
Join renegade mechanic Robin and uncover the secrets of a dying planet. Explore a big world filled with intricate puzzles, interesting characters and menacing bosses in a beautiful platform adventure that tells a personal story about faith, purpose and the challenge of helping people.
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Sums Steam only; PlayStation, GOG, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 5Kreviews | 86% | — | $2.1M |
| $19.99 | 4.8Kratings | 85% | — | not modelled | |
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 90 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is going to sound like a bizarre complaint, and I'm fully cognizant of this. I am the last person to complain about accessibility options, but not being able to change settings once in-game is not acceptable. I didn't have many problems with the game at all until I got to the underwater level at which point my ears started aching because of how loud the explosion SFX from the player's bomb weapon was relative to everything else. The lack of stereo or mono sound choices is also quite frustrating. The absolute left and the absolute right sides of the map correspond to 100% L or 100% R on the speakers, respectively, and with how horizontally short (narrow) the maps are, it's very easy to shoot bombs, intentionally or not, to the furthest extremes of the map and sonically assault yourself with 130 dB explosion sounds in alternating ears. As I said before, I've never had complaints like this about a game before this one. If this is some sign of a personal health problem I was previously unaware of, I apologize fully. As it stands, I had to quit playing this game three levels in because the sound direction was making me feel physically unwell. The window resizing itself every time you die is also very irritating.
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Languages: English, French, German, Spanish - Spain, Japanese, Simplified Chinese, Traditional Chinese, Korean
| $6.79−66% |
| 247ratings |
| 84% |
| — |
| not modelled |
| $19.99 | 103ratings | 92% | — | not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 90 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Iconoclasts[/h1] [i]Screw-loose adventures[/i] In [b]Iconoclasts[/b] you play as Robin, a young mechanic armed with nothing more than her wrench, standing against a world ruled by a religious authority that insists on conformity. When you think about it, it is a striking image: a heroine defined not by a sword or gun, but by the tools of repair. [b]Iconoclasts[/b] wants you to believe that fixing is as heroic as fighting, and that rebellion can be quiet, stubborn, and deeply human. The Metroidvania genre has always been about exploration, the joy of discovering what lies behind the locked door, the satisfaction of returning stronger to places once forbidding. [b]Iconoclasts[/b] enters this tradition with ambition. It wants to be both a puzzle-platformer and a moral fable, a story about faith and individuality told through the rhythms of combat and discovery. Yet, where [b]Hollow Knight[/b] finds poetry in silence and [b]Blasphemous[/b] in suffering, [b]Iconoclasts[/b] too often feels burdened by its own sermon. The craftsmanship is undeniable. The pixel art is bright, painterly, and full of personality. Characters are quirky, their dialogue earnest (although I will admit clunky). The puzzles, many built around Robin’s wrench, are clever, and the game’s systems function with competence. But the combat is stiff, the exploration linear, and the story, though ambitious, is delivered with a heavy hand. The result is a game that feels polished but restrained, unwilling to let its mechanics breathe with the freedom the genre demands. What [b]Iconoclasts[/b] attempts is admirable: a fusion of narrative depth with mechanical invention. But the balance fees really off. The story slows the pace, the puzzles interrupt the flow, and the exploration never achieves the intoxicating rhythm that defines the best of its peers. It is a lecture disguised as an adventure, and while the lecture has merit, the adventure suffers. As a gamer I always like my reviews to pose the question of whether the game is worth the price of admission, and more importantly, the demand on your time? At its best, [b]Iconoclasts[/b] is a curiosity, a thoughtful experiment in indie design, a game that wants to say something meaningful about belief and individuality. At its worst, it is a reminder that ambition alone does not guarantee transcendence. For players seeking tight mechanics and exhilarating exploration, there are better choices. For those curious about narrative ambition in games, it offers moments worth experiencing, though not enough to demand your precious hours. Not a waste, but not essential. A game that fixes, but never quite builds. [h1]One word or phrase to sum up the experience[/h1] [i]Clever in places but too heavy-handed to truly captivate.[/i] [h1]Performance/Bug related incidents[/h1] [i]I had zero issue while playing the game.[/i] [h1]Similar to games[/h1] [i][b]Axiom Verge[/b], [b]Blasphemous[/b], [b]Hollow Knight[/b][/i] [u][b]Rating[/b][/u] ★★★★★☆☆☆☆☆ https://steamcommunity.com/sharedfiles/filedetails/?id=869454819
