Iconoclasts
game
7/14/2026

Iconoclasts

byJoakim Sandberg
8.3
The Verdict
"Iconoclasts is a labor of love that mostly delivers on its ambition, and the "mostly" is doing honest work in that sentence. Sandberg built a game that shines brightest in the doing—the wrench swings, the bosses fall, the puzzles click—and dims only when it stops to lecture. The art alone justifies the price of entry. The combat and puzzle design justify the hours. The story justifies your patience some of the time and tests it the rest." "What lingers isn't the plot's stumbles but the sheer, stubborn coherence of the whole thing. One person made this, and every pixel knows it. Flawed, heartfelt, and mechanically excellent, Iconoclasts is a passion project that earns the word—and one of the more distinctive Metroidvanias you can play. Go in for the craft. Forgive the sermon."

Gallery

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Key Features

The Wrench: A single tool that handles combat, environmental puzzles, and traversal. Twisting bolts, deflecting projectiles, cracking enemies—it's the game's throughline and its best idea.
Boss Gauntlet: A gallery of mechanically distinct, set-piece encounters. Each boss is a puzzle with a pulse, demanding you read patterns and improvise rather than memorize a rote sequence.
Tweak Crafting: Collect components scattered across the world to build Tweaks—modular upgrades that adjust Robin's stats and behavior, with the catch that damage can knock them offline mid-fight.
Character-Driven Narrative: A surprisingly personal story about faith and identity, carried by an expressive, memorable cast and some of the finest sprite animation in the medium.

The Good

Stunning hand-drawn pixel art and animation
The wrench: combat, puzzles, traversal in one tool
Inventive, mechanically distinct boss fights
Tight controls and clever Tweak upgrade system

The Bad

Heavy-handed, uneven storytelling
Sharp, unpredictable difficulty spikes
Tonal whiplash between comedy and tragedy
Pacing sags; some tedious backtracking

In-Depth Review

Bottom Line: Joakim Sandberg spent the better part of a decade building a Metroidvania that fights above its weight class on nearly every front—combat, puzzles, art—and only stumbles when its ambitious script reaches for more than it can hold. Buy it for the wrench, stay for the heartbreak.

The Gameplay Loop

Iconoclasts runs on a fast, satisfying rhythm: shoot, wrench, solve, climb, repeat. Robin carries a stun gun for ranged work and the wrench for everything else, and the interplay between the two is where the moment-to-moment combat sings. You stun a mechanical foe from a distance, close the gap, and finish with a wrench swing. The controls are tight and responsive—inputs land when you ask them to, which matters enormously in a game that regularly demands platforming and shooting in the same breath.

The puzzle design is the quiet star. Sandberg builds intricate physics and mechanical contraptions that ask you to think about how the wrench manipulates the world—rotating bolts to reposition platforms, redirecting objects, chaining mechanisms in sequence. These aren't filler between fights. They're often the reason a room exists, and the good ones deliver that clean click of comprehension that puzzle games live for. When a solution finally reveals itself, it feels earned rather than obtuse.

Progression follows the Metroidvania playbook. New tools unlock new routes, and the interconnected world rewards curious, exploration-minded players who double back to pry open what they couldn't reach before. The Tweak system deserves special mention because it does something clever: your upgrades aren't permanent buffs sitting safely in a menu. Take enough damage and a Tweak can go offline, forcing you to fight at reduced capacity until you recover. It injects real tension into combat and discourages the passive stat-stacking that plagues lesser upgrade systems.

Here's where I push back. The backtracking, while light, occasionally overstays its welcome, and the pacing sags in stretches where the story pumps the brakes on the action. Difficulty is another sticking point—it doesn't ramp so much as it spikes, dropping brutal encounters into an otherwise moderate curve without much warning. You'll cruise, then hit a wall, then cruise again. Some players find that thrilling. Others find it whiplash.

The Narrative Problem

The story is Iconoclasts' biggest swing and its most divisive element. Sandberg is clearly reaching for something profound—faith, authority, purpose, the exhaustion of being the person everyone relies on—and when it connects, it genuinely moves. Robin's arc has real emotional weight, and the cast around her is written with care.

But the script is heavy-handed. It tells when it should show, over-explains its themes, and lurches between goofy comedy and heavy tragedy with a tonal whiplash that undercuts both. The ambition is admirable; the execution wobbles. This is the rare game where the mechanics are more disciplined than the writing, and if you came purely for a taut action-adventure, the narrative's insistence on Big Ideas may test your patience. It's a flawed, sincere, deeply personal story—and your mileage will depend entirely on how much you forgive earnestness that outruns its craft.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.