Compara los precios de Iconoclasts en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Joakim Sandberg. Publicado por Bifrost Ent.. Lanzado el 23/1/2018. Disponible en PC, Xbox. Géneros: Action, Adventure, Indie. Puntuación Metacritic: 87/100.

One person spent seven years making this, and you can feel every sleepless hour in the sprite work, the boss choreography, and the quietly furious story underneath the bright colors.

I came into Iconoclasts expecting a tidy little Metroidvania and got something that felt more like a personal statement handed to me through a controller. Joakim Sandberg built this game almost entirely alone, composing the soundtrack, drawing every frame, and writing every line of dialogue over the better part of a decade. That kind of obsessive authorship leaves fingerprints on everything, and here those fingerprints are largely a gift. You play as Robin, an unlicensed mechanic in a world where practicing the trade without approval from the religious ruling class, the One Concern, is treated as a serious crime. Her giant wrench is both weapon and multi-tool: she swings from overhead bolts to reach high platforms, spins gears to trigger environmental puzzles, and parries incoming attacks in close quarters. A stun pistol with an overcharge feature handles ranged combat, and the game adds further tools as the story progresses, each with dual roles in combat and puzzle-solving. The Tweak crafting system layers on top, letting you collect scattered patterns and assemble small passive upgrades, things like extended wrench swing duration or a one-time damage buffer. The Tweaks are genuinely minor in impact, and players hoping for a deep build system will find that corner of the game underdeveloped. What is fully developed is the boss roster. There are well over twenty distinct encounters, and each one introduces fresh mechanics rather than recycling the previous fight with a health-bar increase. Some require you to swap between Robin and her companion Mina mid-battle, using both characters in coordination. The creativity never stops turning over. The linearity is real and worth naming plainly. This is not a game with sprawling backtracking rewards or hidden sequence breaks. The world resembles Metroid Fusion more than Super Metroid: structured, authored, and channeled forward. Puzzle rooms grow increasingly elaborate, and the environmental challenge is consistently satisfying. But players who need wide-open exploration and a sense of territory ownership may feel the corridors closing in. The story, meanwhile, is dense and front-loads its world-building hard. The One Concern, the Isi people, the substance called Ivory that powers civilization, and Robin's personal history arrive in rapid succession at the opening, and the narrative only coheres properly on reflection, after the credits. Some of the dialogue has moments of clumsiness that a co-writer might have caught. None of this derails the experience, but going in with patience adjusted correctly helps. Visually, Iconoclasts belongs in the conversation with the best-looking 2D sprite work on PC. The characters are chunky and smoothly animated, recalling the Metal Slug school of personality-through-motion, and the environments carry a brightness and color density that stands apart from the darker, grittier palette choices that dominate the genre. The soundtrack, also Sandberg's work, matches the mood without overshadowing the action. It sits under the game like something you notice more on a second playthrough, which is exactly the right instinct for a composer making an intimate piece. For the ten hours or so it lasts, Iconoclasts is a concentrated, handcrafted thing that knows what it is and does not try to inflate itself. That restraint is rarer than it should be. If you care about solo development as craft, about boss design that respects your attention, or about 16-bit aesthetic used with genuine feeling rather than nostalgia-bait, this deserves a place in your library. Kai, Scout Team

Iconoclasts

Iconoclasts

23 ene 2018Joakim SandbergBifrost Ent.
GamerScout opina

One person spent seven years making this, and you can feel every sleepless hour in the sprite work, the boss choreography, and the quietly furious story underneath the bright colors.

