
Somnus bills itself as a puzzle game, but it plays more like a spot-the-difference game. You are dropped into the game with little explanation, finding yourself in the dining hall of a medieval castle. A family is frozen in mid-prayer, and two doors each offer a way out. However, regardless of which door you choose, you're returned to the same dining room. Each time you re-enter, a mannequin holding a numbered sign greets you.

There are no other in-game hints.
In my own play, after a few minutes of aimless wandering, I recalled the hint on the Steam store page: "If there's an anomaly, turn back. If not, move forward." With that, the game's objective became clear, and I quickly finished it in under ten minutes.

The scene in its entirety.
Most dining rooms are unchanged, and you only need to move forward to progress. However, some contain a difference - an anomaly. In these rooms, you must turn back. Otherwise, the counter, represented by the mannequin with the numbered sign, resets to zero. Successfully navigating 14 such dining rooms without a mistake leads to victory.

The "protagonists"
Most anomalies are not subtle and are easily spotted. The scene is so clear that you will often anticipate the location of an anomaly even before discovering it. I encountered only very few that weren't immediately identifiable.

That's a tough one.
Even at the budget price of $3.99, I would struggle to recommend this game in its current state. While I appreciate the concept, it feels underdeveloped. The lack of a connecting story or any memorable scenes leaves the experience feeling unfinished. The anomalies, which are meant to be the most important gameplay elements, are neither cleverly hidden nor particularly interesting. To make this game worthwhile, it needs a substantial addition of content. Whether that's a compelling narrative, more challenging and engaging puzzles, or a broader scope with more scenes, something fundamental would need to change.

Pure emptiness
Somnus attempts to create a horror atmosphere with unsettling anomalies, such as the boy's sudden, direct stare. However, these attempts fall flat. The static, empty scene quickly becomes monotonous, and the short, generic music loop fails to build any real tension.
As it stands, you'll get perhaps five minutes of mild curiosity, and then it's over.