I’m going to tell you about the moment I realized something had gone terribly wrong with the word “cozy.”
It was 2 AM. I was playing Cult of the Lamb — a game where you run a cult, sacrifice followers, and battle eldritch demons in procedurally generated dungeons. My roommate walked past, glanced at the screen where I was harvesting devotion from my brainwashed flock, and said, “Oh cute, another cozy game?”
She wasn’t wrong, exactly. The game has adorable woodland creatures. You can decorate your cult compound. There’s farming. But also there’s… you know. The ritualistic murder. The cosmic horror. The poop.
This is what we’ve done. We’ve created a genre that somehow encompasses both Animal Crossing and games where you literally run a death cult. And I blame TikTok entirely.
Here’s how we got here
The term “cozy game” existed before social media got its hands on it, but it was barely a whisper. You might have heard it in niche forums, applied loosely to games that felt warm — Harvest Moon, maybe, or those old Cooking Mama titles, or some games on Odds96 India. It described a feeling more than a set of mechanics. Something you could play while half-asleep. Something that wouldn’t punish you.
Then came 2020
You remember 2020. We were all trapped inside, oscillating between doom-scrolling and desperate attempts at self-soothing. Animal Crossing: New Horizons dropped in March, precisely when we needed it most, and suddenly everyone — not just gamers, everyone — was talking about visiting islands and paying off mortgages to a capitalist raccoon. The game sold over 13 million copies in its first six weeks.
And TikTok took notice
The algorithm, in its infinite wisdom, started learning that certain games drove engagement. Not because of skilled gameplay or dramatic narratives, but because people wanted to show off their virtual cottages. Their little farms. Their organized inventories. The #cozygames hashtag exploded, eventually accumulating billions of views.
But here’s the thing about algorithms: they don’t understand vibes. They understand patterns. They see that Stardew Valley content performs well. They see that Spiritfarer content performs well. They see that Unpacking — a game literally about putting things in boxes — performs well. And they start making connections that feel right but aren’t actually meaningful.
Soon, “cozy game” wasn’t describing a feeling. It was describing an aesthetic. Soft colors. Cute characters. Low stakes. The algorithm had created a genre, and it was wrong.
The trap
I talked to a developer who asked to remain anonymous because, as she put it, “I’m about to sound ungrateful and I promise I’m not.” Her studio released an indie title in 2022 — a management sim with some darker themes buried under its pastel exterior.
“TikTok decided we were a cozy game,” she told me. “We never used that word in any of our marketing. But the algorithm saw the art style and started pushing us to that audience.”
The result was a wave of players who expected something gentle and got something… else. The negative reviews rolled in. Not because the game was bad, but because it wasn’t what they’d been promised by an algorithm they didn’t even know was making promises.
“We had people genuinely upset that there was conflict in the game,” she said. “Like, any conflict at all. Someone wrote a review that said, ‘This was supposed to be my anxiety relief and now I’m more stressed.’ And I felt terrible, but also — we never said we were that.”
This is the trap. The “cozy” label has become so commercially powerful that it gets slapped onto anything with cute graphics, whether the developers want it or not. And it’s created an audience with expectations that no single game could possibly meet, because the category was never coherent to begin with.
So what actually makes a game cozy?
I’ve been asking this question for months, and I’ve gotten answers that range from philosophical to absurd.
The mechanical definition would be something like: low stakes, no fail states, self-directed pacing. By this standard, Stardew Valley qualifies, but so does Microsoft Flight Simulator if you turn off the crash physics. Minecraft creative mode is cozy; survival mode is not. It’s about what the game allows you to avoid.
The aesthetic definition focuses on visuals and sound. Soft colors, gentle music, cute characters. This captures why people call Slime Rancher cozy but wouldn’t apply the term to Elite Dangerous, even though both games let you putter around at your own pace.
The emotional definition is squishier: a cozy game is whatever makes you feel cozy. I know someone who finds Dark Souls cozy because she’s played it so many times that it feels like coming home. A horror game is cozy if you’re playing it wrapped in a blanket with your partner, she argues. The coziness isn’t in the software; it’s in the ritual.
And here’s where it gets interesting, psychologically speaking.
Why these games resonate so deeply with millennials and Gen Z specifically
Dr. Rachel Kowert, a research psychologist who specializes in games, suggests that games offering low-stakes accomplishment — the completion of small tasks, the visible progress, the absence of real consequences — can function as genuine anxiety management tools.
“There’s a reason these games often feature repetitive, simple actions,” she’s explained in interviews. “Watering plants, organizing items, following routines. These are inherently soothing behaviors that can help regulate the nervous system.”
We’re a generation that came of age during economic collapse, climate crisis, and a pandemic. We were told to optimize everything, to hustle constantly, to treat rest as laziness. And then we discovered that pretending to farm virtual turnips made us feel okay for a few hours.
Of course we built a genre around that feeling. Of course we wanted to protect it, to categorize it, to make it findable. We were desperate.
But desperation makes us sloppy. We let the algorithm define something that was never meant to be defined. We let marketing co-opt a vibe. And now “cozy” is everywhere — on games that deserve it, games that don’t, and games that exist in some liminal space between comfort and chaos.
I don’t know how to fix this
The label is too commercially valuable to abandon now. Steam has a “cozy” tag. Publishers build marketing campaigns around it. Developers who genuinely set out to make gentle, low-stakes experiences now have to compete with horror-farming hybrids and cult simulators for the same audience.
Maybe the answer is more specificity. Sub-genres that actually mean something. “Pastoral cozy” for your farming sims. “Organizational cozy” for your inventory games. “Cozy-adjacent” for things that have the aesthetics but not the gentleness.
Or maybe — and this is the option I’m leaning toward — we accept that “cozy” was always going to be personal. That no algorithm, no hashtag, no marketing team can actually tell you what will soothe your particular nervous system. That you might find peace in a farming sim or a horror game or a cult simulator, and all of those are valid, and none of them need to share a genre.
The algorithm doesn’t know what cozy is. It never did.
But you do. And maybe that’s enough.






