Irish developers tap booming cosy gaming market with mindful, low-stress titles

A rocking chair for the mind, keeping us busy in a low-effort way
A psychologist explains the appeal of cosy games, which prioritize relaxation over challenge.
Mark

So cosy gaming is just a new name for something that's been around since The Sims, right? Why does it matter now?

Mimi

It matters because the scale has changed completely. The Sims sold 200 million copies over decades. Animal Crossing sold 50 million in a single year. And it's not just teenagers anymore—it's people of all ages, mostly women, looking for something specific.

Luke

But we should be careful here. The research Rooney cites about what people are looking for—that's from Sago, which is a games industry research firm. They have an interest in the market growing. What's the independent evidence that this is actually stress relief and not just another form of distraction?

Mimi

That's fair. But Fisher-Owen's experience with Éalú is real—people are actually playing it together, talking through puzzles. That's a different kind of engagement than scrolling.

Mark

What made Greene and Fisher-Owen choose this genre specifically? Were they already interested in relaxation games, or did they just see a market opportunity?

Mimi

Greene explicitly rejected horror because he didn't want to add anxiety to people's lives. Fisher-Owen was reacting against algorithmic social media—he wanted to create something that felt intentional and handmade. It wasn't just market calculation.

Luke

But we don't know if those are their primary motivations or just how they're framing it now. And we definitely don't know if these games will actually succeed commercially. Sushi on Wheels hasn't launched yet.

Mark

So what's the risk here? Rooney mentions that using games as your only coping mechanism is unhealthy. Is that a real concern with cosy gaming, or is he just being cautious?

Mimi

He's being careful to distinguish between healthy use and avoidance. The games themselves aren't the problem—it's whether people are using them as one tool among many or as a way to completely check out.

Luke

And we have no data on how people actually use these games. We know what researchers say about healthy use. We don't know what percentage of players are doing it that way versus using it as pure escape.

Mark

So the story is really about Irish developers seeing an opportunity, not about whether cosy gaming is actually good for people?

Mimi

It's both. The developers are real, their games are real, and they're making deliberate choices about what kind of experience to create. Whether that's good for players is a separate question—and an open one.

  • Cosy gaming has moved from niche curiosity to market force, with titles like Animal Crossing and Stardew Valley each surpassing 50 million copies sold globally — numbers that demand the industry take notice.
  • Two Irish studios are staking their futures on the genre: Greene Rapture's Sushi on Wheels trades Celtic horror for warm Japanese streetscapes, while Beyond the Bark's Éalú was born from one developer's unease with TikTok's opaque, anxiety-inducing algorithms.
  • The production of Éalú alone required 18,000 photographs and 1,200 hours of painstaking stop-motion work — a handcrafted antidote to the very digital acceleration it critiques.
  • Psychologists are watching carefully, noting that cosy gaming can be a legitimate tool for stress relief, but warn it becomes a liability when it replaces emotional regulation rather than supporting it.
  • The genre is quietly redrawing who gets to call themselves a gamer — older players, more women, and people who never sought competition in the first place are now a defining audience.

In the years since the pandemic reshaped daily life, a quieter corner of the gaming world has grown into something significant: games built not around conquest, but around comfort. Irish developers in Cork and Limerick are now crafting their own entries into this genre — one rooted in a grandmother's sushi truck on a Japanese peninsula, another in a handmade wooden mouse navigating algorithmic labyrinths — reflecting a broader cultural hunger for spaces where the mind can rest without switching off entirely. Psychologists observe that this impulse is neither trivial nor without risk, sitting at the intersection of genuine restoration and the more fragile human tendency to flee rather than feel.

Twenty-six years after The Sims invited players to tend virtual lives with no way to win or lose, cosy gaming has become a genuine cultural and commercial force. The pandemic accelerated everything: Animal Crossing sold up to 50 million copies in 2020 alone, Stardew Valley has moved over 50 million across platforms, and Steam's cosy tag has grown from 19 titles to thousands. The average player is older and more female than the industry's old stereotypes ever acknowledged.

Brendan Rooney of University College Dublin describes the appeal with precision — the genre offers the mind something to do without overstimulating it, a kind of rocking chair for cognition. Two Irish studios are now building in that space. Neil O'Sullivan Greene of Cork-based Greene Rapture originally planned a horror game rooted in Celtic mythology before asking himself a simpler question: did he want to spend years making something that added fear to people's lives? He chose comfort instead, spending six months in Japan before designing Sushi on Wheels — a management game where players inherit a grandmother's sushi truck on the Izu Peninsula and work toward the permanent restaurant she never lived to open.

In Limerick, Ivan Fisher-Owen of Beyond the Bark took a different path. Disturbed by TikTok's algorithmic logic — not its content, but the invisible maze of it — he and collaborators Will Wood, Benjamin Orr, and JT Paton turned a leftover mouse character into Éalú, a handcrafted stop-motion game exploring how one might escape such loops. The production was uncompromising: 18,000 photographs, 1,200 hours of work, every shadow rendered by hand. Fisher-Owen drew from memories of playing Myst as a child with his sister, notebook open, puzzles solved together. Players have responded in kind, sitting down in groups to work through Éalú the same way.

