

OMORI
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About OMORI
Explore a strange world where colorful friends and foes accompany a journey between the vibrant and the mundane. As you uncover a forgotten past, the choices you make shape your fate and perhaps the fate of others. Steam player reviews: 97% positive from 80,195 reviews. Steam PC release date: December 25, 2020. Interface languages: Simplified Chinese, English, Japanese, and Korean.
Credits
Lowest recorded in 36 months
$9.992024-06-27 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | — | — |
| Japanese | Yes | Yes | — |
Show 1 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Korean | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
Interface languages
The Steam PC version supports English, German, Simplified Chinese, and Spanish interfaces. Full audio is not listed.
Play and controller support
The Steam PC version lists single-player and full controller support.
03Frequently asked questions
What kind of journey is OMORI?
You explore a strange world of colorful friends and foes while moving between vibrant and mundane places and uncovering a forgotten past.
Do choices affect the story?
The description says the path you choose determines your fate and may affect the fate of others.
Which operating systems are listed for Steam PC?
Windows and macOS are listed.
“Dream-and-reality dual-space plus emotion-state combat — the emotional-depth ceiling of indie narrative RPGs.”
Our Verdict
## Overall
Commercial Standing and Critic / Player Convergence
OMORI's industry positioning is the gold-standard reference for indie narrative-RPG success. On the critical side: Metacritic 88 (Generally Favorable), OpenCritic 86 (Mighty tier, 100% critic recommendation), PC Gamer 88, RPGFan 92, Noisy Pixel 90. On the player side: Steam Overwhelmingly Positive with about 96% positive across more than 76,000 reviews; Metacritic user score 9.0. Chinese media tracks the same elevation: Gamersky player consensus 9.0, Gcores 9.5, 3DM strongly positive. The OpenCritic 100% recommendation figure is itself extraordinary — it means every reviewing outlet that covered the game recommended it, which is the rarest possible outcome in the indie RPG category.
The commercial side reads as a textbook indie success. Steam cumulative sales crossed one million units by December 2022 and conservative estimates now place the figure past two million. Steam concurrent peak near 5,000 at the 2020 December launch; daily concurrent long-tail in the 500 to 1,500 range years after release. The 2014 Kickstarter that started the project is itself a legendary case: a small pseudonymous artist studio raised $220,000 against a $22,000 goal — a 10× over-funding result that enabled the six-and-a-half-year polish cycle that the final game shipped with. The DreamHack 2021 Beyond Awards Daringly Dramatic win was the industry-recognition milestone that confirmed the studio's standing.
Who Should Buy, Who Should Walk, Version Guidance
The buyer profile is straightforward. Narrative-RPG enthusiasts, deep indie players, adult players able to handle psychological themes, players drawn in by Undertale and the Earthbound family — all of them are in the target audience. The pitch — "dual-space dream-and-reality narrative plus emotion-state combat plus a 179-track score plus a multi-ending tree" — is exactly what the post-2020 indie narrative RPG emotional-depth ceiling looks like. The Chinese community's recurring phrase is "a 20-hour game that makes you re-live your own childhood — not a game to play, a game to remember," which captures the unique place OMORI occupies in the Chinese narrative-RPG audience's collective memory.
The non-buyer profile is equally clear. Players who actively avoid depression and trauma themes; players who want fast, snappy combat with immediate feedback; players impatient with slow-paced narrative — all should look elsewhere. OMORI's "heavy psychological subject matter plus slow-tempo turn-based combat plus engine-bound friction" stack is real entry friction. The depression, trauma, self-harm and suicide themes can be genuinely triggering for players with PTSD or anxiety conditions, and OMORI is honest about that. If "I want immediate fun" is your priority, Dead Cells or Hades are the right purchases. If "I want to commit twenty hours to a sustained narrative experience" is your priority, OMORI is the right purchase. Version guidance: the Steam PC build is the preferred entry point (keyboard-and-mouse menu navigation is smoother), with the official original soundtrack DLC optional for the audio enthusiasts. The Switch version, with its accessibility features (skip cutscenes, configurable text speed, optional combat assistance), is the better choice for sensitivity-prone players. Steam discounts run regularly in the 50% to 70% range, with floor prices around 25 RMB. Chinese-speaking buyers don't need to hesitate on language: the day-one official Simplified and Traditional Chinese localisation covers menus, dialogue, story subtitles, boss names, skill descriptions, and item flavour text.
