Compare Cosmic Collapse prices across 50+ stores and find the best deal. Developed by Johan Peitz. Published by Apskeppet. Released on 1/11/2024. Available on PC, Mac. Genres: Casual, Indie.

The Suika formula, stripped of its fluff and shot into orbit: drop planets, chain collapses, survive until you've squeezed two suns together. Small game, enormous pull.

I sat down with Cosmic Collapse for what I thought would be twenty minutes and looked up ninety minutes later with a genuinely impressive high score and a mild compulsion to chase it higher. That is the whole pitch, honestly, and it lands cleanly. Swedish developer Johan Peitz built this on PICO-8, a fantasy console famous for imposing tight creative limits, and the constraints have shaped something that feels deliberately lean rather than merely small. Every element on screen earns its pixel. The mechanics sit squarely in the Suika-like tradition: you drop celestial bodies one at a time into a confined play area, and whenever two matching bodies collide they fuse into the next size up. You start with asteroids, work up through the moon, Mars, Venus, Earth, and onward through the solar hierarchy, chasing the goal of merging two suns. The physics engine, which Peitz wrote himself using a custom Verlet model, is noticeably softer and more forgiving than the original Suika Game's. Pieces roll and settle with a satisfying weight, and you can actually use smaller planets to nudge bigger ones into position, which opens up deliberate combo play rather than pure luck. The game-over condition is kinder too: a planet has to hold its center above the boundary line for a sustained half-second before it kills your run, so a bad bounce does not automatically end everything the way it does in Suika. Two mechanics separate this from the crowd. First, chaining collapses rewards you with score multipliers, which means patient, ordered placement genuinely pays off rather than just feeling clever. Second, once you accumulate enough points you earn a missile, a single-use tool that lets you detonate one planet of your choice. That pressure valve is invaluable when a medium-sized body is sitting directly between two larger ones that want to merge. It introduces just enough agency to push the game from frustrating into strategic, without ever removing the core tension. What the game does not give you is a progression chart showing the full evolution chain from asteroid to sun. That information gap is a real, if minor, friction point early on. A few runs sort it out, but it is the kind of small oversight that a future update could fix painlessly. The aesthetic is the other reason I keep recommending this to people who normally do not care about the Suika-like micro-genre. The retro pixel art, handled entirely by Peitz, has a warmth that evokes a certain era of handheld gaming without feeling cynically nostalgic. The soundtrack, composed by Vav, is a single looping chiptune that I would describe as genuinely meditative: it creates a low-gravity headspace that makes the game feel like a late-night ritual rather than an arcade sprint. The score attack loop, the gentle music, the soft physics collisions, they all pull together into something coherent and intentional. This is a game that knows exactly what it is and does not overstay its welcome. If you bounced off Suika Game because the physics felt arbitrary and punishing, Cosmic Collapse is the version you were actually looking for. If you have never touched the genre, this is as good a starting point as any, small enough to cost you nothing, deep enough to cost you an evening. Kai, Scout Team

Cosmic Collapse
CasualIndie

Cosmic Collapse

Jan 11, 2024Johan PeitzApskeppet
GamerScout Says

The Suika formula, stripped of its fluff and shot into orbit: drop planets, chain collapses, survive until you've squeezed two suns together. Small game, enormous pull.

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About Cosmic Collapse

I sat down with Cosmic Collapse for what I thought would be twenty minutes and looked up ninety minutes later with a genuinely impressive high score and a mild compulsion to chase it higher. That is the whole pitch, honestly, and it lands cleanly. Swedish developer Johan Peitz built this on PICO-8, a fantasy console famous for imposing tight creative limits, and the constraints have shaped something that feels deliberately lean rather than merely small. Every element on screen earns its pixel. The mechanics sit squarely in the Suika-like tradition: you drop celestial bodies one at a time into a confined play area, and whenever two matching bodies collide they fuse into the next size up. You start with asteroids, work up through the moon, Mars, Venus, Earth, and onward through the solar hierarchy, chasing the goal of merging two suns. The physics engine, which Peitz wrote himself using a custom Verlet model, is noticeably softer and more forgiving than the original Suika Game's. Pieces roll and settle with a satisfying weight, and you can actually use smaller planets to nudge bigger ones into position, which opens up deliberate combo play rather than pure luck. The game-over condition is kinder too: a planet has to hold its center above the boundary line for a sustained half-second before it kills your run, so a bad bounce does not automatically end everything the way it does in Suika. Two mechanics separate this from the crowd. First, chaining collapses rewards you with score multipliers, which means patient, ordered placement genuinely pays off rather than just feeling clever. Second, once you accumulate enough points you earn a missile, a single-use tool that lets you detonate one planet of your choice. That pressure valve is invaluable when a medium-sized body is sitting directly between two larger ones that want to merge. It introduces just enough agency to push the game from frustrating into strategic, without ever removing the core tension. What the game does not give you is a progression chart showing the full evolution chain from asteroid to sun. That information gap is a real, if minor, friction point early on. A few runs sort it out, but it is the kind of small oversight that a future update could fix painlessly. The aesthetic is the other reason I keep recommending this to people who normally do not care about the Suika-like micro-genre. The retro pixel art, handled entirely by Peitz, has a warmth that evokes a certain era of handheld gaming without feeling cynically nostalgic. The soundtrack, composed by Vav, is a single looping chiptune that I would describe as genuinely meditative: it creates a low-gravity headspace that makes the game feel like a late-night ritual rather than an arcade sprint. The score attack loop, the gentle music, the soft physics collisions, they all pull together into something coherent and intentional. This is a game that knows exactly what it is and does not overstay its welcome. If you bounced off Suika Game because the physics felt arbitrary and punishing, Cosmic Collapse is the version you were actually looking for. If you have never touched the genre, this is as good a starting point as any, small enough to cost you nothing, deep enough to cost you an evening. Kai, Scout Team

Tags

singleplayertier:sub-5Suika-likeScore AttackChain CombosPICO-8Chiptune SoundtrackPhysics PuzzlerForgiving DifficultyDrop Puzzle

Steam Deck & Linux

Steam Deck PlayableProtonDB Platinum

Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 3 ProtonDB community reports.

System Requirements

Minimum

OS
7
Memory
1 GB RAM
Storage
50 MB available space
Graphics
any card
Processor
700 MHz
Sound Card
any card

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Game Info

Developer
Johan Peitz
Publisher
Apskeppet
Release Date
Jan 11, 2024

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What platforms is Cosmic Collapse available on?

Cosmic Collapse is available on PC, Mac.

When was Cosmic Collapse released?

Cosmic Collapse was released on 11 January 2024.

Who developed Cosmic Collapse?

Cosmic Collapse was developed by Johan Peitz and published by Apskeppet.