Conarium
Conarium is a chilling Lovecraftian game that follows the gripping story of four scientists and their endeavour to challenge what we normally consider to be the "absolute" limits of nature. Inspired by H.P. Lovecraft's novella At the Mountains of Madness, but largely set after the original story. You, as Frank Gilman, open your eyes inside a room filled with strange, pulsating noises. Patterns of lights executing a Danse Macabre on the walls is presented by a queer device on the table. Having recalled nothing other than that you’re in Upuaut, an Antarctic base located near the South Pole, you find the place deserted and have a distinct feeling of something being terribly wrong. Somehow knowing that your memories cannot guide you enforces a strange feeling of vulnerability, a familiar yet alien sensation of being a part of a peculiar whole…
Steam User 6
interesting because of lovecraft style story. Not hard game you can die only couple of levels and mostly game has no enemies so more of walking and exploration style game and not very scary more of exploration/adventure orientated. Got nice puzzles and nicely long game if you explore everything and collect/read all notes and trophy items etc. maybe not very long game if you are rush style gamer who run place to another. I enjoyed it so 7/10 good game but not masterpiece or insanely good. I Got this on good steam discount so worth of money easily.
Game has one very frustrating bug in my first playthrough everytime whenever there is a dark spot and two lit doorways where you have to run or go my character dont move forward and controls feels like im on still the submarine controls and it does always this on those doorway scenes through the game. i fear that my game break because previous save load dont help anything but luckily i find discussion where some guy say that try to move backwards etc. and it worked every time but very stupid on developer that bug has never fixed. in my second rush playthrough (getting missed achievements fast) game works normally on those scenes so maybe it not always happen but its common bug.
Steam User 6
I think, it's fair tosay that this game falls into the category "Psychological horror walking simulator with puzzles" The art design is nice, the premise (being losely based on the works of H.P. Lovecraft) is interesting.
Sometimes it feels a little wonky (there's a brick on the ground, have to move a little left to proceed forward).
But atmosphere in general keeps you going. Some nice jumpscares.
I'd give it 7/10
Steam User 2
This was a nice treat. I played this game after a long break from adventure games. Definitely can say that it rekindled my love for them.
Is it the greatest game ever made? No, but is it worth playing? Well, that depends. If, like me, you like adventure games with some light puzzle solving and weird storylines, then definitely give this game a go, you won't regret it.
No non-sensical puzzles and soft locks to frustrate you, just a weird journey through one man's very bad acid trip.
Steam User 3
Conarium is a Lovecraftian horror adventure that draws heavily from the mythos of H.P. Lovecraft, particularly his novella At the Mountains of Madness. Developed by Stormling Studios, the game places players in a cold, desolate Antarctic research base, weaving a story that explores themes of forbidden knowledge, cosmic dread, and the fragility of human perception. From the moment the game begins, it establishes an atmosphere of isolation and eerie tranquility, gradually unraveling into something far stranger and more unsettling. It’s a slow-burn experience that rewards patience and curiosity, aiming less for jump scares and more for existential dread and psychological unease.
You play as Frank Gilman, a researcher who awakens in the base with no memory of recent events. The world around him feels familiar yet alien—rooms are left in disarray, cryptic messages are scrawled across walls, and strange machinery hums with unnatural energy. What begins as a simple search for answers soon leads Frank (and the player) into the heart of something much deeper: a hidden reality layered beneath our own, tied to ancient forces and knowledge mankind was never meant to grasp. The narrative unfolds through environmental clues, journal entries, and scattered audio recordings, encouraging exploration and observation. It's a methodical approach to storytelling that prioritizes mood and mystery over exposition, and it successfully captures the dreamlike logic and tone of Lovecraft’s best work.
Visually, Conarium is a beautiful game, especially considering its modest scope. Powered by Unreal Engine 4, the game presents a series of environments that feel both grounded and otherworldly. The Antarctic setting is rendered with stark, frozen beauty, but it’s the transition to more surreal, alien spaces—pulsating organic walls, glowing runes, impossible architecture—that leaves a lasting impression. These sequences are some of the game’s strongest, visually speaking, capturing the idea of dimensions overlapping and sanity slipping. Light and shadow are used effectively to generate tension, and there’s a deliberate stillness to many rooms that makes even empty spaces feel oppressive. The environmental design does a lot of the heavy lifting in terms of immersion, often telling more story through visuals than dialogue ever could.
