Ontos First Impressions: A Return to Frictional Games' Existential Horror
There’s a special kind of dread that comes from a familiar place turned alien. Ontos, the long-awaited next chapter from Frictional Games, the architects of Amnesia and SOMA, doesn’t just drop you into a horror story; it maroons you in a philosophical conundrum disguised as a moon hotel. This isn't a haunted house—it's a haunted idea, built on the ruins of human ambition and set to fracture your perception of reality from the moment you arrive.

Exploration gameplay in Ontos.
The game’s setting, the repurposed moon base Samsara, is Frictional’s most audacious and evocative creation to date. It’s a place of profound contradiction, a labyrinth built upon the physical and ideological wreckage of a failed mining colony and a once-opulent luxury hotel. This isn't mere background art; it's the game's central thesis made manifest. You’ll explore labs hidden within lavish, empty casinos and witness chilling experiments staged on dramatic theatre sets. This surreal juxtaposition—science conducted in temples of chance, morality plays performed on literal stages—immediately establishes Ontos as a horror game concerned less with jump scares and more with the existential vertigo of a world where all foundational boundaries have crumbled.
Stepping into this fractured world is Aditi Amani, driven not by survival instinct but by a deeply personal, unresolved mystery. Her quest to uncover the legacy of her estranged father—a brilliant scientist who transformed into a enigmatic prophet—is the perfect narrative vehicle for Frictional’s brand of psychological excavation. This isn't a generic "find out what happened" plot; it's a pursuit that forces the player to question the very nature of genius, faith, and paternal legacy. The personal stakes make the escalating cosmic horror resonate on a human level. When reality itself begins to unravel around Aditi, it feels like a direct consequence of her search, a price paid for peeling back layers of truth better left buried.
This is where Ontos earns its pedigree in the opening hours: every corridor in Samsara feels like a loaded question. A strange machine humming in an ancient moon cave isn’t just a puzzle; it’s a artifact from a war of ideas. The environment itself is the first and most persistent narrator.
This dense, deliberate worldbuilding solidifies Ontos’s unique genre identity from the outset. It confidently wears its "Story Rich" and "Philosophical" Steam tags as a badge of honor, weaving its sci-fi and horror elements through the framework of an immersive sim. The dread here is cerebral, born from the implications of your discoveries and the weight of your choices, rather than from a monster in a closet. It’s a return to the studio’s core strengths—atmospheric, existential horror—but with the scope and ambition dialed up to a celestial scale. Your first impression isn't of a game that wants to scare you; it's of a game that intends to unsettle your understanding of everything you see.
Ontos Gameplay Mechanics: Tactile Systems and Analog Ingenuity
In Ontos, your hands are your most vital tool, not because they wield a weapon, but because they are constantly busy turning dials, rerouting cables, and jury-rigging solutions from scrap. This isn't a game about overpowering your environment; it's about understanding it, coaxing it into cooperation through a tactile, systems-driven gameplay loop that feels equal parts engineering and archaeology. The horror here isn't just in what you find, but in the desperate, hands-on process of trying to make it work.

Tactile systems define the player's interaction with the world.
The core loop revolves around scavenging and manipulation. You'll spend hours combing through the surreal ruins of Samsara—checking abandoned hotel minibars for chemical compounds, salvaging circuitry from casino slot machines, or harvesting parts from derelict mining equipment. This scavenging isn't mindless collection; it's research. Every item has potential utility, and your success hinges on your ability to deduce how these disparate parts can interact with the moon base's bizarre, analog machinery. A pressure gauge salvaged from a spa's geothermal system might be the key to calibrating a life-support apparatus in a hidden lab. This creates a powerful sense of intellectual progression, where your growing understanding of Samsara's ecosystem is your true power-up.
Where this system truly sings is in its rejection of digital simplicity. You don't "press X to activate console." Instead, you manually flip physical switches in a specific sequence, watch gauges climb, and adjust rheostats until a harmonic hum signals success. This analog ingenuity makes every interaction feel earned and physically tangible.
This hands-on philosophy extends to problem-solving, which proudly boasts no single "correct" solution. Frictional Games has built a playground of cause and effect where your goal is simply to "make the most of your situation." You might encounter a sealed door protected by an electrical grid. One player might spend time locating the master breaker to shut it off safely. Another, low on time or resources, might jury-rig a bypass using scavenged capacitors, accepting the risk of a catastrophic short-circuit. This flexibility is Ontos's greatest mechanical strength, fostering a deeply personal playthrough where your choices are dictated by circumstance and ingenuity, not a quest marker.