Research across six countries found more than half of cosy-game players are seeking stress relief — but Rooney cautions that the genre is only healthy as one tool among many. When people turn to games because they cannot cope rather than because they are choosing to rest, they risk training themselves out of emotional self-regulation. The distinction, he suggests, is agency: cosy gaming as a chosen refuge is restorative; cosy gaming as the only exit is something else entirely.

Twenty-six years after The Sims first let players tend to virtual families without winning or losing, a quieter kind of game has taken over. There are no boss battles, no leaderboards, no moment when you finally beat the thing and move on. Instead, millions of people are spending their time arranging digital fridges, power-washing virtual fire engines, tending crops that will never wilt, and solving puzzles at their own pace. This is cosy gaming, and it has become a genuine market force.

The shift accelerated during the pandemic lockdowns, when people who had never thought of themselves as gamers suddenly found themselves playing. The numbers tell the story: Nintendo's Animal Crossing: New Horizons sold between 44 and 50 million copies when it launched in 2020. Stardew Valley, a farm-simulation game, has moved more than 50 million copies across all platforms. In 2020, Steam listed just 19 games tagged as cosy; today, searching that same tag returns thousands. The Sims franchise itself has sold over 200 million copies since 2000.

Brendan Rooney, director of the media and entertainment psychology lab at University College Dublin's school of psychology, describes the appeal in precise terms. "Your mind is always trying to be busy," he says. "The right busy is when it's not overly stimulating, not overly challenging but can give your mind something to do, almost like a treadmill or chewing gum, something like a rocking chair for the mind." The genre has also redrawn who counts as a gamer. The average gamer is older than the stereotype suggests, and women make up a far larger share of players than most people assume. Games have simply become broader.

Two Irish developers are now betting on this market. Neil O'Sullivan Greene runs Greene Rapture, a Cork-based studio preparing to launch Sushi on Wheels, a management game where players inherit their grandmother's sushi truck on Japan's Izu Peninsula. The player's job is to build the business, serve customers, upgrade the truck, and eventually open the permanent restaurant the grandmother never lived to see. Greene spent six months in Tokyo and traveling the Izu Peninsula before conceiving the game. He had originally planned a horror title based on Celtic mythology but reconsidered. "I was going to be looking at this every single day for a while, and how enjoyable is it to make something with loads of gross monsters versus making the funnest, cutest animations?" he asked himself. More importantly, he wondered whether he wanted to add fear and anxiety to people's lives when there was already so much of both around. He chose comfort instead.

Beyond the Bark, based in Limerick, found a cult following with Éalú, a handcrafted stop-motion game starring a wooden mouse. The project began when Ivan Fisher-Owen wanted to give a mouse character a better fate than falling through darkness—a leftover from a music video collaboration. He initially considered a TikTok short film with audience participation but grew uneasy with the platform itself. "I was taking a look at TikTok as an application, and it really disturbed me – not so much the content but the way in which content was presented and the algorithm was driving it," he says. "I realised I had no idea how any of this works and I felt like I'm also in a maze." He and his collaborators—musician Will Wood, programmer Benjamin Orr, and illustrator JT Paton—decided to make a game instead, one that would explore algorithmic loops and the possibility of escaping them through a silent, handmade narrative.

The production was painstaking. Fisher-Owen wanted photorealistic stop-motion, with every shadow and reflection rendered by hand. There were no digital shortcuts available to the team, so they animated everything with the mouse physically present in the frame. The final game required about 18,000 photographs and 1,200 hours of work. Fisher-Owen drew inspiration from Myst, the 1993 puzzle game he played as a child with his sister, notebook in hand, solving mysteries together. "It is a piece of art," he says. He wanted to recreate that collaborative, meditative experience for a modern audience. Players have responded by sitting down together and working through the puzzles as a group, talking through solutions.

Research by Sago across five European countries and the US found that more than half of cosy-game players were seeking stress relief, using games as a way to manage anxiety. But Rooney cautions that this is only healthy if it's part of a broader toolkit. "If we continue to do it from a place of 'I can't cope', 'I don't want to think; things are too much,' 'I'm going to get lost in this game,' then we're training ourselves to not regulate our own emotions or look after ourselves," he says. The key is diversity—cosy gaming as one option among many, not the only escape route. When people have real choice in how they manage their minds, they keep their agency. When they don't, they lose it.

Your mind is always trying to be busy. The right busy is when it's not overly stimulating, not overly challenging but can give your mind something to do, almost like a treadmill or chewing gum, something like a rocking chair for the mind.
— Brendan Rooney, director of media and entertainment psychology lab at University College Dublin
I thought, do I want to make something that also brings fear and anxiety into the community of people that play games in a time when there's so much of that around anyway, or do I want to make something that's comforting and provide some escapism?
— Neil O'Sullivan Greene, developer of Sushi on Wheels
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