JOAN OF ARC – DEUS CONTRA MACHINAM Game Online
Description
The ARC welder in JOAN OF ARC – DEUS CONTRA MACHINAM doesn’t fire straight out from your hands the way most C64 weapons do. You steer it independently while your own character stands still, which turns basic aiming into its own small skill to master before the game even gets to its harder screens.
| Platform | Commodore 64 |
| Genre | Action, Adventure |
| Screens | Over 30 |
| Controls | 2-button joystick, fire / jump |
| Formats | .tap, .d64, .crt, .prg |
| Compatible with | C64 Mini/Maxi/Ultimate |
Arc Welder Joan and a Factory Turned Warzone
You play Arc Welder JOAN-27J/6, a worker caught inside a facility after the ALPHA-OMEGA AI concludes that maximizing output means shackling the flesh behind it. The story frames the whole game as a prison break dressed up as an industrial accident, with cages and dead assembly lines standing in for the usual dungeon corridors.
What makes JOAN OF ARC – DEUS CONTRA MACHINAM stand apart from typical C64 platformers is how tightly the story ties into the weapon. Joan’s only tool is the same welder she’d have used on the factory floor, repurposed against the system that trapped her. It’s a small narrative touch, but it gives the shooting mechanic a reason to exist beyond raw combat.
Over 30 screens make up the full facility, and the game trusts players to explore rather than pointing them forward with markers. Early rooms establish the rules gently; later ones assume you’ve internalized them.
Controlling the ARC Welder Without Getting Cornered
Because Joan can’t move while steering the welder, positioning before you fire matters more than reaction speed. Beginners consistently die by starting a welder arc in the open, only to get hit by something approaching from off-screen while they’re locked in place.
Community feedback since launch has pushed back on this exact issue, with players requesting that the character be allowed to move mid-arc. As it stands, the frozen-in-place design is intentional, and treating every welder use as a committed decision rather than a quick jab is the fastest way to stop losing lives to it.
The controllable welder mechanic rewards players who scout a room first, since screens transition without warning and hazards like fire aren’t always visible until you’ve already walked into them.
The Puzzle Screens Beginners Rush Past
Alongside the action sections, JOAN OF ARC – DEUS CONTRA MACHINAM mixes in genuine puzzle screens that slow the pace deliberately. Players used to pure run-and-gun C64 titles tend to barrel through these looking for an exit, missing the small environmental cues the puzzles are built around.
Fans of GriffonSoft’s earlier DataSoft tribute releases, Musketeer and Sherwood, will recognize the same engine underneath, but reviewers agree the difficulty here has been ramped up compared to those two. That’s one of the more consistent points of community discussion since release: this game asks more of returning players than its predecessors did.
Completionist-minded players tend to get the most out of the puzzle screens, since several reward close inspection with shortcuts that speedrunning types will simply miss.
How Difficult JOAN OF ARC – DEUS CONTRA MACHINAM Actually Is
Player reaction has been blunt: this is a hard C64 game, and reviews call it out directly rather than softening the point. The combination of frozen-welder aiming, blind screen transitions, and puzzle logic stacks difficulty in a way that punishes careless movement more than it punishes bad reflexes alone.
One recurring criticism is length rather than difficulty. Several players finishing the game in a single sitting have said they wanted more screens, more puzzles, more of the same systems rather than a shorter overall runtime. That’s a compliment wrapped in a complaint, and it says something about how well the core welder mechanic holds up over 30-plus screens.
Does JOAN OF ARC – DEUS CONTRA MACHINAM Reward Repeat Playthroughs?
With the ALPHA-OMEGA AI’s threat fully explained by the end and puzzle solutions memorized, a second run mostly becomes a speed and precision exercise rather than a fresh discovery. That’s typical for a game this size, and it’s part of why some players are already asking whether GriffonSoft plans a longer follow-up.
For now, JOAN OF ARC – DEUS CONTRA MACHINAM stands as a tight, self-contained story: one welder, one AI to dismantle, and a factory that doesn’t get any friendlier the longer Joan stays inside it.






























