Anoxemia is an atmospheric underwater adventure that turns the deep ocean into a place of isolation, uncertainty, and persistent danger. Developed by BSK Games and published by Mandragora, it follows scientist Dr. Bailey after a routine expedition to collect samples from a contaminated region goes disastrously wrong. His submarine crashes, communication is lost, and he becomes stranded beneath the surface with only an operations drone named ATMA to assist him. From this simple setup, the game builds a science-fiction mystery focused on exploration, environmental puzzles, limited resources, and the uncomfortable feeling that Bailey may not fully understand what is happening around him. The strongest aspect of the experience is its atmosphere. Anoxemia presents the ocean floor as a bleak and unnatural place rather than a beautiful underwater playground. Darkness surrounds almost every journey, visibility is deliberately restricted, and abandoned equipment scattered throughout the environment suggests that something went seriously wrong before Bailey arrived. Machinery, mines, contaminated areas, dangerous currents, and other environmental hazards make exploration feel hazardous even when there is no obvious enemy nearby. The visual presentation is relatively simple, but the restrained 2D artwork suits the oppressive setting and allows lighting and silhouettes to carry much of the tension. Players travel through 38 levels while searching for samples, equipment, and a way out of the increasingly suspicious situation. Exploration involves directing Bailey and using ATMA's capabilities to interact with the environment. The drone is central to both gameplay and storytelling, providing assistance while gradually gaining additional functionality. This makes the relationship between scientist and machine more interesting than a standard companion system. Bailey needs ATMA, yet the story increasingly encourages the player to question whether the drone's behavior can actually be trusted. Oxygen management provides much of the immediate survival pressure. Bailey cannot simply wander around indefinitely, so every detour has potential consequences. Exploring an optional section might reveal equipment or something connected to the mystery, but spending too long searching can leave the player desperately trying to reach safety. This mechanic gives otherwise quiet environments a sense of urgency and complements the game's broader theme of vulnerability. There is rarely a feeling of complete security when the character's ability to survive is constantly limited by the surrounding environment. Environmental challenges provide additional variety. Underwater mines, poisonous areas, machinery, currents, obstacles, and other dangers require observation as well as careful movement. Puzzle elements are generally integrated into exploration rather than separated into elaborate puzzle rooms. Some situations involve understanding the environment, while others demand reasonably precise execution under pressure. The combination works best when the player has enough information to recognize the solution but must still carefully carry it out while managing oxygen and nearby hazards. Difficulty can occasionally work against the experience. Anoxemia deliberately aims to be challenging, but certain sections can become frustrating because underwater movement does not always provide the precision players may expect. The physics create an appropriate feeling of resistance and weight, yet navigating tight spaces or reacting quickly to hazards can sometimes feel cumbersome. This will probably be the most divisive element of the game. Players willing to adapt to slower and more deliberate movement are likely to enjoy the tension it creates, whereas those expecting highly responsive platforming controls may find some sequences unnecessarily demanding. The narrative benefits greatly from keeping Bailey isolated. His thoughts and dialogue provide context without overwhelming exploration with lengthy interruptions. More interesting is the gradual uncertainty surrounding ATMA. Having the player's most important companion also become a source of suspicion is an effective idea because Bailey cannot simply abandon the drone without losing a crucial survival tool. This creates psychological tension alongside the environmental danger and gives the adventure more personality than its relatively straightforward premise initially suggests. Sound design also plays an important role. Mechanical noises, environmental effects, distant disturbances, and quieter stretches help emphasize just how far Bailey is from ordinary civilization. The game often generates tension by allowing the player to hear or sense danger without immediately revealing its source. This restrained approach fits the underwater setting particularly well. Instead of constantly relying on dramatic confrontations, Anoxemia uses emptiness and uncertainty to make the player uncomfortable. Progression includes equipment and upgrades that expand the possibilities available during the expedition. Discovering useful items provides an additional incentive to investigate areas despite the risks involved. Steam achievements also provide optional goals for players interested in completion. The overall structure remains relatively linear, however, so this should not be mistaken for a large open-world underwater survival game. Its focus is much narrower: move through dangerous locations, overcome environmental problems, uncover the mystery, and survive long enough to understand what is happening. On Steam Deck, Anoxemia is rated Playable rather than Verified. Its functionality is accessible with the default controller configuration, controller icons are available, and the game's graphical demands are modest enough for the handheld. There are some compromises, particularly text that may be difficult to read on the smaller display, while the native Steam Deck resolution may require manual selection. These issues do not prevent the game from being played portably, but they keep it from providing a completely seamless handheld experience. Anoxemia is ultimately more successful as an atmospheric science-fiction journey than as a mechanically polished action experience. Its dark ocean environments, limited oxygen, environmental dangers, mysterious narrative, and uneasy relationship between Bailey and ATMA establish a distinctive identity. The occasional frustration caused by movement and demanding hazards prevents it from being consistently satisfying, while its linear structure may feel restrictive to players expecting extensive exploration. For players who enjoy compact indie adventures built around mood, mystery, environmental puzzles, and vulnerability, there is still considerable appeal here. Anoxemia understands that the ocean does not need enormous monsters around every corner to feel terrifying. Sometimes darkness, dwindling oxygen, abandoned machinery, and uncertainty about your only companion are enough to make the next few meters feel dangerous. Rating: 7/10