However, this same freedom carries the risk of profound frustration—a potential pitfall the studio seems to acknowledge in its mature themes. Mismanaging your scavenged resources, like the crucial batteries for your tools, can leave you literally and figuratively fumbling in the dark. If you exhaust your supply of a key chemical reagent through trial and error, you might find a critical path forward permanently complicated, forcing a desperate search for an alternative or even a catastrophic improvisation. This isn't a bug; it's a brutal, intentional feature. The game argues that true consequence isn't just narrative—it's systemic. A poor plan can leave you "screwed," transforming a tense puzzle into a desperate scramble for survival that perfectly mirrors Aditi's deteriorating grip on reality.
Ultimately, Ontos replaces traditional combat with strategic planning and research. Your notebook fills not with enemy weaknesses, but with circuit diagrams, chemical formulas, and philosophical fragments left behind by the moon's factions. Victory is measured in restored functionality, in a stable bridge across a chasm, or in the chilling success of an experiment you chose to complete. It’s a demanding, cerebral approach that won't satisfy a thirst for action, but for players willing to engage, it delivers a uniquely satisfying and immersive power fantasy: the power to comprehend, and in comprehending, to temporarily hold a shattered world together.
The Narrative Depth of Ontos: Fractured Reality and Moral Provocations
In Ontos, the horror isn’t a monster in a dark corridor; it’s the vertigo you feel when the ground beneath your worldview dissolves. The game’s narrative ambition is staggering, using the personal quest of Aditi Amani as a scalpel to dissect colossal existential themes—the nature of consciousness, the purpose of suffering, the very fabric of reality. This isn’t a story told through cutscenes; it’s a truth you assemble, painfully, from environmental details, audio logs, and the chilling consequences of your own hands-on experiments. The moon base Samsara, divided into warring philosophical factions, becomes a petri dish where science and faith are not opposites but violently competing hypotheses, and you are the unwilling test subject.

Atmospheric setting in Ontos
The narrative structure is a masterclass in fragmented, mind-bending storytelling. You piece together the legacy of Aditi’s father—the scientist-turned-prophet—not through linear exposition, but by exploring labs built inside casinos and experiments staged on theatre sets. This surreal juxtaposition is the game’s core narrative device: every location is a metaphor. Finding a transcript of a metaphysical debate in an emptied swimming pool, or calibrating a machine that measures “soul resonance” in an ancient moon cave, forces you to constantly recontextualize what you know. The story challenges your perception by making you an active archaeologist of ideas, where the “aha” moment is often a profound and unsettling philosophical realization, not a plot twist.
This is where Ontos earns its pedigree as a successor to SOMA: your choices aren’t between good and evil, but between terrifying interpretations of reality. Completing an experiment might grant you vital resources, but the act of completion itself could validate a horrific philosophy, making you complicit in a moral catastrophe.
This leads to the game’s most potent and punishing mechanic: choice and consequence. As highlighted in the gameplay section, your decisions carry systemic weight, but here they gain moral gravity. The game presents you with “chilling experiments” that are, in essence, moral provocations. You might need to activate a machine that eases your path forward but requires a “sacrifice” of ambiguous consciousness. The brilliance is that there is rarely a purely altruistic option; a decision that seems morally correct—like preserving a fragment of digital life—can have devastating, unforeseen repercussions that unravel later. The consequence isn’t a simple morality meter shift, but a fundamental alteration of Samsara’s ecosystem and Aditi’s psychological state, making every significant action feel agonizingly weighty.
However, the game’s lofty ambitions occasionally brush against the limitations of its genre. The potential for clichéd horror tropes to undermine its psychological depth is a real danger. While the primary sources don’t confirm their presence in Ontos, the risk is inherent in its “lore-rich” and “psychological” premise. Should the game resort to simplistic, on-the-nose scares like messages written in blood or heavy-handed, monotonous audio logs (a noted flaw in similar titles), it could fracture the meticulously built atmosphere of intellectual dread. The horror here is strongest when it’s implied by the setting’s surreal logic and your own growing comprehension, not when it’s shouted through a tired trope.
Ultimately, the narrative’s power is solidified by the philosophical factions that divide Samsara. This isn’t a backdrop; it’s the engine of the conflict. You navigate spaces controlled by groups who view the moon’s strange phenomena through entirely different lenses—one as a flaw in reality to be corrected through science, another as a divine truth to be worshipped. Your scavenging and puzzle-solving often involve pilfering or repurposing the sacred tech of one faction to aid another, making you a chaotic variable in their ideological war. This ensures the story is never a solitary descent but a complex navigation of conflicting human (and post-human) beliefs, where every ally you make through your actions is an enemy earned elsewhere. In Ontos, you don’t just uncover the truth; you actively, and irrevocably, choose which version of it will survive.