Gameplay in Conarium is largely exploration-based, punctuated by light puzzle-solving and occasional scripted sequences. There’s no combat or real threat from enemies; instead, tension builds through atmosphere and the creeping realization that reality itself may not be reliable. Puzzles vary in quality—some are clever and require genuine problem-solving, while others feel like filler or rely too heavily on trial and error. The game never becomes overly difficult, and progression is usually smooth, though the slower pace and lack of action may not appeal to every player. That said, for those who enjoy narrative-driven adventures in the vein of Amnesia or Soma, Conarium provides a similar, if more restrained, experience.
Audio design is subtle but effective. The ambient soundscape—whispers, creaking pipes, distant echoes—contributes significantly to the overall feeling of unease. Voice acting is solid, with Frank’s introspective narration providing emotional grounding, even as the story drifts into abstract and metaphysical territory. The music is understated, often giving way to silence or atmospheric hums, but when it does emerge, it enhances the surreal mood without overpowering it. These elements combine to create a sense of immersive dread, not by showing monsters or gore, but by constantly suggesting that something is deeply wrong with the world you’re exploring.
Thematically, Conarium excels at capturing Lovecraftian horror’s core: the fear of the unknown, the insignificance of humanity, and the dangers of knowledge. Frank’s journey is not about defeating an enemy but confronting a truth that may be too vast or terrible to comprehend. The game repeatedly asks players to question what they see and hear, blurring the line between dreams and reality. It’s not a game that hands you neat answers—interpretation plays a big role, and much of what happens is left deliberately ambiguous. For some, this will be a strength, enhancing the mystery and philosophical depth. For others, it might feel unsatisfying, as the story withholds more than it reveals.
There are some shortcomings worth noting. The game’s pacing can feel sluggish at times, especially during long stretches of backtracking or reading through dense logs. Some of the puzzles, while thematically consistent, don’t quite match the quality of the world-building around them. And though the game looks great, a few animations and interactions can feel stiff or dated. These aren’t major issues, but they do remind players that this is a relatively small-scale production, not a big-budget title. Still, the ambition behind the project is clear, and its atmospheric strengths far outweigh its technical limitations.
Ultimately, Conarium is a thoughtful and immersive experience that doesn’t rely on action or spectacle to engage the player. Instead, it builds a world of eerie beauty and philosophical dread, drawing you deeper into its mysteries with each quiet footstep and cryptic symbol. It’s a rare kind of horror game—one that respects the intelligence of its audience, trusts them to piece together its fragmented narrative, and understands that the most terrifying monsters are the ones that remain unseen. For fans of Lovecraftian fiction or slow, contemplative horror, Conarium offers a chilling journey into the unknown—one that leaves a lingering sense of cosmic unease long after the credits roll.
Rating: 7/10
Steam User 1
A very atmospheric and meticulously thought-out game. Probably the best "screen adaptation" (or gamification) of At the Mountains of Madness.
Each puzzle isn't just a puzzle - it has meaning within the game world.
I recommend it to all fans of Lovecraft, mysticism, dark fantasy, and the so-called literature of uneasy presence.
Steam User 1
This game was pretty great if you're getting it on sale. Worked great on the Steam Deck as well.
Story was cool and the environment was great. The environment adds to the suspense and as you go along. You'll find yourself wanting to understand more and more of what's going on.
Part I didn't like: There are moments where I would want to backtrack, but once you reach a particular part, the game no longer lets you backtrack. Minor bummer if you enjoy getting a full complete.
Other than that, solid game!
Steam User 1
Really cool game.
The ambience and the vibes are so good.
The storyline is well written and you have to look all around and think in order to solve enigmas.
It has lots of secrets like hidden objects, hidden paths, variations for enigmas resolution and so on for the ones who like to explore and deep into the game.
I kindly recommend this game to lovecraft fans and to the ones who want to enjoy a dark adventure.