Banging game. Couple of spoilers in the review though. All of the art is incredibly detailed, enemy designs are excellent. The bosses and story are intertwined and serve as a consistent pleasure to play through. I appreciate the narrative in its ability to not retreat into an entirely happy ending. The surprisingly dark content isn't brushed aside, characters don't just forget the bad stuff which happens to them. It's the key competent aspect. The characters act like arrogant, selfish prats. They have good reason to. Every character is a victim of some aspect of their lives, it varies but none of them see it in each other. They don't relent in their ideals and it feels amazing to watch. The villains are all victims. The heroes are all victims. The game doesn't pretend otherwise and doesn't force you into moral choices on it. Its the theme of 'You can't save everyone, but it wasn't your responsibility in the first place. You have to try though.'. Being a victim doesn't mean you can't be a terrible terrible person, it just contextualises things. This is probably the most prominent examples in the game. If you haven't played, please don't open this spoiler tag. [spoiler]Royal's death on the moon was incredibly effective. Having been able to save almost everyone, to have been saving him through the whole game. Then to be utterly hopeless in helping him as he once again throws a tantrum... all for nothing really. The implications around his death, what the Starworm did to his mind. It was amazing. He didn't have to lash out at it, but it showed that he couldn't change, even if he really really did want to. Agent Blacks final fight is one of the most memorable I've done. She's relentless and it perfectly closes off her character. She was a victim. She was cultivated into being this angry, volatile beast in the end, and you can't help her. Beating her, her coming back as the Ivory beast. To then beating her again, where she clings on with what little she has as the Ivory Crawler... It was honestly amazing alongside the OST [/spoiler] I really do recommend it. It's cheap, a labour of love from Joakim Sandberg. My main pain is that I can't go into it blind again. It's truly a torture... If you already have it, buy it for a friend. Treat yourself!
[h2] Осторожно, хрень ★★★★☆☆☆☆☆☆ 4/10 🌟[/h2] [b] Честно, не могу выделить в игре хоть какой-то плюс, кроме того, что это титанический труд соло-разработчика.[/b] Визуал слишком яркий — уже через пару часов смотреть на игру нет желания. Назвать это метроидванией очень тяжело — игра в целом линейная. Все секреты, которые находятся на карте, не стоят и ломаного гроша. Главная проблема Iconoclasts — сюжет: в игре достаточно текста, но диалоги тупые и напичканы водой. Финал вообще какой-то бред: мало того что смотреть из-за обилия белого невозможно, так и персонажи просто начинают ныть на пустом месте. [b] Невыносимо скучная игра. Абсолютно не стоит внимания. [/b]
Let's go, in-and-out, twenty minutes adventure >proceeds to be brutally traumatized by a 15 hour long gut-wrenching tale of religious fanaticism, surveillance state, class segregation, climatic disaster, violence and oppresion, body disfigurement, cosmic horror and existentialism. Oh, and cute, colorful spritework too.
Painfully mediocre in everything it does. The artstyle is pretty decent but everything else: Movement, Level Design, Writing, The movement feels sluggish and unintuitive: Grabbing ledges is awkward, combat feels off and WHYYY would you bind moving through doors/interacting with chest to down instead of up??? This might seem like nitpicking, but Iconoclasts is so full of small mistakes in games craftsmanship, which just taint the whole experience for me. The saving system is needlessly punishing, you can only rebind controls in the main menu and a lot of information is conveyed unintuitively. Then there's the level design, which is incredibly uninspired and repetitive. The wrench seemed like it could make for some interesting platforming challenges, but no, the way it works is very static and it's used without much creativity. This game has the Metroidvania tag, but it barely qualifies as one. The (sometimes mandatory) backtracking is tedious and the upgrades you discover are unexciting to say the least. After the slog which was the second area, I was excited about finally receiving a new tool/movement option, only for it to be a weapon for an uninteresting combat system that is able to destroy a different colored rock to the ones you were destroying with your first weapon. Then there's the writing. The humor falls flat and it falls into the trap of using characters in the game for very unnatural exposition. So many names and factions get thrown at you before you even have your foot through the door and it just made me mentally clock out after a while. The pacing at which the player is taught about the world is incredibly off. This is the second time I've given the game a chance after refunding it once before. I though back then that I was being too strict on it and just needed a bit more patience. I'm sad to say that my initial impression was correct and that there's just too many bad decisions weighing Iconoclasts down for me to enjoy.
