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[Review] A Descent into an Ocean of Blood Makes ‘Iron Lung’ an Oppressively Atmospheric Experience

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Video games often give you the chance to explore a vast and wondrous landscape, bringing you to beautiful and horrifying sights. But how do you simulate that feeling while only giving the player a small, room-sized space to play in? That’s the exact challenge David Szymanski, developer of the throwback FPS Dusk, undertakes in Iron Lung. After every known star and planet in the universe has vanished, the last remnants of humanity send a prisoner, the player, to a strange moon covered in an ocean of blood in order to explore what secrets may lie beneath the surface. But you’ll never actually see any of that. The only thing you see is the interior of the tiny sub you’ve been welded into, and the low-resolution pictures you can take from within.

The intro text states that there’s no time to train the prisoner on the operation of the sub before launch, and that’s definitely the case in the game. Part of the early game fun is figuring out what you are supposed to do and how to move the submarine around without being able to see the outside world. Your porthole has been welded shut due to the mounting pressure at your depths, so your only way of knowing where you are is a set of coordinates and a map of the ocean floor. The only two points of interaction in your sub are a control panel in the front to steer, and a big button in the back that takes a photo for you to examine the outside world on a grainy screen.

So much of this is a very tactile and crunchy experience. You have to physically walk around the cramped space to press the various buttons rather than just doing it through some slicker user interface. There’s a delay between hitting the camera button and the image popping up, almost like a dot matrix printer putting together this grainy, black and white image of the ocean floor. Having the player walk around forces you to confront the claustrophobia of your situation, immediately setting a tense atmosphere, and the clunkiness of the technology makes it feel that much more dangerous and desperate of a mission.

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The minimalist gameplay here may seem limiting to some, but it’s one of the game’s smartest design decisions. There’s a simple tension that comes from blindly navigating your sub, constantly looking at the map to try to figure out what you are to make sure you don’t crash your sub. It’s a finicky process, but focusing on minutiae does a great job of lulling you into a rhythm and keeping you from bracing yourself for surprises. Short horror games often have a habit of devolving into jump scares, but Iron Lung keeps your brain busy with numbers and course adjustments just enough that it can sneak up on you. The game is also at its best when it’s making you question the rules it has set up. There are moments where you’re looking at the map and you feel like you shouldn’t be close to a wall, but for some reason, your motion sensor starts beeping at you. Do you have your calculations wrong, or could it be something else?

Even more so than most horror games, Iron Lung builds tension through exceptional sound design. Right off the bat, there’s some increasingly garbled dialog from whoever is sending you on this mission that slowly breaks down as you reach critical depth. The sounds of the ocean around you range from mundane to worrying as you begin to suspect there are creatures out there that you have no way of seeing. Audio cues clue you into the breakdown of your sub as it continues to fall apart in the pressure. The droning score, which Szymanski says was inspired

by the work of Doom 64 composer Aubrey Hodges, is minimal, but subtly emphasizes key events. Every bit of the soundscape succeeds in enhancing an already wonderful atmosphere.

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The tiny playspace is rendered in chunky polygons with low fidelity textures, in the best possible way. The blurriness of the pixels gives everything such a grimy feel, painting the rusty deathtrap your travel in, with clunky buttons and displays that barely look like enough to drive with. There was even a moment while playing where I wasn’t sure if the low-fi textures were just getting fuzzier or if my control panel was actually moving, making me question my own view of what was going on. Once again Iron Lung proves that sometimes horror games can benefit from having lower detail graphics to allow you to fill in the blanks on your own.

So many games on the market have trouble controlling their scale. Feature creep causes projects to spiral out of control and lose the core of what makes them work in the first place. Iron Lung is the opposite of that. It takes a small palette and squeezes every ounce of game out of that and ends before it wears out its welcome. Clocking in at only an hour, it draws you in, ratchets the tension, and ends with a bang. As someone who finds themselves wanting increasingly shorter experiences, this is the type of video game I carve. I generally only know Szymanski because of Dusk, and Iron Lung definitely makes me want to dive into his back catalog and try out some of his other horror shorts.