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Mínimo histórico: €1.83

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Acerca de Iconoclasts

I came into Iconoclasts expecting a tidy little Metroidvania and got something that felt more like a personal statement handed to me through a controller. Joakim Sandberg built this game almost entirely alone, composing the soundtrack, drawing every frame, and writing every line of dialogue over the better part of a decade. That kind of obsessive authorship leaves fingerprints on everything, and here those fingerprints are largely a gift. You play as Robin, an unlicensed mechanic in a world where practicing the trade without approval from the religious ruling class, the One Concern, is treated as a serious crime. Her giant wrench is both weapon and multi-tool: she swings from overhead bolts to reach high platforms, spins gears to trigger environmental puzzles, and parries incoming attacks in close quarters. A stun pistol with an overcharge feature handles ranged combat, and the game adds further tools as the story progresses, each with dual roles in combat and puzzle-solving. The Tweak crafting system layers on top, letting you collect scattered patterns and assemble small passive upgrades, things like extended wrench swing duration or a one-time damage buffer. The Tweaks are genuinely minor in impact, and players hoping for a deep build system will find that corner of the game underdeveloped. What is fully developed is the boss roster. There are well over twenty distinct encounters, and each one introduces fresh mechanics rather than recycling the previous fight with a health-bar increase. Some require you to swap between Robin and her companion Mina mid-battle, using both characters in coordination. The creativity never stops turning over. The linearity is real and worth naming plainly. This is not a game with sprawling backtracking rewards or hidden sequence breaks. The world resembles Metroid Fusion more than Super Metroid: structured, authored, and channeled forward. Puzzle rooms grow increasingly elaborate, and the environmental challenge is consistently satisfying. But players who need wide-open exploration and a sense of territory ownership may feel the corridors closing in. The story, meanwhile, is dense and front-loads its world-building hard. The One Concern, the Isi people, the substance called Ivory that powers civilization, and Robin's personal history arrive in rapid succession at the opening, and the narrative only coheres properly on reflection, after the credits. Some of the dialogue has moments of clumsiness that a co-writer might have caught. None of this derails the experience, but going in with patience adjusted correctly helps. Visually, Iconoclasts belongs in the conversation with the best-looking 2D sprite work on PC. The characters are chunky and smoothly animated, recalling the Metal Slug school of personality-through-motion, and the environments carry a brightness and color density that stands apart from the darker, grittier palette choices that dominate the genre. The soundtrack, also Sandberg's work, matches the mood without overshadowing the action. It sits under the game like something you notice more on a second playthrough, which is exactly the right instinct for a composer making an intimate piece. For the ten hours or so it lasts, Iconoclasts is a concentrated, handcrafted thing that knows what it is and does not try to inflate itself. That restraint is rarer than it should be. If you care about solo development as craft, about boss design that respects your attention, or about 16-bit aesthetic used with genuine feeling rather than nostalgia-bait, this deserves a place in your library.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

steamMetroidvaniaSingle DeveloperBoss Rush ElementsNarrative-HeavyPuzzle PlatformerWrench MechanicsTweak CraftingLinear Progression16-bit AestheticHandcrafted Solo DevCompanion Boss FightsEnvironmental Puzzle DesignStun Pistol CombatTool-Based TraversalDense Narrative OpeningBright Color PaletteShort But Complete

Requisitos del sistema

Mínimos

Processor
Dual Core CPU, 2 GHz
Memory
1 GB RAM
Graphics
512 MB Video Memory
DirectX
Version 9.0c
Storage
500 MB available space

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Reseñas y valoraciones

Metacritic
87
Steam
86%(4,945)

Información del juego

Desarrolladora
Joakim Sandberg
Distribuidora
Bifrost Ent.
Fecha de lanzamiento
23 ene 2018

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¿En qué plataformas está disponible Iconoclasts?

Iconoclasts está disponible en PC, Xbox.

¿Cuándo se lanzó Iconoclasts?

Iconoclasts se lanzó el 23 de enero de 2018.

¿Quién desarrolló Iconoclasts?

Iconoclasts fue desarrollado por Joakim Sandberg y publicado por Bifrost Ent..

¿Merece la pena comprar Iconoclasts?

Iconoclasts tiene una puntuación Metacritic de 87/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.