Historical Standing and the Irreplaceable Point
Set the commercial figures and the score sheets aside, and OMORI's lasting contribution is straightforward — it is the indie narrative-RPG emotional-depth ceiling since 2020. OMOCAT's six-and-a-half-year development cycle, the pseudonymous-artist-led design model, the Kickstarter-funded origin, the RPG Maker MV engine extension work — every one of those structural choices reads as a case study in the "single-author or small-team artisanal indie" production mode. The Chinese narrative-RPG community places OMOCAT alongside Toby Fox (Undertale), Robert Yang (experimental indie work), and the Drog / Xelu team as some of the most identifiably personal voices in the indie narrative-RPG category.
OMORI lines up with Undertale and Disco Elysium as the three flagship indie narrative RPGs of the 2014-to-2020 window — Undertale's spare-or-fight choice school, Disco Elysium's thought-cabinet conversation school, OMORI's dream-and-reality dual-space school. Each tradition has its own signature, and OMORI's emotional-depth signature has stood unchallenged in its lane since launch. The composite 8.5 score affirms the design completeness (the dual-space narrative architecture plus emotion-state combat plus the 179-BGM score plus OMOCAT's hand-drawn direction plus the multi-ending tree), the story-system ceiling (9.5 story is the highest dimension), the audio-investment industry benchmark (9.5 audio matches it), and honestly acknowledges the gameplay drag (6.5 gameplay is the lowest dimension), the RPG Maker MV engine ceiling, and the heavy-subject-matter entry friction. It isn't the year's most visually ostentatious game. It is the most emotionally deep indie narrative RPG since 2020, and the cornerstone release of OMOCAT's pseudonymous-artist-led studio model.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Stop scrolling. Avoid spoilers. Play it now. Come back to thank me later.Show moreShow less
Before reading, I should first make it clear that I am not rating thumbs down because I didn't like this game (200 hours might've already given that part away). OMORI is one of my favorite games of all time, in fact, and I am going to refrain as much as possible from leaving any story based spoilers in this review because this game is (and i can't stress this enough) best experienced as blind as possible, and when you experience this game for the first time, there's no going back afterwards. That being said, there comes the reason I rate this game negatively; this game is not for everyone, and this review is primarily for people reading through the negative reviews before buying the game out of skepticism for its overwhelmingly positive feedback. I don't blame anyone who does this, because some people want to know if a game is right for them before buying. I will run through the demographics who I don't recommend OMORI to, descending from most to least deal-breaking. 1: "it's just another quirky earthbound inspired indie jrpg about depression" I'm certain that there are a few people who think this way about games that draw similarities to Undertale, a game that exploded into the mainstream around the time that indie games really started to make an impact around 2015 (though this is up to debate). If the thought of there being a sub-genre of Earthbound-inspired indie JRPGs, or games that discuss depression as a central theme, keeps you awake at night because there is a supposed "epidemic" of these games that are lazy, half-baked excuses for finished products being overrated by weebs, then I'd stay as far away from this game as possible. OMORI inspires itself greatly on Earthbound and Yume Nikki with its wacky scenarios and themes about depression respectively; traits that it wears on its sleeve. To many, that's not a big deal. It's a means to draw inspiration to a new product that does things differently in its own way. In my opinion, I think that classifying a game as a rip-off and sign of laziness from the developer based off of surface level aspects is in and of itself a half-assed excuse to not play a game while simultaneously disliking it because "I just know its gonna be like every other (xxyyzz) clone out there". I know that the people who think this sort of thing are in the (thankful) minority, but my opinions are not here to change anyone's mind on purpose, and are only here as a warning for those who are predisposed to dislike games like OMORI to give it a skip. 2. You have little tolerance for "quirky" or "weird" humor This game, like I said earlier, is heavily inspired by Earthbound, make of that what you will. It uses a lot of weird, cutesy, and quirky humor throughout the game that, while I found it nice enough and funny for the most part, other people may find it tiring and "quirky" may have some negative connotations depending on the person. It's true that I did find some of the humor a little stale at times, but it was not very often. Thankfully, the game never tries to be "edgy" and use its themes for shock humor, and the humor reserves itself to the more lighthearted moments of the game. Additionally, there are many moments throughout that elicit feelings other than "haha funny" that are thoroughly enjoyable. However, the quirk factor is a prevalent part of the game, and those who may find it tiring probably wouldn't feel too at home playing this game. 3. You are unwilling to take the game as seriously as it takes itself This one might sound a little pretentious, but I felt it necessary to bring this up too. This game takes itself seriously, and rightfully so. It covers serious topics that are not to be danced around lightly. So, if you might be inclined to believe that the game might not be in the right to take itself seriously in tandem with all of the goofy stuff that happens in the background, then the game might not leave a super great impression on you, as this game is at its best when it is serious, and when these moments are taken seriously. 