I'm hardly the first to make this observation, but the problem with many self-proclaimed cozy stories is that they're so scared to take risks, scared to do anything that could make the reader even slightly uncomfortable, because being uncomfortable isn’t very cozy. Characters lack in flaws and messiness; conflict is lackluster or quickly resolved or avoided altogether; a darker moment must always be followed by a peptalk, never lingered on; moral ambiguity is eschewed, because anything else would be problematic and messy. If a main character has flaws it’s always those of the good victim, someone who needs to heal and be validated but not grow and be challenged. Challenge, of character or reader, is anathema.
As I'm playing Stray, I'm struck by the thought that this is quite possibly the coziest piece of media I've ever experienced. You're playing as a little kitty cat. You’re carrying around a tiny robot companion in a backpack. Your enemies are tiny white blobs called zorks. There are game mechanics to meow and scratch up people's walls and furniture and knock paint cans off shelves and take naps. The pacing rarely rushes you, rather actively encourages you to slow down. You can stop and listen to a guy play guitar, or look for flowers to gift someone, or take a nap on a cushion while beautiful scenery full of plants and fairy lights roll by.
But it’s also a game set in the ruins of a near dead world. The cute blobs will eat you alive. The robot you're carrying is an uploaded mind earnestly struggling through an existential crisis and mourning an entire species. Under the plants and the fairy lights is garbage and rust and buildings falling apart. There’s no sunlight. There are creepy eyes watching you in the sewers. There’s classism and oppression and the downfall of man.
And through it all, the robots who inherited the world are working so hard to find pockets of hope and happiness. They paint and play music and play games and dance and grow plants and create cozy little homes for themselves. They resist for the sake of freedom and autonomy, they create an entire language, they dream of a world most think they'll never see.
This dichotomy of dark and light is something I see often in (better) cozy media. Dungeon Meshi is a fun cozy adventure where they make delicious food and talk about self-care. It's also about grief and the inevitability of death and the impacts of social inequalities. The Long Way to a Small Angry Planet is a cozy found family road trip in space; it’s also about the difficulties of understanding each other across cultural barriers and the massive ramifications when we refuse to do so. Legends and Lattes is basically a dnd coffeshop au; it’s also about struggling to find happiness and purpose and self-worth after a life of violence, not knowing if you're able to successfully achieve anything but bloodshed. And All the Stars is full of found family and pastries and characters just hanging out; all of this happens as they're hiding and fleeing from invading aliens who see them as nothing but a resurce to be used. One of my favorite episodes of critical role is the beach episode of c2, where they basically just hang out; this happens soon after they buried their friend who died trying to save them, as they're trying to figure out who they are and what they want after his loss.
And that’s the thing, isn't it? Any story that is uniformly the same thing all the way through ends up as bland. A grimdark story that never offers respite or moments of hope will numb you to the horrors, removing their bite. A cozy story that offers nothing to be struggled against, nothing for which cozy moments and aesthetics is a break, lacks impact. A story needs ups and downs, a rhythm of misery and hope.