Escutei muito bem de Iconoclast pelos anos, tanto que tenho ele desde 2018, mas depois de jogar fiquei meio confuso. O jogo primeiramente tem uma estética linda: a ambientação, a movimentação, o character design, os sound effects, tudo é muito imersivo e cativante, é um jogo que encaixa total com o estilo pixel art O combate é simples mas até que divertido na medida do possível, você tem uma Chave Inglesa para bater nos inimigos e algumas armas com mira semi automatica. E por mais que seja bacana matar monstros nas primeiras horas, você começa a ignora-los pois além de não representar perigo ou desafio, o resto do jogo vai cansando O maior problema de Iconoclast é o level design e quebra cabeças, a maneira mais fácil de descrever é "Pro desenvolvedor tudo isso faz sentido porque foi ele quem fez, agora para alguém que está jogando não é, porque o player não está dentro da cabeça do dev". O jogo, quando tenta ser mais simples, é um bom passatempo porque ele não exige muito de você, a plataforma é fácil, inimigos não são ameaça e os chefes até que são divertidos tirando algumas exceções. Mas na maior parte do game, os mapas são grandes e fechados, fazendo você ficar correndo em círculos por muito tempo até que finalmente você encontra a sala especifica pra ativar o trigger pra progredir na história, para então ficar procurando onde é a próxima sala pra ativar o próximo trigger. O level design foi feito para você perder tempo, tanto que, os monstros voltam quando você salva o jogo, fazendo a exploração ser mais estressante do que interessante, sem falar que eles não dão nenhuma recompensa quando são mortos. Em outros momentos do jogo, não é uma sala especifica que você tem que encontrar, mas sim uma parede invisível sem nenhuma sinalização obvia que você só acabou descobrindo porque ficou minutos rondando o mapa tocando em tudo, no desespero de ter algo que o faça progredir, isso quando você não segue um percurso inteiro realizando quebra cabeças para no final descobrir que você não devia estar naquela saia ainda, fazendo você voltar tudo e então, quando for o momento certo, voltar para essa sala realizando os quebra cabeça novamente. Um dos maiores problemas do jogo são os quebra cabeças, principalmente por envolverem uma lança granada onde a bomba voa com física, há momentos que você sabe que você tem que atirar em um lugar, mas por algum motivo a bomba não entra, ou ela rola demais e não entra onde deveria, ou ela quica e erra, fazendo você se perguntar se está no local certo ou pensando "Talvez vai ter algum item pra fazer esse puzzle e to perdendo tempo?", mas não, você está no local certo, e está fazendo a coisa certa, mas o jogo tem que "deixar" você acertar o puzzle. Vários puzzles são muito fora da caixa, como se para o criador fosse obvio o que você tem que fazer porque foi ele quem criou, mas para qualquer pessoa é muito além do "Pensar fora da caixa", a maioria dos quebra cabeças depois de finalmente resolvidos fazem você girar os olhos ao invés de ter sensação de sucesso, algo como "É sério que era ISSO que ele queria??", as vezes tendo que descobrir novas mecânicas que jogo nunca tentou te mostrar em outra hora passada, e que, nunca mais usa novamente. Ficar preso correndo em círculos pelo mapa porque você não sabe se um quebra cabeça tem que ser feito por um item novo que você não tem ainda ou porque "você não tentou o suficiente", ou porque talvez você deixou passar uma parede invisível ou um buraco ou duto no chão atravessável, faz a experiência do jogo ser absurdamente frustrante, afetando seriamente a história. Por mais que a história e personagens sejam interessantes (E boa, por sinal), ter que passar uma hora de stress para cada cutscene faz você não estar na vibe para apreciar ela. É como se você estivesse vendo um bom filme, mas a cada 10 minutos você tivesse que fazer uma pausa de 30 minutos raspando as unhas na parede Se você remover as partes que você está perdido, as horas do jogo caem pela metade Iconoclast tem ideias bacanas, mas a maior parte do jogo não foi bem pensado
An extremely annoying game. How annoying? Playing a cripple fighting a boss.
I expected this game to have a lighter tone; I was not expecting Mother 3: The Metroidvania Very good metroidvania, but the progression and item upgrades leave a little to be desired. The puzzles are super fun, if a little grating at times. Nothing is progression locked which is nice. But I feel like where this game really shines is its story, which is pretty uncommon in the genre. This game isn't afraid to get dark when it wants to, and tackles some heavy themes in a really refreshing way. Overall I really recommend this game, even if it does get slow in the earlygame. 8.5/10
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