4. You are expecting high level and complex gameplay This game's main purpose for existing is, first and foremost, to tell a story through the medium of a game, not to be a game that also happens to tell a story. This was stated by OMOCAT herself at the beginning of the project, and it still rings true in the final game. Now, the gameplay is not bad by any means, but some who love games primarily based on gameplay and not story may come away with a few complaints, with good reason. This game is very easy, save for a few fights that are completely optional or impossible to access in the main route of the game. The game's main combat system, revolving around 3 emotions in a rock-paper-scissors type effectiveness that gets the job done. Alongside this is the typical turn-based RPG aspects (deal damage, use items, buff/debuff, you get the idea), and when you put it all together, its pretty enjoyable, but not anything particularly groundbreaking save for a few fights where you actually need to use your brain. In addition to this, there are no random encounters in the overworld, and no grinding is required to get past bosses which relieves a lot of annoying aspects many turn based RPGs share. However, some may see this as under-utilization of the game's elements, which is fair enough; it is a game after all. I would only see this as a reason to not buy the game if you do not care about the story in games like this at all. 5. You are impatient I am not looking to criticize anyone for being impatient, as most people do not have ample time to play video games. This is probably the most difficult argument to make, and also the one I see the most often in criticisms of this game because what constitutes poor pacing and a game that is too long varies incredibly widely from person to person. If you were to run through the game, doing a few side activities, reading the dialogue, not a whole lot of sidetracking, this game takes about 25 hours to complete. To me, 25 hours is not a long game, but a decent length without overstaying its welcome (playing through Persona 3 & 4 may have desensitized me to proper game length, seeing how long those games are). However, to a lot of people, that length of a game is too long. Many would prefer to squeeze a game that can be completed in a shorter time into their busy schedules, and for many, that's a deal breaker. In addition to this, there is the pacing of the game that is a little weird, shifting between 2 settings throughout the game with the majority of development occurring in one part while the other has noticeably less. I see the most criticism toward this aspect of the game, and many will feel a bit unsatisfied or bored by the pacing at first. I personally had very little issue with the pacing while playing and even came to appreciate it by the end due to the design and context within the game, but that's just the kind of thing that I like. Not everybody has to, and that's okay. If you think of yourself as someone who likes to see the end of things quickly, but still want to see OMORI through to the end, I recommend you go into this game with patience in mind. If you are uncertain about how patient you are with a game as long as OMORI, but all other aspects of the game interest you, I'd recommend playing through LISA: The Painful beforehand, as it possesses many similar traits to OMORI, while many other ones distinguish the two greatly, but it's half as long. If you liked LISA, then I think you'd like OMORI too, and if you didn't like LISA because it felt too long, then you probably wouldn't like OMORI either. Keep in mind that I compared these games because they test the player's patience differently, and there are plenty of people who'd love LISA but not OMORI for different reasons, and vice versa. tl;dr: Love this game, but not for everyone. Play LISA: The Painful if you are on the fenceShow moreShow less
For as long as I can remember, I have been playing games. Despite having 13+ years of games played across consoles and PC, I genuinely cannot remember my "favorite" game. Everytime I am asked that, it actually takes me a minute or two to come up with an answer that I really do not care for. Sure, I have played an endless amount of good, engaging games across all genres, but the truth is that I've never really had a all-time favorite game. A game that I could truly stand by with all my passion. No game has ever really affected me deeply enough on a emotional and entertaining level to make me say "This is truly a masterpiece, and I am glad that I got to play it." There has only always been good, bad, or mediocre. I was gifted OMORI as a Christmas present from a good friend, and being a fan of Lisa and UNDERTALE while being unaware of what this