
Olija
Five hours of the most intentional pixel craft Devolver has shipped in years - a harpoon-flinging voyage through fog, folklore, and melancholy that knows exactly when to end.
Compare Prices(0 stores)
Loading prices...
We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.
Screenshots & Media

About Olija
I kept coming back to one word while playing Olija: handmade. <cite index="9-10,9-11">This is effectively a one-man studio out of Kyoto, with Thomas Olsson handling everything from programming to level design.</cite> That context matters, because almost every creative decision here feels personal rather than market-tested, and that intimacy is what carries you through the five-or-so hours it lasts. The mechanical anchor is the legendary harpoon, and it is genuinely one of the more satisfying movement tools in recent indie memory. <cite index="5-17,5-18,5-19">Faraday throws it into enemies or anchor points, then presses the button again to warp directly to wherever it landed.</cite> The result is a kind of low-gravity, high-aggression traversal that makes every room feel like a small physics puzzle. Secondary weapons - a rapier for quick close strikes, ranged options that burn through craftable ammo, and <cite index="5-24">a sword you can warp to, enabling absurd multi-teleport chains</cite> - layer over that core without overwhelming it. <cite index="5-26,5-27,5-28,5-29">The hat system is the main upgrade path: eight hats total, each granting distinct perks, crafted from materials found in chests and combat drops.</cite> One charges lightning through your attacks; another swaps damage for acid resistance. They are light, but they give you something to think about before bosses. <cite index="2-3,2-4,2-5">Terraphage is the hub where you heal and craft between excursions across the seas, a setup that nods to the Soul Blazer tradition of seeing your rescued castaways slowly populate and animate the base.</cite> That feedback loop - go out, survive, come back with another survivor in tow - provides quiet emotional weight that the sparse, near-wordless storytelling alone cannot. <cite index="9-21">The atmosphere has been described as a cross between Lovecraft-style ancient terrors and Japanese folklore</cite>, and that blend is most audible in the soundtrack. <cite index="9-12">Olsson collaborated with a Japanese saxophonist and a shakuhachi player when composing it</cite>, and the result fuses <cite index="6-35,6-36">instruments like the quena flute and shamisen with flamenco, traditional Japanese music, and lo-fi synthesizers.</cite> It is the kind of score that makes you sit still in the hub for a moment before moving on. Where Olija earns honest criticism: the enemies outside of boss rooms rarely push back hard enough to justify the toolkit you are building. <cite index="4-4,4-5,4-6,4-7">The threat from basic enemies is virtually nonexistent - they die in a few hits and barely chip your health.</cite> The harpoon teleport is powerful enough that most encounters end before the game can impose any real tension. <cite index="2-29,2-30">The game is lean to the point where, by the credits, you may have worn only a couple of the hats and barely touched two of the secondary weapons.</cite> That is the central tension in Olija's design: its systems have more depth than the running time allows players to genuinely explore. The bosses, though, are a different register entirely. <cite index="3-1,3-2,3-3">A couple of encounters push your teleporting and fighting skills hard - one dungeon swaps a boss for a horde-chase sequence, another is a tense duel against a mirror-ability opponent that demands you use your full range of tools.</cite> Those moments show the harpoon could sustain a harder game, and make you wish the difficulty curve had bent that way sooner. Olija is for people who read the whole credits on short games and mean it when they say brevity is a virtue. <cite index="3-9,3-10">Like a good short story, it does more with less - its characters are roughly drawn but build real bonds that create genuine stakes.</cite> <cite index="10-3">Steam users sit at 89% positive across nearly 900 reviews</cite>, which for a sub-ten-dollar-at-sale pixel adventure is a signal worth heeding. If you need 40 hours of content to feel justified, look elsewhere. If you want something where every room was placed with care and the soundtrack alone justifies the afternoon, Terraphage is worth getting marooned in. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7, 8.1, 10 x64
- Memory
- 8 GB RAM
- Storage
- 2 GB available space
- Graphics
- GeForce GT 730 (2048 MB), Radeon R7 260X (2048 MB)
- Processor
- Intel Core i3-4160 (2 * 3600) or equivalent, AMD Phenom II X4 965 (4 * 3400) or equivalent
Recommended
- OS
- Windows 7, 8.1, 10 x64
- Memory
- 8 GB RAM
- Storage
- 2 GB available space
- Graphics
- GeForce GTX 660 (2048 MB), Radeon RX 550 (2048 MB)
- Processor
- Intel Core i5-2500K (4 * 3300) or equivalent, AMD FX-6350 (6 * 3900) or equivalent
Reviews & Ratings
Game Info
- Developer
- Skeleton Crew Studio
- Publisher
- Devolver Digital
- Release Date
- Jan 28, 2021
