A compact experience even by Itch.io standards, Iron Lung relies on the design philosophy of tell don’t show. I don’t say that entirely facetiously, as that’s a perfectly acceptable way of worldbuilding and tension sustaining, so long as it hooks you with something too keep you entertained. Oftentimes the anticipation or imminent proximity to danger can be just as fulfilling as outright terror.

In Iron Lung you’re a wayward convict forcefully tasked with exploring a world overwhelmed by a ceaseless ocean of blood. The reason being that after every habitable planet suddenly and mysteriously disappeared, you and the rest of surviving humanity must search new solar systems in pursuit of food, shelter, and other valuables. What makes the premise particularly harrowing is the fact that your method of exploration lies solely in the eponymous Iron Lung, the name of the tiny, rickshaw submarine that you commandeer for the duration of the game. It’s about the length of a car and fitted with just three accoutrements. A console terminal, which can be used to find out more about the world, a simple coordinate-based navigation center, and a photo display that acts as the sole source of visual information outside the submarine.

It’s a brief adventure, requiring you to navigate to a list of coordinates using a reference map and take pictures of whatever is at them. Be it a plant, animal remains, or something more sinister. Since you don’t have consistent visuals on account of the depth of the ocean you’re in requiring the viewport to be welded shut, you have to use a motion sensor to let you know when you’re too close to an obstruction or debris. It’s almost impossible to die to it, it just makes it less straightforward than going directly from A to B. Even still, on it’s own the gameplay is quite one-dimensional. Thank goodness Iron Lung knows not to overstay it’s playtime. I guarantee that without the interesting premise tied to it this game wouldn’t be nearly as popular. No, this game is more focused on the slow build of anticipation as your observation pictures become more and more concerning. An objective greatly helped by the aid of a superb sound design. The leaky, bass-heavy hums and moans of the ocean is great on a good audio system.

While I’m aware that you’re suppose to rely on the sensors and whatnot, I can’t pretend I’m not disappointed you can’t use the camera system to more broadly explore the ocean. You can technically take pictures at any time, except when outside scripted sections they’ll just come out as indistinct photos every time. I know what I’m proposing would put the onus on the player, but imagine how much more impactful it would be for the scariest, most disturbing image to come from the player’s own curiosity.

Oppositely, the console terminal felt like a great organic source of worldbuilding. They didn’t make the mistake some games do where they have 100 different logs from 30 different people meticulously talking about how they hate the cereal they eat every morning and other nonsense I don’t care about. It’s very straight and to the point while sparking a genuine interest in the world. The only problem is that Markiplier movie notwithstanding, I’m not sure where else you can take the property that wouldn’t eliminate the nebulous horror it thrives on. I wouldn’t be against them trying, it’s just a precarious situation. One that those familiar with cosmic horror know all to well.

It’s a low investment venture where you get what you pay for. If you enjoy austere games where the emphasis is on the unknown rather than the observable, if you think the premise sounds fascinating, or if you just fancy cozy itch.io titles then this will be right up your alley. The ending is kind of anticlimactic, yet it did little to detract from the experience as a whole. My advice before you play is to not overhype it. Many people, myself included, make the mistake of seeing a game like Iron Lung skyrocket up in the pop-culture zeitgeist and then build too-high expectations from it. Meet the game where it is and you’ll have a decent time.

Reviewed on Jan 20, 2024


5 Comments


3 months ago

Gdi man, there's so much I love about this review, but let's start with your end paragraph - it really is something that unfortunately I fell prey to despite trying to be above it all. I had this game on my wishlist because of said hype, only to remove it when I saw the video footage and thought it was completely lackluster.

Secondly is the commentary on logs. I just got done playing Control and you were so right about their being pointless notes about hating cereal haha. I get devs are trying to humanize the past, but the assumption that players would dehumanize those preceding characters is mistaken.

Can you explain the Markplier and Cozy itch.io references? I didn't get them.

I'm surprised you can't die in the game, but my larger question is how does it not get boring simply moving the ship from A to B?

3 months ago

@RedBackLoggd Yep, I totally get that. I've done that a few times myself. I reckon the only reason I didn't here is because I tried to limit my knowledge before playing the game, as I knew it would be short and I wanted to go in with little expectations. Ultimately I think that was the right decision for me.

Right? I get every game wants to flesh out the world and characters but there's a difference between intriguing and dull. Beyond game padding there has to be a greater purpose, be it increasing scale, revealing huge secrets, or something else altogether.

I was referring to the fact that the youtuber Markiplier had announced recently that he was going to make a movie based on the game. A move that left many, myself included, skeptical of how that will turn out. That said I wish him luck on it, as he seems like a good guy. I was just mentioning him because for all we know he can greatly expand on the world and lore, or leave it as ambiguous as the game does. Also I say cozy itch.io games because - and maybe this is just me - I find a lot of the titles on the website like Iron Lung to be perfect for cozy gaming. Snuggle up in a blanket, get some hot cocoa or coffee, and play a short game that stands on its own, for better or worse. I know it's partially in contrast to the theme of the game, but something about even the claustrophobia gives me warm fuzzy vibes, perhaps the lo-fi graphics plays a part in that.

My apologies if I wasn't clear, you can technically die, it's just you have to try to, as the game is very forgiving with the sensor alarms. In a certain way the game is more like FNAF in terms of movement. Sure, you can technically move in a small area, but for 95% of the game you'll be at the front of the sub using the coordinates system. I only moved from there at the beginning to read the console, to put out a scripted fire at a certain point, and to briefly look at the 6-7 photos that you take and which are displayed at a console in the back. No, for a massive majority of the game you can just use the mouse alone. Oddly enough, I feel if I had to constantly move three feet every minute that would be more frustrating than essentially being nailed to the floor, at least for this game.

3 months ago

For sure, happy you got that experience.

Yeah, that's well-put. I will say I think TLOU was a case of a big game doing that successfully. I don't recall any pointless notes there, though I could be misremembering. REmake, as much as I disliked it, also was solid in that department.

A YouTuber making a movie? LOL, reminds me of when YouTube Red tried to dip into that platform and failed miserably. Like you, I wish him the best, but I remain skeptical - how do you turn a game whose story is built around lore logs into a cinematic experience?

LMAO, yeah, all due respect my brother, I feel like Iron Lung won't get a reputation for being a cozy game xD. Props to you for the unique take though haha.

Oh okay, thanks for fleshing that out. Yeah, that's interesting to hear, and probably indicates how this game found success- whereas FNAF was built on jumpscares and cycles, Iron Lung is more about a prolonged atmosphere with a sense of finding the endgoal.

3 months ago

@RedBackLoggd True, can’t complain about REmake in that department. As much as I might wish I could.

lol YouTube Red was such a trip to see. Made for a great little bout of cringe that was awe-inspiring to watch. Exactly! And even if it does succeed, how similar would it even be to the game at that point?

Oh yeah that’s definitely a me thing haha. You just can’t convince me that something like Iron Lung is as viscerally scary as Outlast or Amnesia, no matter how spooky the lore is. Not that that’s a bad thing for me, just a quirk of mine.

For sure, and that was a good distinction that the game made to differentiate it, considering the traits it already shares with FNAF. As of right now it doesn’t have the huge franchise and fandom for people to live their whole adolescent lives in, but ironically I find it more coherent than FNAF lore, and certainly more accessible and interesting.

3 months ago

Anything's possible.

Oh I agree, they're different tiers of horror.

Yeah, at least it made enough for sequels.