Fri Nov 04 2016
• Optimizations and bug fixes
Thanks for the awesome feedback and support!
Lifeline: Flatline is a terrifying departure for the series. While previous games were sci-fi adventures, Flatline dives headfirst into psychological horror. You are connected to Wynn, a woman who has just woken up in a dark, terrifying medical facility. Unlike Taylor from the first game, Wynn is panicked and in immediate danger, which makes the 'real-time' notifications much more stressful.
The writing is top-notch, using the text-based format to let your imagination fill in the horrors that Wynn is seeing. The heartbeat monitor feature adds a layer of tension that previous games lacked—you can literally see her heart rate spike when she’s scared. It’s a short, intense experience that shows just how effective minimalist storytelling can be. If you have a pair of headphones and a dark room, this game will definitely get under your skin.
Horror-themed branching narrative
Real-time notifications and responses
Interactive heart-rate monitor
Multiple endings based on your choices
Playable on Apple Watch for deeper immersion
Wynn will often ask for your opinion on which way to turn. If her heart rate is exceptionally high, try to suggest the more cautious path. Moving too fast in high-stress situations often leads to a quick 'Flatline' game over.
Wynn will send you messages throughout the day. You must choose between two responses to guide her actions. She will take time to perform tasks, meaning you'll have to wait for her to message you back.
A single playthrough usually takes 2-3 real-world days, depending on how quickly you respond to Wynn.
Like many people playing this game, I’m a big fan of the Lifeline series. In comparing Flatline to its cohorts, it improves in some areas, but displays new flaws that ultimately outweigh its innovations. First of all, the character of Wynn is pretty great. Not as idiosyncratic and lovable as Taylor or Arika, but not as dry and dull as say V. Adams. She’s believable and engaging, but kind of unlikable in a few ways. Secondly, the heart rate and its involvement in the game is a minor innovation that adds a good variable. But the things that keep this one from a perfect score are its far too frequent pauses in the action. Part of what made the first several games so good were their pacing. A consistent, moderate amount of action in spurts. Flatline takes you out of the action for brief periods way too many times. While this does draw out the story more, it’s just ridiculous to wait five minutes while Wynn takes a sip of water or something. Also, I’m not a huge fan of the Green story arc that ties these games together- it seems kind of slapdash and patched together, and so I wonder why it’s always the focal point of these games stories, but that’s honestly just a personal thing for me.
This is my second Lifeline game (I played the with Alex first), and it's an awesome, unique experience (even without an Apple Watch). The real-time nature of the narrative contributes to its engaging nature. I find myself actually caring what happens to Taylor, which is the same feeling I experienced when playing Lifeline: Crisis Line with Alex. I had to look up the order in which to play the other games, since 3 of them star Taylor. Right now I'm simultaneously playing Lifeline, Lifeline 2: Bloodline, Lifeline: Whiteout, and Lifeline: Flatline since they star characters other than Taylor, as I want to play the Taylor entries in order (Lifeline, then Lifeline: Silent Night, then Lifeline: Hallway to Infinity). These games are definitely worth playing. I'd love to see how the experience differs when playing with an Apple Watch. Regardless, I highly recommend all of the games in the series. They do have an overarching theme that ties them all together (the threat of the green-eyed woman and/or the odd, green alien tentacle blobs that can enter your body Wrath of Khan style). I like the fact that some of the games are sci-fi, one is fantasy/magic themed and one is basically survival horror, and all of them adhere to the overarching theme of the green mind-controlling alien creatures that you must either destroy or avoid at all costs. I highly recommend them.
The game was awesome. I liked the new, innovative concepts in this episode in particular. I liked the plot, such as the dilemmas of trust, the concept of this new implant device, and the continuation of this large, complicated story from Taylor to Adams to Wynn. Although I want to give my own feedback, this game and series is truly worth infinite stars as this unique series really creates a feeling of likableness that one just cannot seem to feel in other apps. Having played the game a three times, the only parts of the app I would want to change are to change the picture on the main menu and a new option for email options. Firstly, the picture of that green monkey really reminds me of that monkey on the "Powerpuff Girls" called Mojo Jojo. I know you added the picture for Holloween, but could you replace it with the main character like you have with every other app? Secondly, would it be possible to only ask the player once to give their email because I don't like the fact that after I have completely finished the game, I seem forced to turn in another email after having completed the game again. Having said that, I would also like to know what the Monkey Samson and the "rat king" looked like. I know the description of the creatures were made up of the skins of multiple animals, but I feel that it lacked the imagery in terms of the shape and other physical features, such as how it walked and moved. (I wonder if the formation of the rat king is similar to those pictures in the orphan house in "Lifeline 2"). I also would like to know more about the character of Wynn as I noticed that the character of Delilah was being discussed more throughout the story. Other than that, I compliment you guys on this amazing series that you have created. Great work!
