SOMA studio says its next game is not 'stressful or scary' in the traditional sense, but it'll still mess you up real good: 'The goal is to evoke this deep existential terror that stays long after you finish playing'

Ontos screenshot - spacesuit in a docking station
(Image credit: Frictional Games)

One of the reveals I was most jazzed for at The Game Awards 2025 was Ontos, the new thing from Frictional Games. I'm a fan of the studio's work in general, and I loved the way SOMA took the aging Amnesia formula and somehow made it better (and so much worse) by dialing back the in-the-moment horror of oh jeez gonna die and injecting a healthy dose of existential nightmares that's left me still occasionally thinking, more than 10 years later, man, what would I do?

In light of those good times, I'm very happy to hear that Ontos aims to go even harder on that more cerebral take on horror. "In your more standard horror game, say the first Amnesia, the focus is to have players survive in a scary environment. The intent is to evoke a very primal sense of fear," Frictional Games creative director Thomas Grip told GamesRadar.

ONTOS – Reveal Trailer - YouTube ONTOS – Reveal Trailer - YouTube
Watch On

Grip said Ontos "is easily the deepest and most complex game we have done from a narrative perspective," and "much more open" than SOMA: There's a greater focus on exploration and discovery, and a reduced emphasis on puzzles in favor of "interactive story scenes" in which players are presented with various ways to solve scenarios and move forward. That sounds a bit like an old Telltale adventure, but Grip said those options "are not laid out to the player," but must be discovered—and of course, "it is also possible to screw it all up if you are not careful."

Exploration in Frictional games is traditionally a fraught process: You're never allowed to forget that while you're poking around in corners and under tables, some psyche-shattering horror from beyond the seventh dimension is quietly sneaking up behind you. It sounds like Ontos will be a much less nerve-wracking experience than its predecessors, however.

"Our intention is not to make a stressful or scary game in the traditional sense," Grip said. "Ontos is not a game about survival. Instead it is about providing a hands-on experience where players are forced to grapple with heavy and thought provoking themes. The goal is to evoke this deep existential terror that stays long after you finish playing."

For me, that's great: I'm a big fan of Amnesia's work, as I said, but I also really don't care for horror, and the experience of playing Frictional games is genuinely stressful and unpleasant. In a good way! But also, not good at all. It's hard to explain: I love having had the experience after the fact, but the actual moment-to-moment of experiencing it? Not so much. So if Ontos really is able to double down on the SOMA approach of, "You won't be utterly terrified now, but you'll be haunted for the rest of your life when it's over," well, that doesn't sound so great when I spell it out like that either. But I'll take it.

Andy Chalk
US News Lead

Andy has been gaming on PCs from the very beginning, starting as a youngster with text adventures and primitive action games on a cassette-based TRS80. From there he graduated to the glory days of Sierra Online adventures and Microprose sims, ran a local BBS, learned how to build PCs, and developed a longstanding love of RPGs, immersive sims, and shooters. He began writing videogame news in 2007 for The Escapist and somehow managed to avoid getting fired until 2014, when he joined the storied ranks of PC Gamer. He covers all aspects of the industry, from new game announcements and patch notes to legal disputes, Twitch beefs, esports, and Henry Cavill. Lots of Henry Cavill.

You must confirm your public display name before commenting

Please logout and then login again, you will then be prompted to enter your display name.