$19.99Iconoclasts A wrench against a theocracy
Fix machines, crack puzzles and battle through a colorful dying world with a story that gets under your skin.
Is Iconoclasts worth it?
Iconoclasts is worth it if…
- you want a story-first action game rather than a pure metroidvania
- you like puzzle platformers where the wrench matters as much as the gun
- you enjoy boss fights you have to figure out, not just survive
- you can take a cute, colorful look wrapped around a dark, heavy story
- you appreciate pixel art and a soundtrack made with real care
Screenshots
A mechanic with a wrench, not a warrior with a sword
Robin's whole kit comes from her trade. The wrench smacks enemies, turns screws, swings on hanging bolts and shorts out machinery. Her stun gun swaps between modes as you unlock them: short-range shots, rolling bombs for puzzles, and a beam that trades places with whatever it hits. Most rooms are built around these tools. You wire a current through a block, kick a bomb under a platform, then bolt a panel open before the timer runs out. Combat itself stays light: regular enemies each have one weakness to figure out, and half the time you can simply hop past them. The real tests save themselves for the bosses.
Boss fights that are puzzles with teeth
There are more than twenty of them, each with its own pattern to decode, and figuring out the trick is most of the fight. Expect to die a few times while you work out what a boss actually wants from you. Checkpoints sit right outside every arena, so a retry costs seconds, not progress. If that still sounds steep, three difficulty settings and a tweak system let you bend the rules: tweaks are small perks you craft from found materials, though they break when you take hits and need repairs. The late game gets genuinely tough, and the fights are where the game's craft shows hardest.
What should you know before playing?
How heavy does the story get?
Heavier than the pastel sprites suggest. Under the cute look sits a tale about faith, purpose and a government that punishes unlicensed kindness, and it does not shy away from grief or cruelty. The tone divides some players, but the writing and its characters are widely seen as the game's biggest strength, and the humor lands often enough to keep the darkness from flattening everything.
Can you play it casually?
Yes. The difficulty settings and the tweak system let you tune the challenge down or up, checkpoints before bosses keep failures cheap, and regular enemies rarely demand much. A full run with everything found sits around ten to fifteen hours, so it also fits a busy schedule better than most adventures its size.
Who made it?
One person. Joakim Sandberg spent seven years building it solo: the pixel art, the music, the design, all of it. That single vision shows in how tightly the puzzles, fights and story fit together, and it is a rare thing to see at this level of polish.


















