The penguin in Penguin Colony isn’t an intruder stumbling into someone else’s ancient world. It lives there. That reversal drives Origame Digital’s psychological horror game: Antarctica is a home before European expeditions, Nazi myth-makers, or cosmic monsters arrive to claim it.
From the developer of Umurangi Generation, this roughly three-hour reinterpretation of H.P. Lovecraft’s At the Mountains of Madness turns an apparently absurd premise into anti-colonial protest. It doesn’t simply strip out the author’s racism and keep the tentacles. It makes the assumptions behind conquest part of the horror, then asks why people find it easier to condemn historical atrocities than confront violence happening in front of them.
Polygon’s reviewer struggled to sleep after playing, not because of imaginary beasts, but because the game brought war, occupation, and genocide to mind. Their reading of its apocalypse is bleak: powerful forces consuming cultures until nothing remains but tundra.
That’s a long way from Penguin Colony’s first impression. For much of its runtime, the reviewer argues, it could pass for a lo-fi joke built around a funny pitch. You’re a small bird waddling through a cosmic catastrophe. Understanding why you’re that bird changes everything.
You play the Antarctic native, not the invading explorer. Set in Antarctica circa 1939, Penguin Colony reworks Lovecraft’s 1936 novella about an expedition into the ice that ends in an encounter with celestial monsters. Howard Blakely, an omnipresent narrator voiced by Disco Elysium’s Lenval Brown, guides the story. His narration blends an altered At the Mountains of Madness with elements from other Lovecraft tales, retaining familiar names such as Miskatonic University and Shoggoths while taking substantial liberties with their context.
Two groups follow an alluring call toward Antarctica. A mysterious tribe appears only in brief interludes between chapters, its intentions initially unclear. The other expedition has a more explicit purpose: the Third Reich believes it has found an Aryan God and sends Nazis south to uncover the truth before anyone else. For the Polygon reviewer, that intervention restores uncertainty and menace to a story that has spent 90 years being referenced and adapted.
Neither expedition, however, supplies the player’s perspective. Your task is to cross the continent as a penguin, swimming, sliding on your belly, and making weak little hops up rough ground toward a distant light. The traversal takes clear cues from Death Stranding. Photographs offer story fragments, while collectible orbs contain cryptic words. Much of the larger conflict unfolds at the edges of your journey.
The contrast can be comic: a bird squawks across the ice while Brown’s narrator delivers a grim account. Yet the setting rarely lets that absurdity become comfortable. Low-polygon Antarctica is dark and deserted, built from jagged ice and dirty textures. As you move toward the light, you encounter fallen ruins of uncertain origin and disturbing sights whose details remain difficult to make out. The review likens the effect to PlayStation 2 aesthetics put through a meat grinder: the visual limitations make the landscape feel alien rather than merely sparse.
There are mechanical shortcomings, too. Different penguin breeds have distinct traversal strengths: Rockhoppers climb more efficiently, while Emperors slide faster. The reviewer finds these puzzle possibilities too thinly developed to make switching birds a consistently thoughtful decision. Bugs also get in the way, with penguins clipping through icy walls or getting caught on geometry. Those criticisms matter, even if they don’t explain what the game is trying to achieve.
Origame Digital founder Naphtali Faulkner offers a clearer starting point for that question. The Māori developer explicitly framed Penguin Colony as an Indigenous story in the lead-up to release. In an interview with New Zealand publication GamesNight, he explained why animals belong at the center of its account of colonization.
“Indigenous means the original inhabitants under the context of colonisation. Not just the people, but the animals too,” Faulkner told GamesNight. “When we look at Antarctica we are often told that it is no man’s land. However, if you don’t view yourself as any different from the animals of the world, and merely another animal that belongs to place, you begin to see the world very differently…. You begin to see how every European colonial power annexes parts of Antarctica despite very little use for it.”
Seen through that lens, the penguin isn’t a gag pasted onto a serious story. It establishes whose home this is. The journey through a once-quiet habitat eventually leads into rows of Nazi tents, presenting the expedition as an invasive presence. The cosmic colonizers leave their own contamination behind in pools of corrosive goo. One invasion gives the other a recognizable shape.
Lovecraft’s racial beliefs were not neatly separate from his fiction. As the review explains, his openly ethnocentric worldview appears in both his personal writing and his stories. He asserted that Black people could not mix into a “civilized caucasian nation.” In The Call of Cthulhu, a cult of “mixed blood” worshippers practicing voodooism is described as “foreign mongrels.” His correspondence and openly racist poetry make those connections harder to dismiss.
The reviewer’s criticism of many Lovecraft adaptations is that they sidestep that racism while keeping the recognizable creatures and imagery. Removing the prejudice is not, by itself, a new thematic purpose. Without something to replace it, cosmic horror can become a collection of threatening shapes with little interest in what those shapes mean.
Penguin Colony takes a more confrontational approach. Rather than relying on “death of the author” to set Lovecraft’s beliefs aside, it turns his fiction against them. The review identifies an existing colonization narrative within At the Mountains of Madness and argues that Origame follows it toward a conclusion its author would have resisted. Civilization-consuming monsters become a way to think about European colonizers and the death and destruction they brought.
On that reading, the game’s most immediate horrors are the Nazis, alongside those who accept empty promises of wealth and power rather than resist their violence. The penguin’s limited viewpoint strengthens the argument: the creature whose habitat is being occupied doesn’t need to understand the invaders’ mythology for their presence to be destructive. Claims of discovery don’t make the place uninhabited.
That political intent becomes explicit near the end. A sequence of title cards breaks the fourth wall to call out Israel’s war on Gaza and criticize video game creators for failing to answer the crisis with outspoken art. The game connects its historical setting to the reason Origame is telling this story in 2026. Its target is not only colonial violence, but artists’ reluctance to confront it.
The Polygon reviewer reads this as a demand to meet present-day atrocities with the same unqualified disgust people bring to distant history. Why wait 80 years to condemn horrors already visible, leaving future generations to ask why nobody acted? The review goes further, questioning whether the game even believes a habitable future will exist in 80 years if humanity continues to look away. That is the critic’s interpretation of its despair, not a literal prediction.
For that reviewer, Penguin Colony succeeds as confrontational protest art despite its underdeveloped traversal systems and technical faults.
The sharpest question it leaves is directed at creators as much as players: if games can recognize occupation and dispossession when Nazis and ancient monsters enact them, what stops them from confronting those same horrors without the shelter of historical distance?