game was, I was sure that this game would just be in the " good" category. But I was dead wrong. Off from the first two hours, I knew that something about this game was special just from the music and the amazingly drawn art style, and when I thought I knew I was going to happen or how something was going to play out, I was only a victim of constant surprisal and fear. When I thought the game would hit a peak, it only kept showing me that there was more of the mountain to hike, that each time my expectations were broken and I set new ones, they were only continuously destroyed again and again. For the 36 hours I played of this game I was emotionally invested for ALL of it, which is something I cannot say about most games that come out nowadays. You really get invested into the protagonist's situation, and you start feeling for the characters that are with you on this journey the more you understand them, while the constant repression of fear and the dread of what is going to come next is in the back of your mind until the game prompts you to start being afraid. A masterful craft and use of psychological horror. The last time I have truly felt something, let alone emotions formed and fueled by a video game other than small entertainment with or without friends is utterly beyond me. I do not remember if I ever have even. Maybe it is because I have been dealing with depression, anxiety, and a history of suicidal thoughts/attempts when I was younger from cancer, and it still lingers on today. Maybe it is the themes of the game itself relating to my childhood. But a game that has had this much of an effect on me, and has maybe even changed my views on somethings, is definitely worthy of being called a masterpiece. I would wholeheartedly recommend this game to other players.Show moreShow less
After reading some negative reviews I feel a profound relief that I am not alone in my dissent. I felt like I was going crazy and must be missing something that others saw, but upon closer inspection I am convinced I did not. Almost every part of this game, with a few exceptions, is not interesting enough to be justifiable. This begs the question of why a lot of it is there in the first place. I could ramble on about this or that, but bullet points would probably get the point across better. -Combat. It's a JRPG. I took risks with my strategy to make it more interesting for myself, but never too interesting. Since you don't know what the boss is going to do to you before you've fought it, you are never granted the opportunity to outthink the game. Somewhat standard fare and the emotion mechanic is nominally interesting. Slight issue. -Horror. There are a few good horror sections which are very close to the start, when you don't know what's going on at all. Once the rules of how the game will scare you are established, it does not transcend them enough to scare you again. Dips so far into creepypasta territory that it can be annoying, since the justification for the creepypasta is not explained until the end of the game. You will learn what you should be scared of but never a reason to fear it. I had the maximum random event value on my playthrough. Slight issue. -Character writing. The characters, save for the protagonist, are not believable to me. As a result, I had a hard time taking the game seriously, which as other reviewers have pointed out, can be a death sentence for one's enjoyment of the story in this game. I am used to story games, but the characters spoke in platitudes so much that I could not summon a reason to care. Perhaps the reason I only liked the protagonist was that he never spoke and allowed me to project what I was feeling about the game. Moderate issue. -Thematics and story. I have struggled with depression myself for longer than I can remember. This is not a good representation of my experience beyond a surface level. I wouldn't go as far as to say it's dishonest or misguided, obviously it means different things to different people, and I respect that. But I could not gain any affinity for how this theme is presented in the story. Beyond that, the story contains only a few actual plot points, spread very thin over a grueling 25 hours of moping and coping, as well as what I'm going to talk about below. And that's with me doing the route that has the most story. Moderate issue. -Pacing and filler. And here we have by far the biggest problem. Other reviewers frame a distaste for the glacial pace, walking simulator sections, and cutscenes packed with nothing meaningful happening as impatience. I disagree. Impatience implies that there was something to wait for - and I didn't gain any value from the supposed payoff either, so what gives? It feels like I wasted my time. There are long stretches of this game with positively nothing to sink your teeth into - to call it a "bad gameplay loop" would be an insult to gameplay. Worse yet, When I didn't know a certain ending was coming, I chose a wrong option and had to redo 40 minutes of unskippable cutscene. The game sums it up best itself: "Waiting for something to happen?" Unfortunately, this is not entertaining. Severe issue. -Side quests. I didn't do them. I don't know why anyone would. Baffling stuff given what else is out there. -Art and music are good. 6/10 for effort, but it missed the mark with me so severely that it turned into one of