Penguin Colony playfully centers penguins indifferent to Nazi expeditions corrupted by Lovecraftian horrors, using the tonal dissonance to critique how colonizers fabricate historical narratives. Faulkner directly confronts Lovecraft's notorious racism as inseparable from his work, arguing the real horror lies in how his stories normalize xenophobic assumptions rather than tentacles.
Māori Developer Weaponizes Lovecraft Against Colonial Myth-Making in Penguin Game
The scariest thing about Lovecraft is how it makes assumptions and all the white characters just nod along.
So the game is about penguins ignoring Nazis in Antarctica. That's the pitch?
That's the surface, yes. But the penguins are doing something—they're indifferent to the colonial project happening around them. They're alive in their own world while the Nazis are destroying themselves chasing a false history.
But what does the player actually do? Are we controlling the penguins, or are we watching them while the story happens around us?
You're playing as the penguins. Different penguins with different abilities. A baby penguin that fits through crevices, a teleporting penguin. You move through the world while the Nazi expeditions are collapsing into Lovecraftian horror.
And that horror—is it actually scary, or is it more conceptual?
Faulkner argues the real horror isn't the tentacles or the gore. It's how Lovecraft's stories make xenophobic assumptions and the white characters just accept them. The game is interrogating that mechanism.
So the game is critiquing Lovecraft by using Lovecraft. Isn't that risky? Doesn't that risk just reproducing the racism?
Faulkner isn't sidestepping it. He's centering it. He's saying you can't adapt Lovecraft without confronting that his racism is structural to how his stories work.
What about the design philosophy—this "respectful design" he mentions?
It's based on an Indigenous framework that says knowledge comes from absorbing the world, not generating it internally. In the game, that means collectibles aren't clearly marked, the story is fragmentary and partly missable, and the wind direction guides you instead of a UI.
So some players will have a different experience than others. Some will miss parts of the story.
Exactly. When players realize their playthrough didn't give them everything but gave someone else something different, they might see the world as bigger than they thought.
That sounds like it could frustrate people.
Maybe. But Faulkner sees that as closer to how mystery actually worked before social media solved every secret instantly. He's trying to resurrect that.
O Pulso
- Naphtali Faulkner is a Ngāi Te Rangi developer based in Melbourne
- Penguin Colony is set in 1939 Antarctica with Nazi expeditions corrupted by Lovecraftian horrors
- The game uses fragmentary, missable storytelling inspired by Indigenous design principles and FromSoftware's community-driven complexity
Penguin Colony playfully centers penguins indifferent to Nazi expeditions corrupted by Lovecraftian horrors, using the tonal dissonance to critique how colonizers fabricate historical narratives. Faulkner directly confronts Lovecraft's notorious racism as inseparable from his work, arguing the real horror lies in how his stories normalize xenophobic assumptions rather than tentacles.
Ngāi Te Rangi developer Naphtali Faulkner's game Penguin Colony uses Antarctic penguins and cosmic horror to interrogate colonial myth-making and racist pseudohistory, deliberately subverting both Lovecraft's xenophobia and Silicon Valley game design conventions.
Naphtali Faulkner, a Māori developer working out of Melbourne, has built a game around a simple, absurd image: penguins waddling across Antarctic ice while Nazi expeditions collapse into cosmic madness around them. The penguins don't care. They slide on their bellies, spin like Mario, slip through crevices. The Nazis, meanwhile, are tearing themselves apart searching for relics to prove Aryan supremacy, only to stumble upon the unknowable creatures from H.P. Lovecraft's 1930s novella At the Mountains of Madness—which they mistake for an ancient Aryan king. The game is called Penguin Colony, and it is, by design, tonal chaos.
But the chaos is the point. Faulkner, working with Origame Digital, has weaponized that dissonance to interrogate how colonial powers manufacture history. He points to Celtic New Zealand, a pseudoscientific alternate history claiming Anglo settlers arrived before Māori populations—a fabrication with real consequences. He sees the same machinery at work in Australia's origin story. The game's narrative, delivered in fragmentary vignettes, traces how colonizers construct false pasts, how they layer assumption upon assumption until the lie becomes doctrine. The penguins, indifferent and alive, become the counterweight to that machinery.
There is something deliberately provocative about building this critique atop Lovecraft's work. The American author, creator of Cthulhu and the cosmic horror genre, was a notorious racist. His stories are saturated with xenophobia—his depictions of Indigenous populations, his subservient slave races like the Shoggoths, his assumption that white characters alone possess the capacity to understand the world. Most game adaptations of Lovecraft sidestep this entirely, focusing on gore and tentacles and visual strangeness. Faulkner refuses that evasion. "The scariest thing about Lovecraft," he says, "is how it makes assumptions about things and all the white characters just nod along with it." He is not excising Lovecraft's racism; he is centering it, making it the actual subject of interrogation.
This approach reflects what Faulkner calls an Indigenous framework for game design—one that rejects what he terms "human-centred Silicon Valley design," the dominant mode that delivers unchallenging content in neat, quantified packages. He draws on Wiradjuri professor Norman Sheehan's concept of "respectful design," which holds that knowledge is not generated inside the individual mind but absorbed from the world outside it. In Penguin Colony, this manifests as deliberate opacity. Collectibles are not clearly marked or counted. The narrative is partly missable. Players discover objects by following the direction of the wind—a choice that resurrects the mystery video games once held before social media made every secret discoverable within hours.
Faulkner recalls playing Grand Theft Auto: San Andreas in 2004, when players worldwide hunted for Bigfoot across its 36-square-kilometre map, following a trail that led nowhere. They were wrong, but the search itself became the experience. "It's a very Lovecraftian idea," he says. Most Lovecraftian stories center an academic or researcher uncovering an eldritch truth and struggling to comprehend it. That struggle cannot be gamified with stats and numbers; it requires players to inhabit the role outside the game's formal systems. Faulkner draws inspiration from FromSoftware's approach—the Dark Souls series, Elden Ring—where difficulty, complexity, and obscure storytelling force communities to work together to decipher meaning. He wants Penguin Colony to challenge players in unfamiliar ways, to spark the kind of enduring debates those games generate, without the punishing difficulty.
For Faulkner, video games remain an emerging art form, still captured by commercial American sensibilities that have not yet allowed the medium to reach its potential. Penguin Colony is an attempt to break that hold—to show that a game can be strange, fragmentary, and demanding without being hostile; that it can center Indigenous design principles without abandoning accessibility; that it can reclaim Lovecraft's own tools to dismantle the colonial myth-making his work helped normalize. The penguins will keep waddling. The Nazis will keep searching for false histories. And players, if they pay attention, might begin to see the machinery that makes such fabrications possible.
Citações Notáveis
Most adaptations are trying to scare you with gore or tentacles. The scariest thing about Lovecraft is how it makes assumptions about things and all the white characters just nod along with it.— Naphtali Faulkner, developer
When players realise that their playthrough didn't give them everything, but it did give someone something else, I think they're going to view the world as a little bit bigger than they thought it was before.— Naphtali Faulkner, on the game's missable narrative design