
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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 | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 90 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A ver yo decidí comprar y jugar a este juego por la estética y el género. Al principio cumplió como todos los juegos pero a la hora de jugarlo ya me pareció una historia la que proponen muy tediosa, muy tergiversada y todo gira en torno a una serie de conceptos que apenas tienen la consideración de un McGufin de cara a hacer creíble la historia. No pido que sea realista, es un juego, pero que tenga un mínimo de ser llevada a lo terrenal. Hace meses que lo jugué y lo terminé por compromiso, y no puedo profundizar mucho en el tema pero sin ánimos de spoilear y que la gente pueda comprender lo que quiero transmitir cuando jugué a este juego teniendo en cuenta que hay mucha gente por lo que veo que le gustó, aunque esa repercusión no la he visto reflejada en una expansión desde que se publicó el juego. Aún así quiero hacer honor en lo personalmente percibí de uno de los grande peros del juego: Iconoclasts construye su historia alrededor de una gran cantidad de temas interesantes, como el fanatismo, la libertad, el autoritarismo, el sacrificio o el peso de las creencias. El problema es que rara vez consigue que el mundo donde ocurren esos conflictos resulte natural. Las ciudades, las comunidades y las distintas facciones no transmiten la sensación de formar parte de una civilización con reglas sociales reconocibles, sino de escenarios diseñados para sostener el siguiente giro del argumento. Buena parte de los elementos que articulan ese universo —la fuente de energía, las normas que rigen la sociedad o la forma en que los distintos grupos se relacionan con ellas— funcionan más como mecanismos narrativos que como consecuencias lógicas de un mundo vivo. En lugar de partir de una sociedad creíble sobre la que hacer evolucionar el conflicto, el juego parece construir primero las reglas necesarias para que los temas que quiere tratar encajen en el relato. Eso hace que muchas situaciones se sientan forzadas y que el peso de la historia dependa más de aceptar sus premisas que de descubrir un universo coherente. La sensación que me dejó el juego es que el mundo no existe por sí mismo. Existe porque el guion necesita que exista así. Cada norma, cada organización y cada conflicto parecen diseñados para introducir un tema concreto en la historia, en lugar de surgir de una sociedad que evoluciona de forma natural. Como consecuencia, nunca terminé de sentir que estuviera explorando un mundo con vida propia, sino un escenario construido para ilustrar determinadas ideas. Y como reflexión tras concluir la reseña comentar que, los mejores mundos de ficción parecen seguir funcionando cuando el protagonista no está mirando. Esto que digo no lo cumplen de forma cualitativa muchos juegos, pero en el caso de Iconoclast lo he percibido más como una carencia significativa para mí. Y comprendo que pueda deberse por mi subjetividad, mi impresión. El juego es bonito, es un metroidvania y a quien no le importe que toda la parrafada del juego se resuma a eso con un mayor o menor acierto puede disfrutarlo perfectamente. Le daré a No recomendable, pero se sepa que es mi premisa, el juego entra por los ojos y tiene mucho párrafo que puede caer perfectamente en lo insustanciable. Pero comprendo que haya gente que le guste esto, a mí personalmente no.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
Однозначно рекомендую. Игра умудряется поднимать довольно сложные темы заворачивая это все в милую графику. Играется отлично и интересно, почти каждый босс в этой игре не похож на другого и требует какой то свой подход, сверху добавляются еще множество головоломок из за которых весь арсенал который тебе дается по ходу игры используется везде и постоянно. Сюжет интересный, довольно проработанный и не оставляет вопросов по завершению игры. Единственное что слегка подвело это слабое поощрение исследования мира, но этот минус меркнет на фоне плюсов игры.
Jogo LENDÁRIO, história perfeita, lindissimo da vontade de ficar so apreciando a pixel art, jogabilidade, personagens interessantes e mt amaveis, jogo de chorar mesmo, recomendo MUITO.
Es una clase magistral de diseño de juegos. Simplemente una joya infravalorada.
Vous êtes un gros fana de la licence Metroid ? Foncez ! La totalité du jeu a été fait pas une seule personne, c'est un travail monstrueux accompli et qui vaut largement le coup !
還不錯,給個好評支持 算是可以玩的小品遊戲,難度也不高,基本都是機智
Incredibly moving. Incredibly impressive. Wowie. Sobbed like a baby. Art is beautiful. Spritework and animation is impeccable. I am overjoyed. I am so sad.
good game.