the worst slogs I've had with gaming. If you have a high tolerance for nothing happening and are able to sustain yourself on pure atmosphere, you may still click with what this game does offer. This game made me feel bad, really bad, but not in the way it probably hoped to. Waiting for something to happen? Edit: my thanks to the fanatics and fellow critics alike for the awards. If you are a fanatic, I advise you not to harass negative reviewers of the game (as I have seen in the comments of other reviews). That would be rather unbecoming of you - would the developers want that? Just food for thought. Edit 2: 6/10 -> 4/10 because I think I've figured out why people like it and now I like it even less. It's a bit odd to have a game where the protagonist undergoing deep personal introspection about his very personal trauma is central to the story, and yet choose for him to be silent. It's also a bit odd that the actual source of this trauma is a closely guarded secret, relegated to symbolism until the very end of the game. But it becomes less odd when you considered the consequences of these choices - a silent protagonist exhibiting every possible symptom of some unknown trauma and depression? Why, it's free real estate to project one's own trauma and depression onto. By their own admission many fans have an unhealthy relationship with this game - but that doesn't mean it was deep for getting you to feel those things! OMORI casts a very wide net at times, and throws out so many things to "relate to" while making as few as possible things highly specific that anyone can be caught in its webs. A lot of fans are teens, especially at or after vulnerable points in their lives. This is not an open condemnation of this game's theming as manipulative but I think it's something worth questioning.Show moreShow less
I laughed. I cried. I laughed. I cried. I cried. I cried.Show moreShow less
Omori was a major disappointment. The graphics are cute, the battles are okay, but the PACING and the WRITING are insufferable. First off, I want to say that I did not support this game on Kickstarter or follow its development. I picked it up because I was interested in playing a short, scary, interesting game. Omori is NONE of those things. I only finished it because of sunk cost and desperation to see SOMETHING worth my while. I did not. First, the pacing. One of the early pieces of dialogue in this game is "Waiting for something to happen?" This is the thesis of this game. Waiting... waiting... WAITING for SOMETHING to happen. You're thrust into big, meandering, maze-like areas with inane tasks to do and characters with nothing interesting to say. The narration and NPC dialogue is bland, long-winded, and boring. Your party members bicker constantly in the most stereotypical way possible. They are so shallow and predictable you can guess everything they are going to say before they say it. Slogging through long levels, uninteresting puzzles, and vapid dialogue turns this game into a complete chore. I could not believe how many hours I was losing to this complete time sink. Every once in a while the game would remember that it's supposed to be a "psychological horror" and would give the smallest scrap of something interesting happening, but it did such a poor job building dread that the cheap jump scares were more confusing than frightening, and once you realize that all the spooks can't hurt Omori, they stop being threatening. There are some interesting ideas such as the horror enemies requiring special actions to defeat (eg: "Calm Down") but considering you can't progress unless you press the one working button, the battles that should be the scariest are mind-numbingly linear and don't feel threatening at all. So the gameplay is garbage, but the writing is even worse. If I was supposed to sympathize with Omori, I wasn't getting it. Omori and his friends are so bland I couldn't believe it. Yes, in both the dream and real world. Aubrey had a touch of interest to her, but even her personality mainly boiled down to being the angry girl. The plot is very sloppy, rarely following its own internal logic and the characters responding extremely bizarrely to their circumstances. For example, in the real world, Sunny ends a battle with Aubrey by STABBING HER WITH A KNIFE IN THE PARK. Aubrey, now wounded, is whisked away by her friends. I thought this was a clever choice of showing real world consequences for "game" logic, but this cleverness is completely spoiled by the fact that in that same battle Aubrey beats you with a NAIL BAT. This bat is later described as being MORE DANGEROUS than a steak knife. So Sunny stabbing her was... justified? I guess? To really make things more confusing, Kel says it's a "good thing" Sunny brought the knife to stab Aubrey with, but then takes it away from Sunny because it's "dangerous." To whom??? The implication is that such a thing is dangerous to Sunny, but... he just... stabbed a girl?? You should be worried about yourself, kid. (The dialogue is just about the same even if you guard and don't use the knife. Aubrey just leaves because she sees the knife and Kel takes it away anyway.) The other scene that had me baffled is in dealing with Basil. When Basil has his breakdown in the bathroom, you-- as a player-- cannot do anything for him. Basil begs Sunny to stay, but all you can do is walk