Small World: Space Odyssey

Small World: Space Odyssey

by LOSSLESS MEDIA LTD

0 ratings
$0.99

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Details

  • Released
  • Updated
  • May 19, 2026
  • May 25, 2026

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Small World: Space Odyssey video #1 for iPhone
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About

Small World is a tiny-planet platformer where every level is a sphere the size of a back garden. You sprint across the surface, day rolls into night as the sun wheels overhead, and somewhere on the curve a single star — the MacGuffin — waits to be picked up. Reach it before the chasers do, and the planet is won. That sounds simple until the first chaser shoves you off course. Chasers home in on light: bright suns, the MacGuffin's beacon, your own torch all pull them harder. Step into shade and they slow, lose interest, wander confused. Step back into the sun and they remember. Every move is a calculation about how much light you can afford to be standing in. The star is rarely just sitting there. Most worlds wrap it in a chained padlock that only opens once you have hunted down the matching golden key, or kill the beacon entirely until you find the walkie-talkie that switches it back on. Then come the others. Sentinels watch the dark side — stationary, silent, ready to raise the alarm the moment your silhouette crosses their vision cone. Lurkers prowl the shadows you were counting on for cover, swarming any pocket of darkness until your torch sweeps them off. Sinkholes open in the dirt and swallow whoever steps wrong. Lava worlds split themselves with glowing zig-zag fissures you jump at the pinches or skirt at the wide stretches. Mountain worlds raise impassable ridges to fence off whole hemispheres. Ocean worlds dot themselves with still pools that drown anything stepping in. The volcanic level shakes the ground until the cube terrain tumbles around your ankles. A comet world drags a streak of borrowed daylight across the night side. A twin-suns world leaves almost nowhere truly dark. The first ten levels are a hand-authored tutorial in disguise — each one introduces exactly one new enemy or hazard so the next ten can layer them together. Past level twenty the procedural generator takes over: planet size, palette, hazard mix, enemy count and day-length all reroll into fresh worlds that hold the same shape but never the same problem. Hit a planet you love? Save World pins it to your library with a rendered preview tile and the seed it grew from, so you can come back and shave seconds off your best time. Movement is the heart of it. Twin sticks on a gamepad or a touch joystick on glass, jump on demand, torch toggled on the right thumb. The camera tracks behind your shoulder, pulls back when you sprint, and yields a cinematic pull-out on win or loss so the planet finally reads as the small object it is. Controls scale down on iPhone and up on iPad, and pause whenever you need a breather. The chase music synthesises a bass-and-pulse loop that fades in only while you are actually being hunted, so a successful hide drops you back into the wind of the empty world. It is a small game on purpose. You learn the world in under a minute, the run takes two or three, the rating screen flashes one to five stars and asks if you want another. Bus stops, lunch breaks, the ten minutes before bed — Small World is built to fit them, and to keep one more planet always waiting in the queue. Twenty hand-built worlds, an infinite procedural tail, a saved-world library you grow yourself, and a chase loop tight enough you will notice your shoulders unclench the moment the music fades.
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What's New in Small World

1.01

May 25, 2026

menu tweaks.

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