Still in your library
Cocoon, five hours of puzzles without a word
Given to Essential subscribers in October 2025, Cocoon slipped by somewhat unnoticed between two big names. It is nonetheless the most elegant puzzle game of recent years, from the lead gameplay designer of Limbo and Inside.
You are a small insect carrying a sphere on its back. That sphere contains an entire world. You can enter it, leave it, and — this is where the game tips over — carry one sphere inside another. The whole construction rests on this nesting of worlds, and on what becomes possible once you rearrange them.
There is not a word of text, no tutorial, no skill menu. The game has a single action button, and every puzzle is explained by the space itself: a door, a mechanism, a sphere that is not where it should be. You understand what is expected by looking, never by reading.
Each sphere eventually gains a power of its own — revealing hidden paths, firing a projectile — that only works while you carry it inside another world. The final puzzles ask you to hold three levels of nesting in your head at once, and the moment it clicks is one you do not forget.
Guardian fights punctuate the adventure. They are rare, short, and each introduces a new mechanic rather than a reflex test: you solve them more than you beat them. The game almost never punishes; it waits for you to understand.
Five hours, no dead time, no padding. It is exactly the length of a quiet weekend, and the best reason to pull it out of the library where it has been waiting since autumn.
