By [Your Name/Journalist Alias]
September 15, 2026

In the landscape of modern horror gaming, few titles have managed to capture the existential dread and philosophical weight of Frictional Games’ Soma. Its legacy, defined by questions of consciousness, digital identity, and the value of a biological life, has left a void that fans have been eager to fill. Enter Ontos, a new project currently under development that aims to inherit this mantle. During a recent hands-on preview at Gamescom 2026, it became clear that Ontos is not merely interested in scaring the player with jump-scares or monsters in the dark; it is interested in forcing the player to confront the darkest corners of their own moral compass.

Set aboard the Samsara, a repurposed moon hotel turned into a sprawling, claustrophobic laboratory, Ontos presents a setting where the line between humanity and machinery has been irrevocably blurred. As I stepped into the demo, I was immediately confronted by the pervasive, unsettling presence of rats—dozens of them, their brains modified by eerie, Star Trek-esque neural interfaces. This was my first encounter with the game’s core thesis: the power to inflict, or prevent, suffering is entirely in your hands.

The Architecture of Choice: A Chronology of Moral Decay

The demo session was structured around a series of experiments, which function as the game’s primary gameplay loop. These are not simply linear objectives; they are ethical stress tests.

Ontos is a game about rats, liars, and lying rats. At least, I think that's what it is

My journey began with a rodent, captured and hooked into a mind-control helmet. The device monitors the creature’s brainwaves, clearly causing it immense distress. The game presents the first of many binary choices: do I attempt to free it, knowing a single error in judgment will effectively lobotomize the creature, or do I put it out of its misery?

This set the stage for the primary encounter involving a scientist named Crombie. Tasked with retrieving an access key from him, I found Crombie in a vegetative state, hooked into a circuit board that utilized the brains of semi-sentient rats as its power source. What follows is a sequence of manipulation. The machine, speaking through Crombie’s voice—a distinct, slightly jarring Scottish accent—begins to plead for its life.

The encounter unfolds in three distinct stages:

  1. The Investigation: The player must probe the "Crombie-machine" for information. It insists it is the "real" Crombie, yet the dialogue feels heavy-handed, almost desperate.
  2. The Decision: The player is presented with a tripartite choice: save the original consciousness, allow the network to fully subsume his body, or commit an act of cold-blooded murder to retrieve the key.
  3. The Consequence: Regardless of the path chosen, the player must live with the physical and auditory results of their actions, from the garbled moans of a rewired human to the silence of a corpse.

Supporting Data: The Weight of Digital Sin

What makes Ontos stand out in the saturated horror market is its commitment to "bad" choices. While titles like Baldur’s Gate 3 allow for "Dark Urge" playstyles and Call of Duty has historically courted controversy with missions like "No Russian," these moments often feel scripted or contained within a specific narrative "evil" track.

Ontos is a game about rats, liars, and lying rats. At least, I think that's what it is

In Ontos, the cruelty feels intimate. The game developers explicitly warned that players would be allowed to commit horrific acts simply because they can. This freedom creates a tantalizing yet unsettling tension. During my second playthrough, I chose the route of total destruction—euthanizing the rats and overriding Crombie’s mind. The feedback loop of the "procedure"—the twitching, the sounds of agony, and the visual representation of the horror—was far more visceral than any standard combat encounter.

However, the design is not without its friction points. During the dialogue sequences, the protagonist, Aditi, often interjects with prompts that effectively tell the player what to think. When the machine claimed to be Crombie, Aditi’s commentary made it clear she didn’t believe it, which undercut the mystery. In a game that prides itself on "layers of deception," having the protagonist hand-hold the player through a "gotcha" moment feels like a missed opportunity to let the player reach their own, potentially flawed, conclusions.

Official Stance and Developer Philosophy

While Frictional Games remains tight-lipped about the broader implications of the game’s branching narrative, the design philosophy is clear: Ontos is meant to be a mirror. The developers have emphasized that the "right" answer in these scenarios is often the most obvious one, which serves as a trap. By making the moral path easy to identify, they force the player to acknowledge why they might choose the "wrong" path instead.

Is it boredom? A desire for experimentation? Or a clinical detachment from the game’s world? By stripping away the ambiguity of the "good" choice, Ontos shifts the focus from the game’s morality to the player’s own psyche. It isn’t asking, "What would a hero do?" It is asking, "What are you capable of when the consequences are abstracted into lines of code?"

Ontos is a game about rats, liars, and lying rats. At least, I think that's what it is

Implications: The Quest for Humanism in Horror

The success of Ontos will ultimately depend on whether it can move beyond the "obvious" moral dilemmas shown in the demo. If every "evil" choice is clearly flagged and every "good" choice is spoon-fed to the player, the game risks feeling hollow. For a spiritual successor to Soma, which is still widely regarded for its profound exploration of consciousness, the bar is set incredibly high.

The implications for the genre are significant. If Ontos manages to iterate on its systems to provide more nuance—where the "right" choice is not always apparent and the "wrong" choice is not always the most efficient—it could redefine how we view interactive ethics. At present, however, the game occupies a strange middle ground. It is undeniably intriguing, and its atmosphere is top-tier, but the narrative weight currently feels like it is resting on the shoulders of players who might find the "easy" morality a bit too transparent.

As I left the Samsara demo, I was left with a lingering question: Did I make those choices because they were necessary, or because I wanted to see what would happen? And in the world of Ontos, does that distinction even matter?

The game is currently in a state of polish and refinement. While it may not yet possess the philosophical maturity of its predecessors, it is undeniably one of the most provocative titles to watch in the coming year. Whether it will be remembered as a masterpiece of existential horror or a hollow exercise in digital cruelty remains to be seen. But one thing is certain: Ontos is not a game you play to feel good. It is a game you play to see exactly who you are when no one is watching.

Ontos is a game about rats, liars, and lying rats. At least, I think that's what it is

Summary of Key Features

  • Atmospheric Narrative: Set in a claustrophobic moon-based hotel, emphasizing isolation.
  • Emergent Ethics: A system that tracks player choices and forces confrontation with the consequences of "bad" actions.
  • Experimental Gameplay: Focuses on investigative mechanics and moral decision-making rather than traditional combat.
  • Psychological Depth: Aims to replicate the existential dread of Soma through themes of identity and bodily autonomy.

Stay tuned for further updates on the development of Ontos as we approach its eventual release.

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