Conarium: A Chilling Walking into Lovecraftian Horror

Conarium is a Lovecraftian horror adventure game, released in 2017, developed by the Turkish studio Zoetrope Interactive and published by the Dutch indie publisher Iceberg Interactive. The game takes great inspiration from the novella At the Mountains of Madness. The story follows a scientist who wakes up with no memory and must discover what happened to his colleagues, whilst also unravelling the mysteries of a device known as the Conarium.
The Story of Conarium
The story in Conarium is somewhat complex due to the way it is presented. In fact, the game contains a vast amount of text and secret areas that flesh out the narrative. As a result, many details can go unnoticed or simply remain unanswered.
Upuaut Base
The tale begins with Frank Gilman waking up in a room with a mysterious machine at its centre. The machine emits a soft blue glow. In addition, Frank has a device attached to his glove; this is the Conarium. Frank is a researcher at an Antarctic base called Upuaut, founded by Dr Faust in the 1950s. Soon after, Frank realises that he is alone and the base is without power. He wanders through the facility until he restores the lights, searching for any sign of life.
In time, Frank discovers a substance called D’versahe. This product is extracted from a prehistoric plant kept in the laboratory. The plant possesses psychoactive properties which, combined with the device on Frank’s hand, allow him to have glimpses of another world. Through certain visions and documents, we learn that Dr Faust based his research on the expedition journals of William Dyer and intended to retrace his steps. In this case, Frank is following the trail of Faust and his team, who descended into the cursed caverns.
The Caverns
These caverns consist of several chambers with a clear, intentional architecture. Moreover, one can find towers with a light conduction system, which seem to power the mechanism of the underground “citadel”. In the end, Frank finds a small submarine that allows him to descend even further into that abyss.
From this point on, Frank enters places that have been desolate for millennia, now disturbed by the researchers’ presence. Long ago, these lands were inhabited by a species of lizard-folk—essentially reptilian creatures. Murals across the city depict an alien “god” worshipped by these beings. At some stage, this God is meant to awaken and perform… well, the sort of Lovecraftian deeds that we never quite fathom.
As he nears the core of the ruins, Frank experiences more visions that explain his past with Dr Faust. Faust’s goal behind the Conarium research was to ascend to a higher plane of existence. Indeed, this was the realm they glimpsed through the use of D’versahe. However, Faust died before reaching his goal. At the core sits what appears to be an ancient Conarium, which can seemingly transport them to the other world.
The game features different endings:
The First Path: Frank drinks a dose of D’versahe and sees visions of Dr Faust before the expedition. As a consequence of these psychic journeys, Frank’s body fails and he dies.
The Second Path: Frank enters the ancient Conarium and we see his fate. He wakes up in a cocoon, his body transformed into one of the lizard creatures. In all likelihood, he has arrived on the home planet of those ancient beings.
Mythos
As mentioned, the story is inspired by At the Mountains of Madness and takes place after the events of the novella. Dr Faust bases his work on the records left by William Dyer. What is more, the game includes a section where Dr Faust explores catacombs and is attacked by a Shoggoth. The Conarium itself draws from From Beyond, where Dr Tillinghast creates a resonance device to stimulate the pineal gland, allowing people to perceive planes of existence outside our reality.
There are also shades of The Case of Charles Dexter Ward in the way Faust resurrects the dead to interrogate them. On top of that, there are subtle references to Erich Zann, several famous tomes of cosmic horror, and various statues of the Old Ones scattered throughout the theatre of the game.
The Good and The Bad
Good First
Conarium is, in essence, a walking simulator where you traverse different environments as events unfold. The game diversifies this experience through puzzles and problems to solve between sections. There is also a brief pursuit sequence. Still, what truly keeps you invested is the world buried under the ice. The game captures the feeling of exploring an ancient city from Lovecraft’s tales. The architectural style, which feels “off” due to its strange angles and circles, combined with altars dedicated to the Old Ones, makes it very immersive. The caves feel vast—a never-ending labyrinth—yet claustrophobic due to the tight corridors. Above all, the sense of mystery and antiquity makes you feel like someone profaning a sacred site.
Now, The Bad
To start with the story, Conarium does not always keep the player engaged. I would say this lasts until about halfway through. At first, driven by the mystery, we explore the base and the laboratory. However, once we grasp the plot (explorers in an ancient city), the sense of urgency fades. We continue because the setting is interesting, not the stakes. As a matter of fact, the conclusions to these stories are often ambiguous, so we already know more or less how things will end.
The characters have very little to offer, as only Frank and Faust have any relevance—and the latter is only seen in flashbacks. The rest are just names; there is no incentive to help them or feel sorrow if they perish. In addition, there is far too much text to read and too many collectables to find. A huge portion of the plot is hidden in these notes, which is not the ideal way to sustain a narrative.
The Bad in Gameplay
I am not a great fan of walking simulators; I prefer games with more active mechanics. This game adds puzzle sections where you find an item to open a path. Yet, the problem is that this loop is too transparent. You walk, reach a puzzle, solve it, and move to the next area. In short, a gameplay style focused on solving enigmas to unlock a “map” of rooms—similar to classic survival horror—would be far more engaging. Such a design would provide an intellectual challenge to replace the lack of physical danger. Thus, as it stands, it feels like you are just walking and occasionally solving a riddle designed only to slow you down.
Wrapping Up
To sum up, Conarium is a mesmerising, if flawed, tribute to the world of cosmic horror. The game succeeds in its attempt to capture the haunting flavour of Lovecraft’s work. In fact, the sheer detail in the underground ruins is a feat of art and design. On the other hand, the heavy reliance on text and the simple nature of the puzzles can make the pace feel a bit sluggish at times. Still, for those who wish to lose themselves in a cold, ancient mystery, this experience is a treat. All in all, Conarium is a journey worth taking for the atmosphere alone, even if the gameplay stays on the safe side.

