Osmos 2 has been released for iOS and is a free update.
Introducing multiplayer and iPad retina support.
And for this weekend you can play against the devs (until our batteries run out). I’ll add all the Game Center names here as things progress.
I am = OsmosDev_Mat
Dave Burke = OsmosDev_Dave
Andy Nealen = OsmosDev_Andy
Play against your friends (and enemies), locally (via wi-fi or Bluetooth), or over the Internet (random or invitations)!
Osmos is just like real life; you float around absorbing biophobes, trying to avoid getting pulled into a giant sun; and just like real life, some tips on sub-nuclear physics and orbital mechanics would probably come in very handy. These tips will help you progress from being wonderfully average, to a little better than average.
NEWTON’S LAW OF FREE ENERGY One of the best ways to increase your mass and vector in Osmos is to point yourself at a wall and charge.
The (added) arrows show the direction of your path.
On the above image, your ‘mass’ is expelled behind you (lined up under the red arrows) and will increasingly travel in your direction as you gather speed, following you, so that as you are slowed down by Newton’s First Law (by absorbing motes unfortunate enough to be smaller than you), the same motes you expelled earlier will catch you up and be reabsorbed back into your well-fed self. So now you have plumpness with matching residual motion for free, where you can continue on, absorbing motes in your path.
What a year Osmos has had! No1 in the iOS App Store and Apple’s iPad Game of the Year(!) as well as the PC/Mac/Linux version selling 250,000 copies in a week in the Humble Indie Bundle just before Christmas.
Please follow any of these links and click away; we’d really appreciate it if you could find the time to vote :-) Votes close 25th Jan.
(Each time you vote a Minimoog gets tuned and fed)
Anyways, this is the time of year when various reviewers and websites post their end-of-year awards and ask their users to vote on the best games of the year. Happily for us, Osmos for iPhone and/or iPad has received a bunch!
IGN awarded Osmos with Coolest Atmosphere and Best Soundtrack of 2010. It was also nominated for Best iPhone Game. “The combination of the exquisite electronic soundtrack, the cool, colorful look of the different motes, and the zen pacing makes Osmos the coolest iPhone/iPad game of the year.”
IFC selected it not just as a top iOS game, but as one of the top games of 2010 on any platform. Seeing Osmos amongst such titles as Limbo, Mass Effect 2, Assassin’s Creed, Super Meat Boy, etc. is wild! “Rises head and shoulders above so much of the games content to be found on the App Store because of its thoughtful mechanics and abstract presentation. …beautiful and the ambient trance soundtrack transports players to blissed-out interactive nirvana.”
Osmos has been nominated in this year’s Crunchies for “Best Touch Interface”. These are some pretty far-reaching awards, with other categories including nominees such as Twitter, Facebook, the iPad, Netflix… crazy company!
Pocketgamer called it one of the ten best iPad games of 2010.
TouchArcade selected it as one of the best ports of 2010. “Osmos is one of those titles that feels like it was made for a touch screen, and after owning the Steam version on my laptop, moving to the iOS version felt like an upgrade. Really, no matter which version you play, Osmos is stellar from top to bottom.”
iLounge put out an iOS buyer’s guide, with all kinds of interesting articles and suggestions. They’ve included Osmos in their Top 100 Games of 2010. “Beautiful like a jellyfish tank set to ambient music from a hip lounge, Hemisphere Games’ Osmos challenges you to grow in size to overwhelm or absorb organic blobs in pool- and space-like settings. As soon as you think you understand the action, Osmos introduces the ability control the speed of time, and the challenge of outpacing new rivals. Brilliant and unique…”
The APPera named it one of the best iOS games of 2010.
Oh, and while this isn’t a top list, it was fun to read how “people should have wasted their time on” Osmos rather than Angry Birds. “[Osmos] is everything that games too often are not: beautiful, satisfying, sometimes even relaxing. It’s a full PC game shrunk to the iPhone, and there are some gorgeous touches. For example, that popping you feel after using the slow-motion feature and hearing the soundtrack drop in pitch? That’s a new synapse firing off in your head.”
Hey everyone! We’ve submitted a sweet Osmos iOS update (1.6.4) which should be available any day now. By popular demand, it contains:
Game Center support!
Skip a Level: Players will be able to skip up to three levels in Odyssey mode. If you’ve been having trouble with a specific level but want to continue the Odyssey (thereby unlocking additional Arcade modes), this update will be a big help!
Smaller download size on iPhone, allowing it to be downloaded over 3G.
A note for iOS developers out there: we learned a useful lesson we thought we should share. Our last iPhone update (1.6.3) added Retina support, including a set of larger textures that pushed the .ipa file we submitted to Apple up to 19.3 MB. We thought this would squeak by under the 20 MB limit imposed on 3G downloads; but along the way, 1.4 MB was somehow added to the version finally available on the App Store. We’re not sure what in Apple’s process causes this, but we’ve submitted an 18 MB .ipa file this time to try to remain under the limit. Beware the bloat!
Eddy Boxerman from Hemisphere Games has written a very interesting post on the dilema of creating universal apps for the App Store…
When Apple first announced the iPad, including information on its App Store and Universal Apps, we began asking ourselves should we go “Universal”, or release two separate builds? This is a question that every iOS developer is faced with, and there are those on both sides of the fence, each with their own reasons. It also depends on the nature of the App itself. In the end, we decided to release two separate Apps: “Osmos for iPad” followed by “Osmos”, an iPhone only app. Some of our players have asked “Why?” continue…