Game review
Isle of Flesh Review
4.5 / 10
- Developer
- Nota Art
- Publisher
- Nota Art
- Released
- 31 August 2026
- Platforms
- ["Windows"]
- Genre
- Horror
A Ten-Minute Homage To Dagon
Isle of Flesh, released free on Steam August 31, 2026 by the small studio Nota Art, is exactly what its own store page says it is: a short, narrative-driven walking sim built as a practice project, explicitly framed by the developers as something made "to practice and demonstrate our skills" ahead of future, larger games. It draws directly on H. P. Lovecraft's short story "Dagon," casting the player as a soldier who escapes captivity aboard a military vessel only to wash up on a nightmarish, reality-warping island. At a price of zero dollars, the review pool, 12 of 15 English reviews positive, treats it fairly, judging it as the small, rough student-grade sketch it openly admits to being rather than holding it to the standard of a paid release.
Three Rooms, One Door At A Time
The entire experience unfolds across three main locations, and reviewers are consistent about how quickly it's over: most clock it at somewhere between three and fifteen minutes depending on how much they explore versus rush straight for the exit. One reviewer summarized the whole loop bluntly: "You can complete it in 10-15 minutes; there are 3 main locations and most of the time you just walk around looking for a door / entrance that allows you to proceed further." Another reviewer who wanted to see more of the world instead found the opposite problem, describing running the ship corridor, finding "an unguarded small boat," and reaching the end almost immediately. There's a real narrative hook buried in the Lovecraftian premise, but the actual traversal gives almost no room for it to land before the credits roll.
No Run Button, No Patience
A specific and repeated complaint centers on movement speed. With no sprint option, several reviewers found the slow walking pace at odds with how little there actually is to see. "If it had a run button I would have finished it in 3 minutes," one wrote, adding that "it's not a 'slow-burning' story, it's basically no story at all." This isn't an isolated preference; the same friction shows up in reviews that otherwise liked the atmosphere, framing the pacing less as a deliberate horror-tension choice and more as a side effect of a short game stretched thin by a plodding walk speed. For a genre that leans on "slow burn" as a selling point, when multiple players independently read the pacing as padding rather than tension, that's a real design miss rather than a matter of taste.
A Door Puzzle That Doesn't Quite Work
The game's one real interactive puzzle, collecting skulls and placing them into slots to open a door near the end, drew corroborated bug reports from at least two independent reviewers. One wrote that after finding the skulls, "I tried putting them in the slots but they dont get inserted into the slots, im not sure if thats a bug," eventually working around it by simply carrying the skulls through the door anyway. A separate reviewer reported an even stranger workaround, walking straight through the door "without the skulls" and being unable to place any at all. When two different players hit the same broken mechanic in the game's single puzzle moment, from opposite directions, that's a legitimate, corroborated bug rather than user error, and it lands right at the climax the whole ten-minute build-up is working toward.
Freezing Issues, Reported Twice
Beyond the puzzle bug, Isle of Flesh shipped with at least one stability problem serious enough that two unrelated reviewers hit it independently. One reported that leaving the game idle at the main menu for five to ten minutes caused it to freeze, with "the desk with the computer" visibly shrinking on screen. A second reviewer, with by far the longest recorded playtime in the pool at over three hours, simply wrote: "Just stayed frozen for me the whole time. Oh well." Two separate freezing reports, in different contexts, is enough to call this a real, if intermittent, technical issue rather than a one-off hardware fluke, and for a game this short, a freeze is close to a total loss of the experience rather than a recoverable hiccup.
Atmosphere Is The One Thing That Lands
What almost every reviewer, positive and negative alike, agrees on is that the mood is the strongest part of the package. "The atmosphere works perfectly for this game, the sound design really adds to this as well," one wrote, while another called it simply "Interesting ambiance! Creepy and eerie... I liked the unsettling background noises." Even reviewers frustrated by the length or the bugs tended to carve out a specific compliment for the art direction and sound design, several explicitly saying they'd be interested in a longer follow-up set in the same world. For a project built primarily as a skills demonstration, that's a genuinely encouraging signal about where the studio's actual strengths lie, even if this particular release doesn't give them much room to prove it.
Verdict
Isle of Flesh is upfront about what it is, a short, free practice project built to show off atmosphere and sound design rather than to deliver a complete Lovecraftian adventure, and on those specific terms it mostly succeeds. The mood, lighting, and ambient audio consistently impressed reviewers who otherwise found little else to hold onto: three rooms, one broken skull puzzle reported independently by multiple players, a walking pace with no run option that turns "slow burn" into "no story at all" for more than one reviewer, and at least two separate freezing incidents that can end the whole ten-minute experience early. None of these are the kind of flaws that would sink a full-priced release, but they're also not nothing, especially the puzzle bug sitting right at the story's climax.
At a price of free, it's hard to call Isle of Flesh a bad use of anyone's time; a Lovecraft fan curious about a short, atmospheric riff on "Dagon" will get exactly that, bugs and brevity included. But it's also fair to score it as the rough student sketch it openly presents itself as, rather than grade it on a curve just because there's no purchase price attached. The strongest takeaway from the review pool isn't really about this specific island at all, it's that several players want to see what Nota Art builds next once the atmosphere they've already proven they can create gets wrapped around a game that gives it more room to breathe.
Screenshots
-
The island itself, all jagged spires and scattered wreckage under a bruised sunset sky, the retro pixel filter doing much of the atmospheric heavy lifting reviewers praised.Image: Nota Art via Steam -
The opening ship corridor, one of the three main locations that make up the entire ten-to-fifteen-minute experience.Image: Nota Art via Steam -
A quiet, candlelit desk tucked into one of the island's decaying rooms, the kind of environmental detail reviewers singled out even when the run itself was over in minutes.Image: Nota Art via Steam