- Release Year: 2015
- Platforms: Windows, Macintosh, Nintendo Switch
- Publisher: BadLandGames S.L.
- Developer: Badland Development Studio
- Genre: Puzzle, Simulation
- Gameplay: God simulation and puzzle-solving game where players shape planets to solve challenges, featuring relaxing gameplay with music-rhythm elements.
- Setting: Planetary
- Average Score: 86/100
Description
Awe is a tranquil god-game and simulation where players assume the role of a deity, tasked with shaping and building the ecosystems of various planets. Featuring exquisite, minimalist lowpoly 3D art and atmospheric music, the game offers 25 relaxing, puzzle-like levels that foster creativity and discovery. As players progress through these gentle challenges, they gradually uncover their true nature and purpose within the beautiful, yet-to-be-shaped universe they are cultivating.
Gameplay Videos
Where to Get Awe
PC
Reviews & Reception
metacritic.com (73/100): AWE is absolutely a worthwhile continuation of the Control experience.
nme.com (100/100): A mind-bending victory lap for one of this generation’s best games.
mobygames.com : Awe is a god-game about expressing one’s creativity by shaping and building planets’ ecosystems in a tranquil, relaxing ambiance.
uppercutcrit.com : AWE feels like less of an expansion of the world in Control and more of a bridge to what’s next for Remedy, for better or worse.
gamingnexus.com : What it lacks in narrative yin it makes up for in action yang, slinging super powers around in combat scenarios.
Awe: A Tranquil Canvas in the Cosmos of Creation
From the ever-expanding digital archives of video game history, certain titles emerge not with thunderous fanfare, but with a quiet, persistent hum, carving out their own unique niche. Badland Development Studio’s Awe, released in 2015, is one such game. It posits itself as an ethereal “god-game,” inviting players to dabble in cosmic creation rather than conflict. As a professional game journalist and historian, I embark on an exhaustive journey to dissect Awe, examining its origins, mechanics, artistic vision, and its place, however modest, within the intricate tapestry of the gaming world. This review will argue that Awe, while not without its perceived limitations, successfully delivers on its promise of a tranquil, creativity-driven experience, carving out a serene space for players seeking meditative interaction rather than high-octane challenge.
Development History & Context
Awe was brought to life by Badland Development Studio and published by BadLandGames S.L., initially launching on Windows on October 9, 2015, followed by a Macintosh release later that same year, and a Nintendo Switch port in 2018. The official descriptions paint a clear picture of the creators’ vision: a “god-game about expressing one’s creativity by shaping and building planets’ ecosystems in a tranquil, relaxing ambiance.” The intent was not to create a difficult game, but rather one that offered “a constant sense of progression and discoveries” through “puzzle-like levels” that, while varying in complexity, were always “easily solvable.”
At the time of its release, the indie game scene was burgeoning, with many developers exploring alternative gameplay philosophies that emphasized atmosphere and unique experiences over traditional action or narrative structures. Awe‘s minimalist lowpoly 3D art style was both a stylistic choice and likely a pragmatic one, fitting within the development constraints often faced by smaller studios while contributing to its “soothing aesthetics.” The game was distributed digitally, priced at a highly accessible $0.99 on Steam, positioning it as an impulse buy for players looking for a novel, low-investment experience. The input methods—keyboard and mouse for PC, and touchscreen only for the Nintendo Switch—also reflect a game designed for intuitive, direct interaction, further underscoring its accessible nature. This was a title aiming for a particular kind of player: one seeking quiet contemplation and creative freedom within a structured puzzle framework.
Narrative & Thematic Deep Dive
The “narrative” of Awe is less a conventional story and more an existential journey. The game positions the player as a nascent deity in a “yet-to-be-shaped universe.” There are no traditional characters or extensive dialogue in the sense of a character-driven drama. Instead, the game’s storytelling is abstract and implicit, delivered through “narrative hints” that punctuate the player’s progression. These hints are designed to guide the player toward a profound “revelation of his true nature and purpose” as a god within this self-created cosmos.
The core themes are unequivocally focused on creation, tranquility, and self-discovery. Players are tasked with “shaping and building planets’ ecosystems,” a process meant to be relaxing and creatively fulfilling. The journey is about “progression and discovery,” not just of new gameplay mechanics or environmental elements, but of the player’s own role and significance. This “spiritual” aspect is paramount; the game attempts to evoke a sense of profound purpose through the act of creation itself. It’s a meditative experience that invites players to ponder their agency and influence within the digital sandbox they inhabit, making the act of playing a form of introspection on cosmic scale. The minimalist approach to narrative allows the player’s own imagination and interpretation to fill the voids, making the experience deeply personal for those receptive to its unique thematic framing.
Gameplay Mechanics & Systems
At its heart, Awe is a blend of the puzzle and simulation genres, fundamentally revolving around the concept of “god-game” mechanics. The core gameplay loop involves “designing planets to solve puzzles” by “shaping and building planets’ ecosystems.” Players interact directly with the environment, often “meant to figure out on their own” how to manipulate celestial bodies to achieve specific outcomes across 25 distinct levels. This interaction is described as a “calm, relaxing game,” implying a lack of direct combat or high-pressure scenarios.
Character progression, in a traditional sense, is absent. Instead, the game features a system of “progression and discovery” where players “advance through puzzles with increasing complexity.” Crucially, “each planet will offer the player new assets to create and new rules to do so,” suggesting a gradual unveiling of tools and environmental interactions rather than stat increases or skill trees. The user interface (UI), while not explicitly detailed, can be inferred to be minimalist, aligning with the lowpoly art style and the game’s emphasis on a soothing, unobtrusive experience.
