Game: OmOchim
Developer: Asobism (Tokyo)
Publisher: Asobism
Genre: Physics Sandbox ยท Building
Release: 2027
Platform: PC (Steam)
Multiplayer: Local, single screen
Sharing: Mechs and courses, online
๐ง Asobism have announced OmOchim, a physics-based sandbox game arriving on Steam next year. Build contraptions out of pencils, tyres and plastic bottles to solve problems โ then take your creations into local multiplayer and watch them fall apart in front of your friends.
๐ฅ “If It Works, It’s an Invention. If It Fails, It’s a Disaster.”
Asobism state their design philosophy outright, and it’s the most telling line in the whole announcement: “those disasters are the best part.”
That’s a game explicitly building for failure as entertainment rather than punishment. In a physics sandbox the collapse is the payoff โ the moment your flying bicycle becomes a falling bicycle is the thing you’ll actually remember โ and designing around that rather than around success is the right instinct.
No blueprints. Just a problem and a pile of junk.
Meet OmOchim: a tiny mech helper small enough to sit in the palm of your hand, and considerably more useful than that suggests.
OmOchim hands you a series of problems โ deliver this cargo, cross that river, save the city from disaster โ and then hands you a collection of household objects to solve them with. Springs, pencils, plastic bottles, tyres. Whatever’s lying around.
It’s from Tokyo studio Asobism, best known on Steam for ShapeHero Factory and Vivid Knight, and it’s due in 2027.
No Blueprints, Multiple Solutions
๐งฉ The Design Decision That Matters
Asobism are explicit about two things that, together, define what kind of building game this is:
“No blueprints โ just stick parts together and see what happens.”
“Tasks are designed to have multiple solutions.”
Most building games hand you a target and a schematic, then grade you on how closely you matched it. OmOchim grades the outcome and stays entirely uninterested in your method. Get the cargo across the river; nobody’s checking whether you built a bridge, a catapult or a walking house.
That’s the difference between a construction puzzle and an actual sandbox, and it’s what makes the failure philosophy work. If there were one correct answer, a collapsing contraption would just be a wrong answer. When there are dozens, a collapse is simply information for the next attempt.
Asobism push the scale hard, too. The pitch runs from cleaning robots and flying bicycles up through giant robots and walking houses, with the stated limit being your own imagination rather than a parts budget.
Visual Programming Adds Real Depth
๐ฉ Build With Junk
Springs, pencils, plastic bottles and whatever else you can grab, combined into thingamabobs that hopefully do the job.
๐ป Program It
An easy-to-learn visual programming system lets you get creations moving to command, pilot drones and automate a house.
๐ข Park Editor
Design your own courses and playgrounds for racing, destruction or pure chaos โ then put them online for anyone to try.
๐ฎ Local Multiplayer
Battle custom mechs on a single screen. Compete on speed, shove with raw power, or just laugh at each other’s shapes.
The visual programming layer is what stops this being purely a construction toy. Building a thing that stands up is one problem; building a thing that does something on command is another entirely, and automating a house is a considerably bigger ask than getting a cart down a hill.
It also fits Asobism’s track record. ShapeHero Factory was built on automation systems, so a studio adding programmable behaviour to a physics sandbox isn’t reaching outside its expertise.
Two Separate Things to Share
๐ Creations and Courses, Both Online
OmOchim has two distinct user-generated layers, which is more than most sandbox games attempt.
You can save and share your own mech creations online โ and separately, the Dynamic Park Editor lets you design courses and playgrounds and publish those too.
That combination is the interesting part: other people’s contraptions running through other people’s courses is a content loop the developers never have to fill themselves.
๐๏ธ Local Multiplayer, on One Screen
Worth flagging in 2026: OmOchim’s competitive mode is single-screen local multiplayer. No lobbies, no matchmaking โ everyone in the same room watching the same contraptions fail.
For a game whose comedy comes from physics going wrong, that’s the correct choice. Shared-screen chaos lands differently when you can hear the other person react.
๐ง Physics Sandbox
๐๏ธ Building
๐ป Visual Programming
๐๏ธ Local Multiplayer
๐จ Level Editor
๐ Comedy
Who’s Making It
๐ฏ๐ต Asobism
Founded in 2005 and based in Tokyo, Asobism built their name on mobile titles including Castle & Dragon and Dragon Poker, before moving into PC and console with the Steam success ShapeHero Factory and Vivid Knight.
Twenty years in and moving from mobile card games to automation hybrids to a physics sandbox is a genuinely broad range โ and the ShapeHero Factory experience in particular suggests the programmable side of OmOchim is in capable hands.
OmOchim is available to wishlist on Steam now, ahead of a 2027 release.
For more gaming news and reviews, check out our reviews section.
Related