Iron Lung is out now on PC.

Game Designer, Tabletop RPG GM, and comic book aficionado.

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‘Leviticus’ Review – Desire is Deadly in Affecting Cursed Horror Movie

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Joe Bird appears in Leviticus by Adrian Chiarella. Photo by Ben Saunders.

The Old Testament’s Book of Leviticus has a lot to say about sin and uncleanliness, as well as ritual purity and atonement. The priests within the book, itself a moral metaphor, were frequently corrupt and evil. It’s the perfect title for writer-director Adrian Chiarella‘s powerful feature debut, a searing anthem against the corrosive nature of fear and bigotry.

Talk to Me‘s Joe Bird stars as Naim, a new kid in a small Australian suburb who’s introduced as he’s hanging out with new friend Ryan (Stacy Clausen). Playful ribbing quickly leads to romance between the pair, though one that can only carry on in secret. The town’s prominent religious community, of which Naim’s mom (Mia Wasikowska) is a devout member, doesn’t approve of homosexuality.

When the lovers are outed, they’re subjected to a strange conversion-therapy ritual by a mysterious outsider that marks them as targets for an unrelenting, malevolent entity that takes the form of whoever the afflicted desires most.

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If that sounds like It Follows, well, it sort of is. Chiarella refines the horror mechanics and metaphor with much sharper precision, ensuring that the scares and emotional gravity of Naim and Ryan’s terrifying predicament reach their intended impact. Here, the lust-induced curse gets very personal, with the entity offering tantalizing temptation in doppelgänger form, hoping to lure its victim close before brutally ripping them apart.

Chiarella uses this as a launchpad to immerse audiences in the horror of constantly living in fear for simply existing. And it’s here where Leviticus rises above its influences with clear purpose. Through the curse, fleeting moments of tender romance or comfort also breed fear and tension. A discreet kiss leaves the cursed vulnerable in more ways than one; safety doesn’t exist for two young teens simply trying to understand their burgeoning emotions.

Ultimately, though, Leviticus owes much of its success to the tremendous performances by its two leads. Joe Bird and Stacy Clausen deftly navigate all the emotional complexities of coming-of-age in a repressed setting that hits too close to home for any reprieve. While the tenderness beneath Ryan’s machismo endears, it’s Naim’s bone-deep fear and melancholy that’s as heartbreaking as it is compelling.

Naim is scared of his emerging feelings, and it’s exacerbated without any avenue to explore them without violent recourse. The threats aren’t just external but internal as well, and it’s those moral and emotional complexities that transform familiar horror formula into something that feels fresh and timely.

Chiarella injects a few potent jump scares that left the Sundance audience shrieking, but does struggle to stage some of the supernatural sieges. The cold open introduces a previous victim of the curse, but only mildly intrigues with its familiar staging. That’s not to say the entity isn’t scary, though; Clausen in particular is a terrifying menace when in Ryan’s doppelgänger form.

Keeping the focus on the star-crossed lovers was the smart and correct choice, but some plot elements feel underutilized by the succinct conclusion. Wasikowska plays her character too guarded, leaving many questions regarding her background and motives unanswered, even if the film gives her a satisfying end to her arc, for example. The rules, though simple and straightforward, can also bend at whim.

Still, Leviticus is a strong debut with an incisive voice at the helm. Chiarella coaxes poignant, layered performances out of his young leads that ensure that the social horror cuts deep, even if some of the more supernatural components occasionally feel stale. We care deeply about Naim and Ryan’s survival, making Leviticus a tense, atmospheric, and claustrophobic vision of young love in a hateful world.

Leviticus made its world premiere at Sundance and releases in theaters on June 19, 2026.

Editor’s Note: This Sundance review was originally published on January 24, 2026.

3.5 out of 5

 

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