The innovation lies in its deliberate design for relaxation and accessibility. Puzzles are “always easily solvable,” which, while a design choice, also points to a significant flaw for some players: a perceived lack of long-term depth or challenge. As one critic noted, “once you figure out how to play it, doesn’t really offer any added depth or challenge.” This observation is key, as it explains why “most will get bored with it very quickly.” The game doesn’t push players to master complex systems or overcome steep difficulty curves; its reward is in the creative act and the serene journey itself. The input mechanism for the Nintendo Switch, being “touchscreen in handheld mode” only, highlights a direct, almost tactile connection to the creation process, which could be seen as an intuitive and innovative aspect of its console port.
World-Building, Art & Sound
The world of Awe is an abstract, cosmic expanse. Players operate within a “yet-to-be-shaped universe,” where the primary elements are “planets’ ecosystems.” The atmosphere is consistently described as “tranquil” and “relaxing,” deliberately crafted to be a calming escape.
The visual direction is one of Awe‘s most distinctive features: “exquisite, minimalist lowpoly 3D art.” This aesthetic choice not only contributes to the serene ambiance but also allows for the portrayal of vast cosmic scenes with “beautiful colors.” The simplicity of the forms invites players to project their own sense of grandeur onto the burgeoning planets, fostering creativity.
Sound design plays an equally critical role in shaping the overall experience. The game is accompanied by “atmospheric music” and “beruhigende Musik” (soothing music), which, alongside the sound effects, “unite to establish a relaxing, passive ambiance.” This sonic backdrop is integral to the game’s core identity, creating an environment where “simply experiencing the game’s aesthetics before interacting with it is enjoyable.” The synergy between the visual and auditory elements is crucial; they work in concert to immerse the player in a meditative, creative flow state, making the act of shaping a planet a truly sensory experience rather than a purely mechanical one.
Reception & Legacy
Awe‘s critical reception at launch was modest and somewhat divided, reflected in an average Moby Score of 68% based on only two ratings. Gamer’s Palace awarded the Windows version an 85%, praising it as an “inexpensive, relaxing god-simulation game” where players “shape planets to solve puzzles.” The review specifically highlighted how the “soothing music and beautiful colors contribute to relaxation,” reinforcing the developer’s core vision.
In contrast, eShopper Reviews gave the Nintendo Switch version a 50%, noting its blend of “Puzzle and part Simulation, with a bit of Music-Rhythm as well.” The primary criticism for the Switch version was its lack of sustained engagement: “once you figure out how to play it, doesn’t really offer any added depth or challenge,” leading to the conclusion that “most will get bored with it very quickly.” This disparity in scores, alongside the “touchscreen in handheld mode” only control method, suggests that the Switch port might have introduced specific issues or that the game’s limited mechanical depth became more apparent on a different platform.
Commercially, Awe appears to have been a relatively niche title, indicated by MobyGames showing it as “Collected By 13 players” and its consistent $0.99 price point on Steam. Its low price made it widely accessible but also implies a smaller-scale release without the marketing might of larger titles. Without more extensive sales data or a wider range of reviews, it’s difficult to track a significant evolution in its reputation. It likely remains a hidden gem for those who resonate with its particular brand of tranquil, low-pressure gameplay, but it didn’t capture mainstream attention.
As for its influence, no direct impact on subsequent games or the industry is explicitly noted in the source material. Given its limited exposure and specific focus, Awe did not likely redefine genres or spark widespread trends. However, it stands as an example within the broader wave of minimalist, artistic, and meditative indie games that have found an audience seeking experiences beyond traditional gaming paradigms. It quietly contributed to the diversity of the “god-game” and puzzle genres by emphasizing relaxation and aesthetic appreciation over conventional challenge.
Conclusion
Awe is a testament to the idea that video games can be more than just challenges to overcome; they can be spaces for quiet contemplation and creative expression. Badland Development Studio set out to create an “inexpensive, relaxing god-simulation game” where the player’s journey is one of “progression and discovery” within a beautifully minimalist, lowpoly universe, and by most accounts, it succeeded in its primary objective.
Its strengths lie in its harmonious aesthetic design, combining atmospheric music and soothing visuals to cultivate a genuinely tranquil ambiance. For players seeking a low-stress, meditative experience where the joy is in the act of creation and gentle puzzle-solving, Awe provides a unique and pleasant diversion. The spiritual undertones, while subtle, invite a deeper engagement with one’s role as a benevolent cosmic architect.
However, its deliberate eschewing of difficulty and complex mechanics ultimately proved to be its Achilles’ heel for some. Critics and players alike pointed to a perceived lack of “added depth or challenge” once the core systems were understood, leading to a quick onset of boredom for those not fully attuned to its particular rhythm. The differing reception across platforms, particularly the lower score on Nintendo Switch, hints at potential issues with control schemes or how the game’s subtle appeal translated to handheld play.
Ultimately, Awe carved out a small, serene corner in video game history. It is a thoughtful, if niche, entry in the puzzle and simulation genres, best appreciated by those who prioritize ambiance, creativity, and relaxation over high stakes and intricate systems. While it may not have achieved widespread acclaim or industry-shaping influence, it offers a beautifully crafted, tranquil escape for a specific audience, delivering precisely the “awe” its title implies, albeit in a gentle, understated manner.