👎
Iconoclasts is fun and creative with its engaging mechanical puzzles, wonderful explosive bosses, and snappy controls. The setting has bright graphics, and bold characters wrapped a story of ideological conflict and energy dominance. Most areas are puzzle rooms that you can use your various weapon mechanics to shoot and spin open passageways that will permanently stay open. There is some retracing but mostly you progress past an area to continue the story. The puzzles keep a good balance of difficulty, and are more about figuring out the mechanisms, without requiring quick reflexes, nor speed platforming. Most bosses are enjoyable puzzles unto themselves as it can be unapparent how to damage them with your various attack techniques. The equipping of "Tweaks" is a neat idea, but is only lightly utilized compared to all the Tweak components you obtain. It is a very clever, tightly woven game. There are Three levels of difficulty; Relaxed Mode, Standard, and Harder, and I completed the game twice to try two modes. I played my first play through in "Relaxed Mode" where you cannot die from damage and will not run out of air underwater or in toxic gas areas. It took 23 hours and I found it a challenge to learn the mechanics and to advance through the puzzles. Although I could not expire in Relaxed Mode, many bosses took longer than I want to admit to figure out what mechanisms or shots to use on them or smack them with a wrench hit. The boss Statue "Inti" you need two characters to move contraptions and hurt the enemy, for the hide and seek boss "Ash" you need to tag team hide somehow and sneak up on the enemy, and the boss Agent White seemed invincible as he would continuously heal. You will not be lacking gameplay to solve these bosses even with yourself being invincible. The entire Tower area is a very clever maze of mechanisms to reach all areas, and I had trouble with it even without taking damage. The only problem with Relaxed Mode is it does not force you to figure out the boss patterns to survive, since you sort of just keep shooting different weapons to see if the boss dies. Playing a second playthrough in "Standard mode" took a more efficient 13hrs because I knew the controls. Being susceptible to damage in "Standard mode" made me realize that the bosses are really well designed with environmental cues and patterns that you need to watch to survive. The boss tunnel train Carver was a joy to fight when I realized there was a pattern to escape his charging around the track. There were a few really hard parts where you can get pummeled. One room near the end you choke on poisonous gas and at the same time you need to jump and latch onto grappling rails up the screen, and quickly aim charged shots to kill enemies and remove a WALL, then right after you need to fight Agent Black. The problem is you take damage and if you succeed in the gas section then Save and quit you still need to redo this section gas to remove the WALL. You may reach Agent Black with heavy damage and Retrying does not refill your health. A few bosses beat me often because I could not avoid their barrage of attacks; Mendeleev jumps around the screen and I felt so slow, Mother was a very tough fight that I got hit a lot, the final Agent Black fights were difficult, and the extra boss Mother's Corners were a extremely tough double attack that I barely beat with luck not skill. Luckily a few bosses drop healing hearts if you attack them correctly, and it was the only way I beat the many phases of the final Worm boss. Without the aid of no damage in Relaxed mode, these end game parts took a bunch of tries to get past as you get knocked back and pummeled and sometimes cannot see though all the explosions. There are some upgrades called "Tweaks" that you can craft that give you Longer weapons effects, or more Underwater breathing, or Faster movement which can be helpful. Your Tweaks are tied to your damage taken and unfortunately you can temporarily lose the ability of the Tweak until you replenish with damage orbs by killing enemies or solving puzzles. The game only allows 3 Tweaks to be equipped at a time so you never feel super stacked and powerful, but need to choose Tweaks for each section of the journey. Tweaks are neat but are used very sparingly, and I wish you could get more slots or permanent Tweaks to add to your arsenal. There is a awesome Tweak that lets you Dash Roll, but again you lose it within seconds of taking damage on a boss, and I would have loved to play with this ability. This game is really good and in many regards is a Master Class of boss design and variety. It would be great if they had a world map to show how areas connect (thanks to the Steam map by Tetracube). A handful of times the game expected me to return to areas to meet a character and trigger the next event and I would retrace the map for a long time to see what I missed. The game has warp rooms that you find very late in the game but they are sort of out of the way. The game kept most puzzles fairly moderate to solve in 1 or 2 actions, and I realize they could have gotten super complicated with bomb throws and moving platforms. I appreciate they kept the game challenging without crossing into frustration, and only a few sections it flexes how difficult they could have made it. For me it was the right balance of challenge and the bosses were hard enough. There are some obscure secret bosses, and secret screens to find, and some optional mechanisms; like jump shot propelling up, or Dash Rolling in mid air to travel further across the screen that could have been interesting game mechanics if they required it. Perhaps the story content is a little too text wordy and dire to make me feel thrilled about everything in this game, but this game deserves attention and multiple play throughs.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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