$19.99Conarium Antarctic dread, memory gone
Wake in an abandoned polar base, piece together what the expedition uncovered, and face what it stirred beneath the ice.
Is Conarium worth it?
Conarium is worth it if…
- you like horror that builds dread through atmosphere and story rather than constant jump scares
- you want a slow, story-rich few hours rather than an action game
- you have read At the Mountains of Madness, or you enjoy piecing a plot together from notes and clues
- you care more about where a story takes you than about difficult puzzles
Screenshots
Waking up is the first mistake
You open your eyes in a room at Upuaut, a research base near the South Pole. A device on the table throws patterns of light across the walls, and the noise it makes is hard to describe and harder to forget. You remember the base. You do not remember what happened in it, and the other three scientists are gone.
That is where Conarium starts: no weapons, no briefing, just a deserted station and the growing certainty that something went very wrong. You explore the base and the frozen ground around it, picking through notes, journals and equipment to piece together what the expedition was really attempting. The story says it plainly: the device was used, you died, and you came back subtly changed. What you lost, or what you brought back with you, is the question the whole game hangs on.
Reading your way to the truth
This is a game built on attention. Most of what you do is explore: open drawers, read documents, study clues and unlock secrets, letting the story assemble itself from what the base left behind. The puzzles along the way are mostly gentle, and several people who finished it agree they lean easy, so the point is never to stump you. It is to keep you moving deeper while the dread accumulates.
Not everything you explore is the base. Dreams and visions cut in, showing places and memories Frank cannot place, and by the end it is genuinely hard to say which of what you saw was real, which was the past and which was madness. There are secrets and Easter eggs tucked away for Lovecraft readers, and multiple endings, so what you do with the truth changes how it lands. A few encounters with macabre beings break the quiet, and the only sensible response is to run.
What should you know before playing?
How long is Conarium, and how scary is it?
A careful run takes roughly five to seven hours. On the scare scale, it sits closer to quiet dread than to hide-and-seek horror: the fear comes from the atmosphere, the sound and what you read, not from being hunted. There are a few tense moments where something macabre appears and you have to get away fast, but they are brief. If you want constant monster encounters, this is not that game; if you want a story that gets under your skin, it is.
Are the puzzles hard, and can you get stuck?
The puzzles are on the easier side, and the real challenge is paying attention: a missed note or an overlooked object in an earlier room can leave you wondering what a machine wants from you. Retrace your steps and read what you picked up, and most solutions fall into place. The game also has more than one ending, so what you do near the end matters.
How does it look and sound?
It runs on Unreal Engine 4, and the visuals do a lot of work: dark, cave-like spaces, alien statuary and a base slowly giving up its secrets. The soundtrack is a highlight, haunting and restrained, and it carries much of the atmosphere alongside the sound design. It is a good-looking game in a bleak, beautiful way, and the audio is what makes the empty rooms feel empty.




















