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Ontos slips to 2027 as Frictional Games reaches beyond familiar horror

Ontos slips to 2027 as Frictional Games reaches beyond familiar horror
Night Owl
Night Owl
Published
7/2/2026
Read Time
5 min

Frictional Games has delayed Ontos to 2027, citing a larger scale and deeper systems than its previous work. For SOMA and Amnesia fans, the wait should come with cautious expectations.

Ontos now has a 2027 release window

Frictional Games has moved Ontos out of its original 2026 window and into 2027, giving the SOMA and Amnesia studio more time to finish what it calls its most ambitious project yet.

In a social media post from the official Ontos account, Frictional said the game is its “most ambitious game to date, both in terms of its size and scale, and in the depth and layers of our story and gameplay.” The studio added that it pushed the release to 2027 “in order to deliver this vision,” and said more updates about the game’s characters and world are coming soon.

Ontos was revealed in December 2025 during The Game Awards and had been planned for release in 2026. The game is currently listed for PC, PS5, and Xbox Series X/S. The delay is not tied publicly to a specific development problem, and Frictional has not announced a narrower 2027 date.

What Frictional means by “most ambitious”

The useful part of Frictional’s statement is not the word “ambitious” by itself. Every delayed game gets that word eventually. What matters is where the studio places the weight: size, scale, story depth, and gameplay layers.

Ontos is set on Samsara, a repurposed moon hotel where protagonist Aditi Amani searches for clues connected to her estranged father. The premise begins as a personal investigation and moves into fractured reality, hidden truths, and questions about existence. That is familiar Frictional territory in theme, especially after SOMA, but the structure around it appears broader than the studio’s older corridor-driven pressure chambers.

The game has been described as a sci-fi mystery with an immersive narrative and tactile, systems-driven gameplay. Store and preview descriptions point to scavenging materials, manipulating machinery, calibrating analog systems, and using research and ingenuity as key tools. GamingBolt also notes Frictional has talked about improvisation and a lack of one single solution, with larger “experiments” compared by creative director Fredrik Olsson to Shadow of the Colossus.

That suggests Ontos may be less about hiding under a desk until a monster leaves, and more about learning how a hostile place works. If Frictional lands that design, Samsara could become a moonbase where every switch, pressure gauge, and scrap of material feeds into the dread. If it misses, those same systems could turn into busywork between story beats. A delay makes sense if the studio is trying to make physical interaction and narrative revelation feel like the same thing rather than two separate layers.

Why horror fans should keep expectations measured

The phrase “SOMA developer new game” carries weight because SOMA left a deep bruise. It was not only frightening because of what chased you. It was frightening because its ideas followed you out of the room. Amnesia: The Dark Descent, meanwhile, helped define a style of first-person vulnerability where audio, darkness, and limited control became survival pressure.

Ontos should not be expected to simply repeat either one. Frictional has previously indicated it would cut back a bit from horror while still making games that feel like Frictional games, and Ontos has been described elsewhere as not a horror game in the traditional sense. That matters. Anyone searching for a pure monster-stalks-you experience may need to adjust the lens.

From what has been shown and described, Ontos appears more like psychological science fiction with horror texture than a straightforward survival horror game. The reveal materials lean into isolation, reality fracture, and the wrongness of a place designed for human comfort that now feels spiritually contaminated. That is fertile ground for tension, especially on the moon, where every room can feel like a sealed lung. But Frictional has not clearly shown how enemies work, whether there is combat, how resources are managed, or how failure pressure is applied moment to moment.

For horror players, those unknowns are the real story between now and 2027. Will Ontos use scarcity to make every repair decision hurt? Will its machines be safe puzzles or noisy rituals that attract danger? Will audio design carry the same threat language Frictional has used so well before, where distant metal stress and wet movement tell you more than the UI ever could? Those are the questions that will decide whether Ontos becomes a new kind of Frictional nightmare or a cerebral sci-fi mystery with only a horror aftertaste.

A long wait after SOMA and Amnesia

Ontos is Frictional’s first completely new game since SOMA in 2015, which makes the 2027 delay sting more than a routine calendar shift. The studio has carried its reputation through Amnesia, SOMA, and later work in that universe, but Ontos is positioned as a fresh world with a different rhythm.

The presence of Stellan Skarsgård also gives the project a notable performance hook, though Frictional has not fully detailed his role. The studio says more on the characters and world is coming soon, which is where the next meaningful update should focus. A new trailer can set mood, but Ontos needs clearer evidence of how its hands-on systems, lunar setting, and existential story interlock.

For now, the safest read is this: Ontos delayed is disappointing, but not alarming on its own. A 2027 window gives Frictional room to make the moon hotel feel like more than a striking location. Horror fans should watch closely, but with patience. The studio is not promising Amnesia in space or SOMA 2. It is promising something bigger, stranger, and more layered. That can be exciting, but in horror, scale only matters if it tightens the noose.

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