out. There are NO options to go back for him or get him help. When he has his second breakdown, his friends decide to sleep over in his living room and eat cookies all night, they never do a wellness check on him or offer support, they decide to just wait it out??? WHY? Who acts like this? THEN-- THEN!! When Sunny finally does confront him in the middle of the night, the answer to their problems is to beat the ♥♥♥♥ out of each other so both boys end up in the hospital. Somehow, this resolves their inner turmoil and guilt. Why though?? Additionally, the message of the story felt so misplaced it made my head spin. The message seems to be that even at your lowest you should depend on your friends because they will always support you. However, there are some problems with this that make this message unbelievable. First, Sunny is trying to overcome the guilt of accidentally killing his sister and then INTENTIONALLY covering it up as a suicide. The accidental killing I can accept, but stringing her up with a noose is so outrageous that it's unbelievable. Second, Sunny hasn't spoken to his friends in three years, and the friendship they had as 12 year olds was so vapid and shallow that it didn't feel very meaningful at all. There was nothing that proved they had a strong friendship that could overcome MURDERING YOUR SISTER AND FRAMING HER DEATH AS A SUICIDE. In the dream world, Sunny defeats his "guilt" and convinces himself that his friends will be understanding of the truth. WILL THEY THOUGH?? All I could imagine is Aubrey losing her ♥♥♥♥ and sending him back to the hospital. Last but not least, the handling of depression, suicide, and anxiety are so hamfisted they felt distasteful and cheap. The game forces you, repeatedly, to make Omori stab himself to progress. Dealing with Basil (as I outlined above) is like a 101 book on how NOT to treat someone who's suicidal. One of the endings has Sunny jumping off a roof, which then features several minutes of Sunny falling to the ground with the perky "Oyasumi" music BLASTING in the background, and it was so tone-deaf and edgy that I was torn whether to laugh or shut the game off in disgust. Sunny's depression is never broached in any meaningful way, and his badly characterized friends are unrealistically supportive of this boy who disappeared from their lives for years. (EDIT: This bad writing in this game has been haunting me so I wrote two in-depth analyses.) 1. Plot problems https://peppermintbee.tumblr.com/post/644410877598105600/omori-has-poor-writing-part-1 2. Message/theme problems https://peppermintbee.tumblr.com/post/644426605009223680/omoris-poor-writing-part-2Show moreShow less
painShow moreShow less
This made me gayShow moreShow less
Please play this game blind. Do not spoil this for yourself, and do not skip out on this. This is a must-play game.Show moreShow less
If I could give a "Maybe" rating here, I probably would. This game has a lot going for it. Gorgeous visuals, catchy music, a unique premise and tone that balances between darkness/horror and quirky fun. If you love Earthbound and Undertale, these elements will be absolute highlights for you. The problem is that the gameplay and pacing leave a lot of be desired. The combat starts out promising, with an interesting and thematic emotion-based status system and a good variety of interesting skills. But after a while, it becomes clear that as long as you use the correct emotion against your opponent and make good use out of emotion-counter skills (like Mood Wrecker against Happy opponents), you will breeze through the game with no resistance. And at that point, the only thing to hold your interest during long stretches of gameplay between plot beats is the sub-adventure game mini-games and fetch quests, and the dungeons' simple puzzles. This feeds into the problem of pace, because there really are long stretches of gameplay without plot or character development. It felt to me like Omori pulled out all the stops for the first 1-2 hours, but after that has been coasting on it's initial revelations on the way to a conclusion. Now I haven't finished Omori (and to be honest, I'm not sure I will), and I understand that other people are praising the ending. That's fine. The ending could be amazing, breathtaking, classic. But I don't know if that would justify the ~6 hour lull that occurs after the opening. In the end, I still think Omori is a good game in a lot of respects. I'm just not sure there's enough here to justify the extended length, and I feel like the experience would have been better if much of the mediocre gameplay had been cut in favor of the high-quality storytelling and presentation elsewhere in the game. EDIT: I have now finished the game. I will agree, the ending is excellent. I still think that the middle portion of the game is poorly paced and too long, but the fact that Omori starts and ends strong (very strong) is a huge plus in my book. That being said, I also realized in the final dungeon that I hadn't been equipping new weapons for my characters since the first hour of the game and was still breezing through bosses like it was nothing. Just goes to show how middle of the road the gameplay actually is here. I would still classify this game as a strong "Maybe". Thanks Volvo for your binary rating system.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/14/2026.