Compare Sea of Solitude prices across trusted key stores and find the best deal. Developed by Jo-Mei Games. Published by Electronic Arts. Released on 6/4/2020. Available on PC, Xbox. Genres: Adventure. Metacritic score: 64/100.

A two-to-four-hour emotional platformer that hits harder if you've ever felt like you were drowning in your own head, but coasts on atmosphere when the gameplay runs dry.

I went into Sea of Solitude expecting a walking simulator with delusions of adventure, and I came out with something more complicated to categorise. The game, developed by Berlin-based Jo-Mei Games and published under EA's indie-friendly Originals label, is built around one genuinely strong concept: Kay, a young woman transformed into a shadowy monster, motors through a flooded, half-submerged city where every creature she encounters is a living metaphor for depression, bullying, loneliness, and fractured family dynamics. The world itself reacts to her emotional state, with water levels rising and falling and darkness giving way to colour as she confronts each painful memory. It is a genuinely affecting visual idea, and when it clicks, it clicks hard. On a mechanical level, though, you should know exactly what you're signing up for. Kay can run, jump, fire a flare that doubles as both a navigation aid and a light-based puzzle tool, absorb pockets of corruption scattered through each chapter, and pilot her small motorboat between areas. That's essentially the full toolkit, and it does not expand over the course of the game. The flare is the most interesting piece, occasionally redirecting shadow enemies by bouncing light off environmental fixtures, but for the most part the platforming is linear and the hazards are forgiving to the point where tension evaporates quickly. A massive sea creature lurks under the water in several chapters, and creepy hands drag Kay down if she lingers at the surface too long, creating brief moments of real urgency. The boss encounters, however, tend to strip out all the challenge just when they should be landing as emotional climaxes, which leaves the gameplay feeling inconsistent rather than deliberately relaxed. The split between critics and Steam players is telling. Critics landed around 64 on Metacritic, with common complaints about repetitive encounters and on-the-nose dialogue, while Steam users have been considerably warmer, with the game sitting at a Very Positive rating across over a thousand reviews. That gap makes sense once you understand the audience. If you are playing Sea of Solitude as a puzzle-platformer looking for mechanical depth or replay value, you will be done in three to four hours with no real reason to return, and the collectibles, a handful of bottles and seagulls, offer no tracking system and no meaningful narrative payoff. If you are playing it as a mood piece about mental health, carried by its striking colour contrasts, ambient sound design, and the willingness to address subjects like suicidal ideation and parental conflict without softening them, you will find an experience that earns its short runtime. The visual comparisons to Wind Waker and Journey that reviewers have reached for are not wrong, though Sea of Solitude is rougher around the edges than either. The water shimmers, the colour work during the lighter chapters is genuinely beautiful, and the sound design does a lot of heavy lifting when the dialogue occasionally tips from blunt into clumsy. The game was conceived by Jo-Mei co-founder Cornelia Geppert drawing on her own experiences, and that sincerity shows in every chapter, even when the writing oversells its symbols. One sequence dealing with bullying is uncomfortable enough to be effective; another involving parental separation lands with more subtlety than you might expect from the rest of the script. The game also drew nominations for Games for Impact and won the Unity Award for Best 3D Visuals, recognition that reflects where its real strengths sit. Bottom line for buyers: if you want a short, emotionally earnest adventure that trades mechanical challenge for atmosphere and personal resonance, Sea of Solitude delivers on its own terms. Go in expecting Journey-adjacent mood-piece pacing, not a platformer with stakes, and you will likely walk away moved rather than frustrated. Alex, Scout Team

Sea of Solitude

Sea of Solitude

Jun 4, 2020Jo-Mei GamesElectronic Arts
GamerScout Says

A two-to-four-hour emotional platformer that hits harder if you've ever felt like you were drowning in your own head, but coasts on atmosphere when the gameplay runs dry.

PCXbox
Steam Deck PlayableProtonDB Gold
Best Price Available
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GamerScout Verdict

Worth it for players who want a short, sincere mood piece about mental health, not for anyone chasing mechanical depth or replay value.

