
Atomfall Wicked Isle ventures into uncharted territory for the Atomfall universe, both literally and creatively. Set on an island that supposedly lurks just past the Power Station, this DLC promises a fresh chapter in the atompunk saga. Unfortunately, it seems to have forgotten to pack most of what made its predecessor shine. Gone are the anachronistic gadgets and uncanny marvels that gave Atomfall its mysterious groove. Instead, we find ourselves mingling with druids and bandits, where technology quickly gives way to what any puzzled atompunk fan might call magic.
The visual experience certainly hasn’t lost its vigor. Stepping onto Wicked Isle swathes you in lush, atmospheric settings. Environments burst with color and life, tempting you to stop and actually smell the ionized roses. It’s hard not to admire the attention to detail in the wilderness, from dappled woodland clearings to the battered stone circles that dot the landscape. If all you crave is a scenic jaunt through postwar rural myth, then you’ll find plenty to gawk at during your stay.
Yet, while the setting is compelling, the story feels like a strange detour rather than a bold new step. Atomfall excelled when it splashed speculative technology into a world where it simply didn’t belong, weaving a sense of suspended disbelief that was deliciously exciting. Wicked Isle, however, chooses to spin its tale among ancient cults and outlaw rabble. The intrigue of discovering cylinders that could microwave your eyebrows off is replaced by, well, chanting and some suspiciously magical booze. The lore is still given a respectable nod, but those who hoped for another round of tech-infused awe may feel like they’ve been invited to the wrong party.

One issue that’s near impossible to ignore is pacing, with the biggest culprits hiding in the campaign’s swollen midsection. The early goings hint at new mysteries and maybe even a twist on the expected, but plodding through repetitive objectives wears out its welcome fast. Fetch quests and back tracking for no real reason other than extending the game time. There’s the sense that a neat side quest about the druidic oddballs has somehow ballooned into an overlong centerpiece, dragging things out past the point of excitement. By the time you’re schlepping through yet another thicket looking for ancient relics, you might find yourself missing the grand puzzles of advanced circuits and nuclear conundrums from Atomfall’s core experience. If the story had more umph to catch your attention, you may look past this but it starts to feel like its just getting in the way.
Gameplay doesn’t entirely dodge criticism either. The combat system is functional but clunky, particularly in moments that tell you adrenaline should be high. Encounters with bandits—or anyone else brave enough to throw rocks at you—tend to be more frustrating than fun, thanks to controls that sometimes refuse to cooperate. An otherwise gripping chase sequence quickly loses momentum when you keep tripping over your own two virtual feet. It’s not unplayable, but it sure won’t win awards for the year’s smoothest melee.
Atomfall Wicked Isle still manages to bolster its strong suit: atmosphere. Every corner of the island oozes with carefully crafted visual charm. You can almost hear the trees gossiping about the strange newcomers, and the weathered ruins seem to glare at you for trespassing. The developers haven’t skimped on their environmental storytelling, and if you’re willing to take your time, there’s a lot to appreciate on this front. The ambient audio and moody soundtrack lend extra weight to every strange whisper the island throws at you. If you are from the UK, you may find the gloomy rain a bit too familiar compared to the sunny mainland but its all part of the atmosphere.
Fans of deep lore will notice the storytelling takes pains to nest itself comfortably within the established Atomfall universe. The events on Wicked Isle dovetail with threads from the main game, supporting the series’ bigger mysteries. It’s not as if the DLC has forgotten where it came from, but its new toys just aren’t quite as shiny. Some will appreciate the chance to delve into the mythic side of Atomfall’s world, yet the sense of having wandered a little too far from the game’s original ‘what if?’ technology.
Ultimately, Wicked Isle suffers not from a lack of polish, but from misplaced ambition. What probably should have been a curious (and optional) side expedition is instead pushed to the fore, risking audience fatigue and disappointment. The quality bar hasn’t dropped, but the direction veers off course, and the spark of innovative magic feels dimmer.