Soma key
SOMA is Frictional Games' underwater sci-fi horror that asks what consciousness really means - and then makes you suffer the answer.
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About Soma key
SOMA is a first-person sci-fi horror game set in PATHOS-II, a crumbling underwater research facility somewhere on the ocean floor. You play as Simon Jarrett, a man who wakes up in circumstances he cannot immediately explain, surrounded by machines that behave like they are alive and a station that clearly suffered something catastrophic long before you arrived. Frictional Games, the studio behind Amnesia: The Dark Descent, built their reputation on atmospheric dread, and SOMA refines that sensibility into something more philosophically serious than almost anything else in the genre. The horror here is not primarily about jump scares or monster closets, though there are creatures you will absolutely want to avoid. The real unease comes from the questions the game keeps pressing on you: what makes something conscious, what makes a copy of a person equivalent to the original, and whether survival means anything if the thing doing the surviving is not quite what it used to be. These are not idle background details - the story builds every setpiece and encounter around them, and by the time you reach the final hours you will have formed a genuine opinion on things you probably never expected a video game to ask. That is rare craft, and it deserves to be named as such. Gameplay sits firmly in the exploration and environmental puzzle space. You interact with objects, manage a light exposure mechanic around certain enemies, and occasionally have to route around or distract the things hunting you. If you played Amnesia, the rhythm will feel familiar but more confident. The monster encounters are sparse enough that tension stays high rather than becoming routine, and the level design inside PATHOS-II rewards careful attention. Reading logs and listening to audio recordings is genuinely worth your time here, not just lore-dumping but pacing the emotional weight so that later revelations land harder. The underwater aesthetic is something I want to hold for a moment. The visual design of corroded corridors, bioluminescent ocean glimpsed through reinforced glass, and machinery that has been running without human oversight for decades creates a world that feels genuinely isolated and old. The sound design does the rest. Patrice Banim and a team of collaborators built an ambient soundtrack that sits somewhere between industrial hum and something almost organic. There are stretches of SOMA that are quiet enough that you start listening for things that are not there. That is intentional, and it works. Where SOMA earns its few caveats: the pacing in the opening hour is slow, and players expecting constant action will bounce off it. The monster avoidance sequences, while not overused, do occasionally interrupt the philosophical momentum in ways that feel slightly mechanical compared to the narrative sophistication around them. A Safe Mode option was added post-launch that removes creature threat while keeping story intact, which is a genuinely thoughtful addition for players who want the themes without the survival tension. Neither mode is wrong to use. At somewhere between eight and ten hours for a careful playthrough, SOMA knows exactly when it ends. The final sequence is the kind of thing you will want to talk to someone about immediately after. It earns that. This is the game I point to when someone says narrative games are shallow. Kai, Scout Team
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Game Info
- Developer
- Frictional Games
- Publisher
- Frictional Games
- Release Date
- Sep 21, 2015


