Compare Conarium prices across 50+ stores and find the best deal. Developed by Stormling Studios. Published by Iceberg Interactive. Released on 6/6/2017. Available on PC. Genres: Adventure, Indie. Metacritic score: 71/100.

A slow-burn Lovecraftian horror adventure set in Antarctic ice and eldritch dread. Frank Gilman wakes up, and something is very wrong.

Conarium is a first-person horror adventure built entirely around atmosphere and slow revelation. You play as Frank Gilman, a scientist stationed at a remote Antarctic base who wakes up alone, disoriented, and missing stretches of memory. The game draws heavily and openly from H.P. Lovecraft's At the Mountains of Madness, and if that novella lives in your brain the way it does in mine, this one will feel like someone handed you a flashlight and said "go find out what happened." Stormling Studios is a small team, and the craft here is careful and deliberate rather than big-budget bombastic. The gameplay sits firmly in the walking-sim-adjacent zone: you explore, pick up notes, solve light environmental puzzles, and piece together what the Antarctic expedition actually uncovered. There are no combat mechanics. The tension comes entirely from sound design, visual storytelling, and the creeping sense that the geometry of the world around you is not quite trustworthy. The environments shift between grounded, believable research-station corridors and genuinely unsettling dream-logic spaces that bleed Lovecraftian iconography without spelling everything out for you. That restraint is where the game earns its keep. It trusts you to sit with uncertainty. The soundtrack is doing a lot of heavy lifting, and it deserves the credit. Ambient drones, distant industrial clangs, and occasional melodic fragments combine into something that feels less like a game score and more like the bass note of a very bad idea. For headphone listeners especially, the sound design is the centrepiece, not a complement. The visuals use Unreal Engine 4 to render ice and shadow convincingly, and while some textures and character models show the budget constraints, the art direction keeps everything coherent. The Antarctic exteriors in particular have a barren, hostile beauty that the team clearly poured attention into. Where Conarium loses people - and the mixed Steam reviews reflect this honestly - is pacing and length. The opening hour is very slow. Some players will bounce off it before the stranger material arrives. The puzzles are occasionally obtuse in ways that feel accidental rather than designed, and the narrative, while evocative, stops short of a fully satisfying resolution. At roughly four to six hours total, the game ends before overstaying its welcome, but some players will feel it ends before fully paying off what it set up. These are real criticisms worth knowing before you commit. Who is this for? Horror fans who prioritize mood over mechanics. Lovecraft readers who want to step inside that particular aesthetic dread. Anyone who finished Amnesia: The Dark Descent or Soma and thought "I want more of that suffocating, story-first tension." If you need action loops or clear mechanical goals to stay engaged, Conarium will frustrate you. If you are the kind of person who appreciates a game that knows what it is and executes that thing with sincerity, this small, strange, frozen piece of work has something real to offer. Kai, Scout Team

Conarium
AdventureIndie

Conarium

Jun 6, 2017Stormling StudiosIceberg Interactive
GamerScout Says

A slow-burn Lovecraftian horror adventure set in Antarctic ice and eldritch dread. Frank Gilman wakes up, and something is very wrong.

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About Conarium

Conarium is a first-person horror adventure built entirely around atmosphere and slow revelation. You play as Frank Gilman, a scientist stationed at a remote Antarctic base who wakes up alone, disoriented, and missing stretches of memory. The game draws heavily and openly from H.P. Lovecraft's At the Mountains of Madness, and if that novella lives in your brain the way it does in mine, this one will feel like someone handed you a flashlight and said "go find out what happened." Stormling Studios is a small team, and the craft here is careful and deliberate rather than big-budget bombastic. The gameplay sits firmly in the walking-sim-adjacent zone: you explore, pick up notes, solve light environmental puzzles, and piece together what the Antarctic expedition actually uncovered. There are no combat mechanics. The tension comes entirely from sound design, visual storytelling, and the creeping sense that the geometry of the world around you is not quite trustworthy. The environments shift between grounded, believable research-station corridors and genuinely unsettling dream-logic spaces that bleed Lovecraftian iconography without spelling everything out for you. That restraint is where the game earns its keep. It trusts you to sit with uncertainty. The soundtrack is doing a lot of heavy lifting, and it deserves the credit. Ambient drones, distant industrial clangs, and occasional melodic fragments combine into something that feels less like a game score and more like the bass note of a very bad idea. For headphone listeners especially, the sound design is the centrepiece, not a complement. The visuals use Unreal Engine 4 to render ice and shadow convincingly, and while some textures and character models show the budget constraints, the art direction keeps everything coherent. The Antarctic exteriors in particular have a barren, hostile beauty that the team clearly poured attention into. Where Conarium loses people - and the mixed Steam reviews reflect this honestly - is pacing and length. The opening hour is very slow. Some players will bounce off it before the stranger material arrives. The puzzles are occasionally obtuse in ways that feel accidental rather than designed, and the narrative, while evocative, stops short of a fully satisfying resolution. At roughly four to six hours total, the game ends before overstaying its welcome, but some players will feel it ends before fully paying off what it set up. These are real criticisms worth knowing before you commit. Who is this for? Horror fans who prioritize mood over mechanics. Lovecraft readers who want to step inside that particular aesthetic dread. Anyone who finished Amnesia: The Dark Descent or Soma and thought "I want more of that suffocating, story-first tension." If you need action loops or clear mechanical goals to stay engaged, Conarium will frustrate you. If you are the kind of person who appreciates a game that knows what it is and executes that thing with sincerity, this small, strange, frozen piece of work has something real to offer. Kai, Scout Team

Tags

steamLovecraftian HorrorWalking SimAtmospheric HorrorNarrative-DrivenSingle PlaythroughEnvironmental StorytellingPsychological HorrorAntarctic Setting

System Requirements

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Reviews & Ratings

Metacritic
71
Steam
77%(2,252)

Game Info

Developer
Stormling Studios
Publisher
Iceberg Interactive
Release Date
Jun 6, 2017

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