Technical Performance and Sensory Design in Ontos
For a game so concerned with the fragility of perception, the technical and sensory scaffolding holding it up must be unshakable. Ontos understands this implicitly, building its reality from a foundation of oppressive atmosphere and tactile sound, but occasionally stumbles on the human elements meant to sell the illusion.

The game exhibits a high level of technical polish in its visual presentation.
The visual design of the moon base Samsara is the game’s most consistent technical triumph. Frictional Games leverages its surreal premise to craft spaces that are both breathtakingly imaginative and profoundly claustrophobic. The transition from the gilded, dust-choked opulence of a hotel casino to the sterile, brutalist geometry of a hidden laboratory isn’t just a change of scenery—it’s a whiplash shift in philosophical tone, executed through lighting and architecture. This isn't a generic sci-fi corridor shooter; it's environmental storytelling at its most potent. Narrow service ducts feel genuinely suffocating, their walls lined with pulsating, organic-looking cables, while the vast, echoing theatres used for experiments create a chilling sense of exposure. The visual aesthetic doesn’t just match the horror genre; it defines it as a horror of ideas, where the very spaces you inhabit feel cognitively hostile.
The commitment to this surrealism pays off in moments of pure, unsettling beauty. Discovering a lab where glowing fungal growths have overtaken server racks, or calibrating a machine in a moon cave illuminated by bioluminescent pools, creates a powerful dissonance—the technology feels ancient and alive, blurring the line between science and nature in a way that perfectly serves the game’s core themes.
Where Ontos truly earns its immersive sim credentials is in its audio design. The soundscape is a masterclass in building tension through absence and implication. The oppressive silence of Samsara’s abandoned sectors is punctuated by the distant groan of metal stress, the skittering of unseen things in ventilation shafts, and the sudden, startling hiss of a decompressing seal. When a storm rages outside the habitat, the sound design doesn’t just simulate rain—it makes you feel the entire structure shudder and strain, selling the fragility of your artificial environment. Creaking floorboards and the resonant clunk of a heavy door sealing behind you aren’t just effects; they are vital feedback in a game where your ears are as important as your eyes for navigation and threat assessment. This atmospheric audio is the game’s primary tool for dread, proving that what you imagine is always more terrifying than what you see.
However, this meticulously crafted atmosphere is occasionally fractured by the quality of its human performances. Reports of monotonous voice acting, particularly in critical narrative logs or during Aditi’s reactive dialogue, present a real risk. In a game where you’re piecing together a personal and cosmic tragedy from audio fragments, a flat, emotionally detached delivery can turn a profound revelation into a tedious data entry. If a log detailing a character’s existential crisis or a horrific ethical breach is read with the energy of a grocery list, it doesn’t just fail to land—it actively undermines the gravity Ontos works so hard to establish. The contrast between the evocative environmental sounds and potentially lackluster vocal performances creates an unevenness that the game’s otherwise impeccable sensory design cannot afford.
This friction between polished systems and clumsy interaction extends to the controls, particularly in moments of precise object manipulation. The game’s philosophy of tactile, hands-on engagement—lauded in the gameplay section—can feel at odds with the reported fiddliness of picking up small items, especially on handheld devices like the Steam Deck. When your survival hinges on scavenging a specific fuse or a vial of reagent from a cluttered desk, a control scheme that makes this simple act a struggle is more than an inconvenience; it’s an immersion-breaker. It transforms a tense, deliberate search for resources into a frustrating game of “hunt the pixel,” pulling you out of Aditi’s desperate headspace and into your own annoyance with the interface. For a game built on the satisfaction of physical interaction, any barrier between player intent and on-screen action is a critical flaw.
On a technical level, Ontos sets a solid baseline with its confirmed support for HDR and Steam Achievements, promising a visually rich experience for capable hardware. The requirement for a 64-bit OS is standard for a modern release of this scope. The true test, as with any narrative-driven immersive sim, will be in its performance consistency—maintaining stable framerates during complex scenes and ensuring that the frequent loading between Samsara’s intricate, interconnected zones is seamless. A hitch or a long load during a tense moment can shatter the fragile reality the game spends so much effort constructing.