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About Sea of Solitude

I went into Sea of Solitude expecting a walking simulator with delusions of adventure, and I came out with something more complicated to categorise. The game, developed by Berlin-based Jo-Mei Games and published under EA's indie-friendly Originals label, is built around one genuinely strong concept: Kay, a young woman transformed into a shadowy monster, motors through a flooded, half-submerged city where every creature she encounters is a living metaphor for depression, bullying, loneliness, and fractured family dynamics. The world itself reacts to her emotional state, with water levels rising and falling and darkness giving way to colour as she confronts each painful memory. It is a genuinely affecting visual idea, and when it clicks, it clicks hard. On a mechanical level, though, you should know exactly what you're signing up for. Kay can run, jump, fire a flare that doubles as both a navigation aid and a light-based puzzle tool, absorb pockets of corruption scattered through each chapter, and pilot her small motorboat between areas. That's essentially the full toolkit, and it does not expand over the course of the game. The flare is the most interesting piece, occasionally redirecting shadow enemies by bouncing light off environmental fixtures, but for the most part the platforming is linear and the hazards are forgiving to the point where tension evaporates quickly. A massive sea creature lurks under the water in several chapters, and creepy hands drag Kay down if she lingers at the surface too long, creating brief moments of real urgency. The boss encounters, however, tend to strip out all the challenge just when they should be landing as emotional climaxes, which leaves the gameplay feeling inconsistent rather than deliberately relaxed. The split between critics and Steam players is telling. Critics landed around 64 on Metacritic, with common complaints about repetitive encounters and on-the-nose dialogue, while Steam users have been considerably warmer, with the game sitting at a Very Positive rating across over a thousand reviews. That gap makes sense once you understand the audience. If you are playing Sea of Solitude as a puzzle-platformer looking for mechanical depth or replay value, you will be done in three to four hours with no real reason to return, and the collectibles, a handful of bottles and seagulls, offer no tracking system and no meaningful narrative payoff. If you are playing it as a mood piece about mental health, carried by its striking colour contrasts, ambient sound design, and the willingness to address subjects like suicidal ideation and parental conflict without softening them, you will find an experience that earns its short runtime. The visual comparisons to Wind Waker and Journey that reviewers have reached for are not wrong, though Sea of Solitude is rougher around the edges than either. The water shimmers, the colour work during the lighter chapters is genuinely beautiful, and the sound design does a lot of heavy lifting when the dialogue occasionally tips from blunt into clumsy. The game was conceived by Jo-Mei co-founder Cornelia Geppert drawing on her own experiences, and that sincerity shows in every chapter, even when the writing oversells its symbols. One sequence dealing with bullying is uncomfortable enough to be effective; another involving parental separation lands with more subtlety than you might expect from the rest of the script. The game also drew nominations for Games for Impact and won the Unity Award for Best 3D Visuals, recognition that reflects where its real strengths sit. Bottom line for buyers: if you want a short, emotionally earnest adventure that trades mechanical challenge for atmosphere and personal resonance, Sea of Solitude delivers on its own terms. Go in expecting Journey-adjacent mood-piece pacing, not a platformer with stakes, and you will likely walk away moved rather than frustrated.

Alex
Alex · Scout Team

Catch-all

Tags

singleplayerachievementscontroller-supporttrading-cardstier:aaaEmotional NarrativeMental Health ThemesMood-Piece AdventureForgiving PlatformerMetaphor-Driven WorldShort PlaytimeAtmospheric ExplorationLight-Based Puzzles

System Requirements

Minimum

OS
Windows 10
Memory
4 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
Radeon HD 7850 or Equivalent/ GeForce GTX 660 or Equivalent
Processor
Phenom II X4 965 or Equivalent/ i3 2120 or Equivalent

Recommended

OS
Windows 10
Memory
16 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
Radeon R9 290 or Equivalent/ GeForce GTX 960 or Equivalent
Processor
Ryzen 3 1300X or Equivalent/ Intel i5 4690K or Equivalent

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Reviews & Ratings

Metacritic
64

Game Info

Developer
Jo-Mei Games
Publisher
Electronic Arts
Release Date
Jun 4, 2020

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What platforms is Sea of Solitude available on?

Sea of Solitude is available on PC, Xbox.

When was Sea of Solitude released?

Sea of Solitude was released on 4 June 2020.

Who developed Sea of Solitude?

Sea of Solitude was developed by Jo-Mei Games and published by Electronic Arts.

Is Sea of Solitude worth buying?

Sea of Solitude holds a Metacritic score of 64/100, making it one of the standout Adventure titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.