0.02 What is a Cosy game?

There are several design elements that contribute to the creation of a cosy game. Cosy games, unlike traditional game genres, are often not defined by mechanics or gameplay alone, but by the feelings they evoke in players. In cosy games, design elements such as colour palettes, lighting, texture and spatial composition are not just visual tools but emotional instruments. The player’s sense of warmth, nostalgia and tranquillity is largely shaped by how these elements are designed, making visual design core to the cosy gameplay experience. 

The concept of “cosiness” in games is still underdefined in academic discourse but is increasingly being explored as an affective genre marked by emotional safety, warmth and low-stakes interaction. Wäppling et al. (2022) outlines cosy games as games which are “safe, abundant and soft,” shifting the focus away from competition and intensity toward emotional well-being.

Safety, Abundance, Softness

Cook (2018) points towards Maslow’s Hierarchy of needs when creating a sense of cosiness in games. Cook claims that once a players’ basic needs - safety and physiological - are met, then cosiness in a game provides a space to allow players to explore higher level needs, such as introspection and accomplishment. 

Figure 1 Maslow's Hierarchy of Needs (Cook, 2018)

Safety in a cosy game requires an absence of danger or high-stakes risk. It allows players to engage in activities that reliably allow the player to come out ‘unscathed.’ Abundance in a cosy game means that there is a lack of pressure or additional stress to the player, such as tight deadlines, high demand or quick-time events. Softness in a cosy game typically refers to the aesthetics in the game that signals to the players that the game-world that they are in is full of safety and abundance. 

In games, the softness of a cosy game is often derived from the visuals of the game.

Examples


Animal Crossing: New Horizons (Nintendo)
  • Safety: There are no enemies, no death, and no failure states. You cannot "lose" the game.
  • Abundance: The game offers plentiful resources - fruit, shells, fish, bugs - that regenerate over time. There are no harsh penalties for missing events or taking breaks.
  • Softness: Visuals are soft, pastel, and rounded. Ambient sounds, gentle music, and friendly character design create a soothing atmosphere.

A Short Hike (adamgryu)
  • Safety: There’s no combat. The stakes are low, and failure (e.g. falling) has no consequence.
  • Abundance: Players are free to explore at their own pace. There’s no rush or punishment for wandering or missing objectives.
  • Softness: The art style is soft and pixelated, with warm colors and comforting sounds of wind and nature.

Stardew Valley (ConcernedApe)
  • Safety: Farming, fishing, and socializing activities have low or no risk. Even in the optional caves with light combat, there's no permanent penalty for “failure.”
  • Abundance: Time is structured but forgiving. You can focus on whichever activities suit your play style - farming, romance, mining, crafting.
  • Softness: Pixel art with soft color palettes, peaceful music, and heartfelt dialogue reinforces a feeling of gentleness.

Dredge (Black Salt Games, 2023)
Not traditionally cosy, but arguably “cosy-adjacent” or “dark cosy.”
  • Safety: Though it has mild horror elements and a sanity mechanic, the core gameplay loop of fishing, upgrading your boat, and exploring is predictable and low-stakes. The danger is manageable and never overwhelming.
  • Abundance: Players are rewarded frequently - fish are plentiful, money accumulates steadily, and progression is satisfying. You’re not punished harshly for experimentation or exploration.
  • Softness: Despite eerie undertones, the art is stylized, painterly, and never grotesque. Watercolor textures and calm fishing sequences evoke a strange serenity.

Time on Frog Island (Half Past Yellow)
  • Safety: There is no combat, no death, and no time constraints. The island is safe and welcoming.
  • Abundance: You can explore at will, solve puzzles through item trading, and enjoy the world without punishment or pressure. Items reappear if lost, reducing scarcity stress.
  • Softness: The art style is colorful, rounded, and whimsical. Frog NPCs are quirky and endearing, and animation is soft and cartoony.

Unpacking (Witch Beam)
  • Safety: No wrong way to play. You place objects where you like. Even light constraints (like where kitchen items go) are softly suggested.
  • Abundance: No timers, no scores, no stress. The game respects your pace and decisions.
  • Softness: Soft visual aesthetics and ambient audio design accompany the tactile joy of placing and organizing.

References

Cook, D. (2018, January 24). Cozy Games. Retrieved from LOSTGARDEN: https://lostgarden.com/2018/01/24/cozy-games/

Wäppling, A., Walchshofer, L., & Lewin, R. (2022). WHAT MAKES A COZY GAME? A study of three games considered cozy. Sweden: Uppsala Universitet.


Comments

Popular posts from this blog

2.03 - Progression Shots / Reflect

1.04 Colour Palette Analysis

3.01 Implementation and Polish ACT