Ultimately, Ontos presents a sensory package of towering highs and concerning potential lows. Its world is a breathtaking feat of surreal, claustrophobic design, and its soundscape is arguably the best in Frictional’s catalog for building unease. Yet, the threat of flat vocal performances and finicky interaction controls loom as tangible threats to the total immersion it seeks to create. The game’s reality is compelling enough to make you believe in a haunted moon; it just can’t afford to remind you that you’re holding a controller.
Final Verdict: Is Ontos a Worthy Successor to SOMA?
The true test of a game like Ontos isn't whether it can scare you, but whether its ideas linger long after you've powered down. This is a successor that understands its inheritance: it doesn't chase the visceral terror of Amnesia but refines the existential dread of SOMA into a more personal, tactile, and philosophically aggressive form. The result is a focused, demanding experience that will resonate profoundly with its target audience while testing the patience of those outside it.

The eerie atmosphere of Ontos.
Ontos is a game for thinkers, not thrill-seekers. Its value proposition is one of depth over breadth, of a single, meticulously crafted playthrough rather than endless replayability. While the flexible problem-solving and weighty choices offer narrative branching, the core experience—piecing together the mystery of Samsara and Aditi's father—is a journey best taken once. The 40-60 hour runtime suggested by its scope is a commitment to a specific mood and intellectual engagement. If you're looking for a game to "complete" with multiple endings or a New Game+ power trip, you may find the experience lacking in traditional replay hooks. But for fans of philosophical sci-fi and immersive sims, the value lies entirely in that first, all-consuming dive. This is a game to be absorbed, debated, and mentally unpacked, not simply replayed.
As a successor, Ontos represents a clear evolution of the Frictional Games formula. It retains the studio's mastery of environmental dread and narrative implication but marries it to a far more hands-on, systemic gameplay loop. Where SOMA asked profound questions through its story and setting, Ontos makes you answer them with your own hands, calibrating machines that test the soul and jury-rigging solutions that have moral weight. It trades the passive horror of Amnesia—running and hiding—for the active horror of desperate comprehension. This isn't a step backward or a safe retread; it's a confident pivot toward a more interactive and intellectually rigorous kind of fear, one where you are complicit in the unsettling truths you uncover.
This is the game's ultimate achievement: it makes you feel responsible for the reality you help shape. A choice in SOMA might haunt your conscience; a choice in Ontos can literally break the world you're standing in, turning a moral failure into a systemic one.
The strengths that make Ontos remarkable are the very pillars discussed throughout this review. Its atmosphere is unparalleled, transforming the moon base Samsara into a surreal, claustrophobic character in its own right. Its tactile mechanics—the act of scavenging, calibrating, and physically manipulating the environment—create a unique power fantasy of intellectual survival. Most importantly, its narrative themes tackle questions of consciousness, faith, and reality with a seriousness and complexity rarely seen in the medium, refusing to offer easy answers. For the right player, this combination is a masterpiece of mood and meaning.
However, to recommend Ontos universally would be dishonest. Its potential weaknesses are significant and directly impact the experience it strives so hard to create. The reported clumsy controls, especially when manipulating small objects, can shatter immersion during critical, tense moments of scavenging. The risk of clichéd writing or monotonous voice acting—flaws seen in lesser titles in the genre—threatens to undermine the profound gravity of its story. Most divisively, the frustrating resource management, where poor planning can leave you literally powerless in the dark, is a brutal design choice. It brilliantly mirrors the narrative's themes of consequence, but it will absolutely alienate players who prefer a more forgiving, guided experience. This isn't a flaw in execution, but a stark line in the sand about the kind of horror Ontos wants to be.
Verdict: Ontos is a worthy, if demanding, successor to SOMA and a bold new zenith for Frictional Games' signature style. It is not for everyone. It will frustrate those seeking simple scares or seamless gameplay. But for players who want their horror to be cerebral, their choices to have devastating weight, and their gameplay to feel like a desperate struggle for understanding, it is a singular achievement. It doesn't just want to scare you; it wants to change how you think.
Pros:
- An atmosphere of unparalleled surreal dread and claustrophobic beauty
- Tactile, ingenious gameplay that replaces combat with comprehension and calibration
- A narrative of profound philosophical depth that challenges perception at every turn
- Meaningful choice and consequence that alters both story and systems
Cons:
- Deliberately punishing resource management that will test patience
- Control schemes reported as fiddly, especially for precise object interaction
- A focused experience with potentially limited traditional replay value
- Risk of flat vocal performances or clichéd tropes undermining its lofty narrative
