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Video game *Penguin Colony* reimagines Lovecraft’s *At the Mountains of Madness* through a penguin’s perspective

By Updated 9 hours ago2 articles from 2 independent sources

Consensus Summary

The video game *Penguin Colony* reimagines HP Lovecraft’s 1936 novella *At the Mountains of Madness* through the perspective of a penguin navigating a Lovecraftian Antarctic landscape populated by Nazis and eldritch horrors. Both *The Guardian* and ABC agree the game blends exploration, narrative vignettes, and a critique of Lovecraft’s racism, though they emphasize different aspects. Players control various penguin species—including nimble rockhoppers and tiny chicks—to uncover a fragmented story while collecting words as collectibles, diverging from traditional treasure-hunting mechanics. The game’s semiopen world features low-poly visuals, Nazi expeditions, and Lovecraftian monsters, all rendered in a deliberately unsettling style.

The game’s origins trace back to Lovecraft’s 1930s novella, which ABC notes has been adapted before but rarely with its racist underpinnings addressed. *The Guardian* highlights the game’s technical execution, including audio glitches and control issues, while ABC focuses on its Indigenous design philosophy. Developer Naphtali Faulkner, identified by ABC as Ngāi Te Rangi, frames the project as a critique of colonial myth-making, drawing parallels between Nazi expeditions in Antarctica and settler narratives like Celtic New Zealand. The game’s fragmented storytelling and missable content reflect Faulkner’s rejection of ‘human-centred’ design, instead embracing Indigenous knowledge systems.

Faulkner’s perspective, detailed exclusively by ABC, positions *Penguin Colony* as a deliberate challenge to mainstream game design, which he argues prioritizes unchallenging ‘content.’ He cites Wiradjuri professor Norman Sheehan’s ‘respectful design’ framework and contrasts the game’s approach with commercially driven Silicon Valley models. *The Guardian* does not mention Faulkner’s Indigenous identity or his critique of colonialism, instead focusing on the game’s Lovecraftian themes and its technical and narrative innovations. Both outlets agree the game’s ending—a cosmological map revealing discovered and undiscovered secrets—induces a sense of wonder, though ABC ties this to Faulkner’s broader goals of redefining player engagement.

Key differences emerge in the game’s setting and historical framing. *The Guardian* anchors the story in 1936, aligning with Lovecraft’s original novella, while ABC shifts the focus to 1939, emphasizing Nazi expeditions in Antarctica as a metaphor for colonial hubris. ABC also highlights Faulkner’s personal history, including his earlier game *Umurangi Generation* (set in Tauranga Aotearoa during a climate crisis) and his admiration for FromSoftware’s obscure storytelling in *Dark Souls* and *Elden Ring*. *The Guardian* does not reference these influences, instead describing the game’s visual style and its critique of Lovecraft’s racism as standalone features.

Both articles agree the game is one of 2026’s most original releases, though they diverge on its cultural and design ambitions. ABC frames it as a tool for Indigenous-led storytelling and a rejection of colonial narratives, while *The Guardian* emphasizes its artistic and technical risks, such as audio glitches and the game’s deliberately disorienting structure. Faulkner’s comparison to *Grand Theft Auto: San Andreas* (2004) and its 36 square kilometre map, mentioned only by ABC, underscores his belief that the game’s mystery should be discovered organically rather than gamified. Neither article speculates on future updates or sequels, but both suggest the game’s fragmented design will encourage players to revisit and reinterpret its secrets.

✓ Verified by 2+ sources

Key details reported by multiple sources:

  • The game is based on HP Lovecraft’s 1936 novella *At the Mountains of Madness*
  • The game’s setting includes Nazi expeditions in Antarctica
  • The game’s collectibles are words rather than traditional objects
  • The game’s world is semiopen and features exploration as a core mechanic

Points of Difference

Details reported by only one source:

The Guardian
  • The game’s visual style is described as jagged, low-poly graphics reminiscent of a hallucinated PlayStation 2 game.
  • The game’s ending features a cosmological map revealing discovered and undiscovered secrets, inducing a feeling of vertigo and wonder.
  • The game critiques Lovecraft’s racism and Nazi barbarism while inviting players to see the world in newly reenchanted terms.
  • The game’s technical issues include audio glitches and control bugs, though they do not detract significantly from the experience.
ABC News
  • The game’s developer, Naphtali Faulkner (Ngāi Te Rangi), frames the project as an Indigenous-led critique of colonial myth-making, including pseudoscientific narratives like Celtic New Zealand.
  • Faulkner references a 1939 Antarctic setting where Nazis seek relics to support Aryan race myths, encountering Lovecraftian horrors instead.
  • The game’s design avoids traditional ‘human-centred’ Silicon Valley approaches, instead embracing Indigenous knowledge frameworks like ‘respectful design’ (Wiradjuri professor Norman Sheehan).
  • Faulkner cites *Grand Theft Auto: San Andreas* (2004) as an example of players searching for hidden lore in a 36 square kilometre map, comparing it to Lovecraftian mystery.
  • The game’s narrative is fragmentary and deliberately missable, with collectibles not clearly marked, mirroring pre-social media mystery.

Where the reporting differs

Details that conflict, or appear in only some outlets:

  • The Guardian states the game is set in 1936, while ABC references a 1939 setting for Nazi expeditions in Antarctica.
  • The Guardian does not mention Naphtali Faulkner’s Indigenous identity or his critique of colonialism, while ABC emphasizes both as central to the game’s design.

Source Articles

GUARDIAN

Penguin Colony review – an Antarctic odyssey of Nazis and Lovecraftian horrors

PC; Origame Digital This odd but absorbing adventure sends you waddling across Antarctica in search of an eldritch entity – uncovering a world far stranger than it first appears A Nazi kneels down on frozen snow, staring at an endless Antarctic horizon. Another holds a gun to his head, ready to end his own life. I direct a small waddling penguin up to them, trying to imagine what it could be thinking. Dismay, perhaps. Likely bewilderment. But then a faint smile seems to break out across its beak

ABC

Game developer explores colonialism through the eyes of a penguin

Following an award-winning debut, Ngāi Te Rangi developer Naphtali Faulkner turns one of HP Lovecraft's best-known works into an interrogation of colonial myth-making.

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