old solo-dev project hasn't fully smoothed out, and they're worth knowing before you start. The game's slim community means patching is infrequent. If you land on Hard Game+ without patience for rote pattern learning and fast retry loops, the wall will feel very high with very little hand-holding around it. For the right player, none of that is a dealbreaker. Soft Body began as an NYU Game Center MFA thesis, backed later by Indie Fund, and it carries the considered intentionality of something built to prove a point about mood-as-mechanic. The soundtrack alone justifies a quiet Sunday with a good controller in hand. Go in through Soft Game, let the rhythm of painting levels build, and treat Hard Game as a second, harder instrument to learn rather than the main event. At this price, it is one of those small Steam pages that nobody talks about but that a certain type of player will quietly love. Kai, Scout Team

Soft Body

Soft Body

17 may 2016Zeke Virant
GamerScout opina

Plug in a controller, breathe out, and prepare to split your brain in two: Soft Body hides a surprisingly demanding puzzle-action hybrid behind one of the most serene aesthetic shells you'll find in indie gaming.

PC
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Mínimo histórico: €2.00

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My first session with Soft Body lasted about forty minutes before I realized I'd completely zoned out to the soundtrack and was just... floating, threading two luminous snake-bodies through geometric mazes in a kind of low-stakes trance. Then Hard Game arrived and ended that peace immediately. That swing between meditative calm and white-knuckle chaos is exactly what Soft Body is, and whether it earns your patience depends almost entirely on how you feel about that tension. The core mechanic is genuinely unusual. You operate two snake-like beings simultaneously: a primary body and an immortal ghost, each mapped to a separate analog stick. In Soft Game, the left stick guides your paintable main snake while the right controls the ghost, which can absorb certain enemies that your main body cannot touch. Objectives mix together: light up blocks by painting over them, push a ball along a fixed path, and weave through bullet patterns from geometric turrets firing in rotational waves. The ghost's immortality is a clever design call because it lets you trade aggression for precision on enemies while keeping the threat asymmetrical. When you merge both snakes into a single body to navigate tighter corridors, the game feels almost elegant. When you split them for a Hard Game level and must manage two independent trajectories while avoiding spinning laser lines and alternating projectile patterns, it becomes a genuine test of peripheral vision and divided attention. The progression across Soft Game, Hard Game, and Hard Game+ (roughly 97 levels across all modes) is where opinions fracture. Players who love the opening chapters' calm, block-painting puzzles may find the later bullet-hell escalation jarring, and at least one critical voice has called the genre fusion an uneasy marriage. That critique is not unfair. The moods do pull against each other. But I'd argue that dissonance is the design intent: the soundtrack holds everything together with analogue synth textures that stay genuinely calm even when the screen is filling with projectiles, and that contrast creates something distinct. Each chapter uses its own colour palette and abstract geometry, which does enough visual work to prevent the minimalist style from going flat over a full playthrough. The practical caveats are real, though. Keyboard play is rough: this is a dual-analog-stick game in every fibre of its design, and Virant himself recommends a wired Xbox-style controller for PC. DS4 users on older builds have reported input dropout between levels and may need DS4Windows to get stable input. Those are friction points that a decade-old solo-dev project hasn't fully smoothed out, and they're worth knowing before you start. The game's slim community means patching is infrequent. If you land on Hard Game+ without patience for rote pattern learning and fast retry loops, the wall will feel very high with very little hand-holding around it. For the right player, none of that is a dealbreaker. Soft Body began as an NYU Game Center MFA thesis, backed later by Indie Fund, and it carries the considered intentionality of something built to prove a point about mood-as-mechanic. The soundtrack alone justifies a quiet Sunday with a good controller in hand. Go in through Soft Game, let the rhythm of painting levels build, and treat Hard Game as a second, harder instrument to learn rather than the main event. At this price, it is one of those small Steam pages that nobody talks about but that a certain type of player will quietly love.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayercontroller-supporttier:sub-5Dual-Stick PuzzleZen-to-Brutal Difficulty CurveMFA Thesis GamePattern LearningAnalog PrecisionGhost MechanicSynth SoundtrackIndie Fund Backed

Requisitos del sistema

Mínimos

OS
Windows 7/8
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
300 MB available space
Graphics
Graphics Card made within the last 10 years
Processor
2.0 GHz or faster

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Información del juego

Desarrolladora
Zeke Virant
Distribuidora
Zeke Virant
Fecha de lanzamiento
17 may 2016

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¿En qué plataformas está disponible Soft Body?

Soft Body está disponible en PC.

¿Cuándo se lanzó Soft Body?

Soft Body se lanzó el 17 de mayo de 2016.

¿Quién desarrolló Soft Body?

Soft Body fue desarrollado por Zeke Virant.