The story is quite engaging. The suspense is very thick. You want to keep playing. But you can’t. Wynn takes as long as she possibly can to do the simplest of tasks, like walk ten feet or process information. I feel like the writers couldn’t think of a long enough story so they put ridiculous pauses in even more ridiculous places. Some of these I understand, like sleeping or trying keys, but it is totally possible to walk and talk at the same. Multitasking is pretty great. It would have been better with a bit more backstory to replace some of the pauses. And to be honest, at the beginning, I couldn’t get into the story. I get that Wynn woke up after some mysterious surgery and was terrified out of her mind, but even still, she came across as super whiny. But after a while, the story picked up, and I found myself caring what happened to her. Overall, this game is one of my least favorite in the series, but to be fair, this series is super amazing, so even the worst game in it is pretty darn great. I loved how it tied the rest of the games together, and despite the egregious wait times and slow start, it’s totally worth a play through.
First off, the elevator. Why create a rewind in the story called into the elevator when u actually aren't supposed to go into it or do anything with it? So to answer any questions about it, leave it and let the apes attack you because it's the only way for the story to continue. Now, this game is as good as it it FREAKY!!! I love the story even though it can get quite confusing. However, my main problem with it is that Wynn take too long to do stuff, I had to turn the game on fast mode (which I hate doing) just so I could get the game moving. So that's my review, I hope that what I told anyone about the elevator helped. P.S - This is just my opinion but I think that Adams shouldn't be over (because I'm not done with him personally and Taylor and Arika seem to be the only people with a more than one game series and I think it would be cool if Adams did as well) and I think that a MAJOR crossover should happen between the characters. Also, is Taylor's series over? Or was the end of Silent Bight just a massive cliff hanger?
This really brings the chills as you think through performing through logic or morals, and the difference between good and bad. Your choices will affect this character and this game shows you that through the characters words and heartrate ( and changed storyline). Though there was only one thing that slightly frustrated me was when I chose certain answers as comfort but when chosen and shown at it's full length it was showing me panic or being afraid resulting in the character freaking out which wasn't my intention at all. It's understandable though as the space to explain each choice is very limited. Other than that all in all it was an absolute 5 stats from me. The choices that resulted in them panicking didn't do much to change the story so that made it only a small problem . I absolutely loved the lifeline series since middle school when i played Whiteout and I can't wait to see more of what comes out : ) THANK YOU!!
So, I got about halfway through this game, then I had to start over due to the game being deleted. In every other Lifeline game out there, "Fast Mode" is an option so you don't have to wait in between transmissions with your character. There is no Fast Mode in Flatline. So I had to trudge through the game at the same, slow pace again, already knowing what happens. Which brings me to my next complaint: sometimes you get a SINGLE sentence from Wynn, and then you have to wait five minutes for the next transition. The gameplay is too short in terms of actual communication vs "Awaiting Transmission." Wynn is not a very likable lady, either. She's kind of a snot. Taylor was awesome and so was Adams, but the two female-lead Lifeline games have mean, snarky women you interact with, which makes me think they don't have any women writers for the women characters. The story kind of lacks direction too. There is a vague goal of "find my sister scientist" in there, but so far, it's mostly Wynn wandering around a bit aimlessly. I'm still going to finish it, but I'm glad it was pretty cheap as an App Store game.
The disjointed play is aggravating. I get that the character has to sleep, but making the player wait so long is ridiculous. At the beginning, it seems like any logical answer of holding back and opting for safe behavior will work fine, but at a certain point, after several multi-hour sleep cycles, you get stuck in an all-the-sudden no-win situation with absolutely no apparent clue where you screwed up. Then, you have to start all over and wait every time Wynn wants to sleep. Very frustrating and aggravating game play. It's like reading the old "Twist-a-plot" books a million times until you figure out the magic key. Zero adaptive play. The music...it's interesting for about 5 minutes, but the dramatic crescendos don't match the intensity of the activity going on in the game dialog. I turned it off pretty quickly. If I could make one recommendation to the game creator...download the old Infocom text based games and play them. You will learn a lot from that experience.
Nick Rodger: Lifeline or flatline? LIV Golf goes on but for how long? The Herald
The Herald Tue Aug 11 2026
The best Apple Watch games to play when you've got five minutes to spare.
iMore Sun Jul 16 2023
There are many versions of Lifeline..., but the original still rules the roost Pocket Gamer
Pocket Gamer Wed Aug 15 2018
‘Sonic CD’ is Now Free with Ads, Even if You Bought the Game Previously TouchArcade
TouchArcade Thu Oct 27 2016
Game Review: Lifeline – Whiteout (Mobile) gbhbl
gbhbl Thu Jul 07 2016