- Release Year: 2017
- Platforms: Macintosh, Windows
- Publisher: Atomic Fabrik
- Developer: Atomic Fabrik
- Genre: Simulation
- Perspective: Fixed / flip-screen
- Game Mode: Single-player

Description
Fix Me Up Doc! Dark Humor is a dark comedy surgical simulation game where players perform absurd and unconventional operations on patients. Set in a bizarre parody of a medical environment, the game features intentionally unbelievable graphics and intense levels that aim to evoke a visceral reaction, all while maintaining a humorous tone. Players use a point-and-select interface to conduct strange procedures, such as operating on a hand made of sausage and ketchup, in this satirical take on the medical profession.
Fix Me Up Doc! Dark Humor: A Cadaverous Dissection of a Forgotten Punchline
In the vast and often sterile operating theater of video game history, countless titles are sutured into the canon, celebrated for their innovation, narrative, or technical prowess. For every landmark release, however, there exists a corpus of curios—games that are less a beating heart and more a bizarre medical oddity preserved in a jar. Fix Me Up Doc! Dark Humor, a 2017 simulation title from the enigmatic Atomic Fabrik, is one such specimen. It is a game that wears its juvenile, macabre ambitions on its blood-spattered sleeve, promising a parody of surgery “so intense you can even feel the smell.” This review serves as a forensic examination of this peculiar artifact, arguing that while it fails as a competent simulator or a consistently funny comedy, it stands as a fascinating case study in the economics and aesthetics of the modern micro-budget indie game.
Development History & Context
The Studio and The Vision
Atomic Fabrik presents itself as a spectral entity within the gaming industry. The studio’s online footprint is minimal, with MobyGames listing no other credits beyond the Fix Me Up series. This suggests a development team operating on the extreme fringes, perhaps a solo developer or a very small group leveraging accessible tools to break into the digital marketplace. Their stated vision, as gleaned from the game’s official Steam description, was not to create a medically accurate simulation like Trauma Center, but to craft a “parody game with dark humor.” The ambition was comedic shock value, aiming for laughs through grotesque imagery and absurd situations.
Technological Constraints and The Gaming Landscape
Released in 2017, the game was built using the Solar2D (formerly Corona) engine, a free, Lua-based platform favored for its rapid 2D mobile and desktop development capabilities. This technological choice is the most telling aspect of its development context. Solar2D is the tool of pragmatists and beginners, allowing for quick prototyping and deployment but often resulting in games with a distinct, simplistic visual and mechanical feel.
This period was the zenith of the “asset flip” and micro-budget game on platforms like Steam. The storefront’s openness allowed a flood of low-effort titles designed for quick visibility and sales, often capitalizing on bizarre concepts or humor. Fix Me Up Doc! Dark Humor was a soldier in this army of the absurd. It wasn’t competing with AAA titles; it was vying for attention in a crowded field of joke games, weird simulators, and meme-fueled experiences. Its development was likely a race against time and budget, a project conceived and executed to serve a specific, niche market that revels in the so-bad-it’s-good aesthetic.
Narrative & Thematic Deep Dive
To call Fix Me Up Doc! Dark Humor possessed of a “narrative” would be a generous misdiagnosis. The game foregoes traditional plot in favor of a premise, and what a premise it is. The official description sets the tone: “A sausage on his left hand and ketchup on the right.” This is the extent of its narrative sophistication. Players are cast as a unnamed medical professional whose patients appear to be victims of a universe governed by the logic of a deranged cartoon.
The “Dark Humor” of the title is the game’s entire raison d’être, but its approach is less Heathers and more Scary Movie. The comedy is rooted in base-level shock and absurdist substitution—treating a hand that has been replaced by a bratwurst, or cleaning up wounds that suspiciously resemble condiments. The disclaimer, “!!!No rugby players were harmed during the game development!!!”, is perhaps the most intentionally witty element, a nod to the infamous Rugby League video game incident that serves as a winking acknowledgment of its own poor graphics.
Thematically, the game flirts with a satire of medical professionalism and the sterility of health-based sim games, but it lacks the bite or intelligence to commit. It is content to be a shallow, one-note gag. There are no characters to develop, no dialogue to analyze, and no moral or ethical questions posed. The theme is simply “isn’t this weird and gross?” It is a carnival sideshow attraction in digital form, designed to elicit a brief, bewildered chuckle before the curtain falls.
Gameplay Mechanics & Systems
The core gameplay loop of Fix Me Up Doc! Dark Humor is as simplistic as its narrative. As a point-and-select simulation game with a fixed / flip-screen perspective, it operates on a straightforward cycle:
1. Presented with a patient and their bizarre ailment (e.g., a sausage for a hand).
2. Select the correct tools from a limited inventory.
3. Perform a series of simple interactions—clicking to saw, stitch, inject, or wipe.
4. Progress to the next, similarly strange case.
There is no character progression, no skill tree, and no resource management. The challenge, to the extent it exists, likely derives from time constraints or selecting the wrong tool and failing the procedure. The UI, built for the Solar2D engine, is undoubtedly functional but barebones, prioritizing ease of implementation over immersive design.
The most innovative—or, more accurately, distinctive—system is the game’s commitment to its central joke. Every mechanic is in service of the dark humor premise. Using a bone saw on a sausage or applying a bandage to a ketchup wound is the gameplay. However, this novelty wears thin almost immediately. Without depth, variation, or a rising scale of comedic complexity, the mechanics feel less like a designed system and more like a single interaction repeated ad nauseam. It is a flawed foundation, incapable of supporting more than a few minutes of engagement before the joke expires.
World-Building, Art & Sound
The game’s world is a blank canvas for its grotesque jokes. There is no “world” to speak of—no hospital, no city, no lore. The setting is a series of sterile, generic operating rooms, serving as non-descript stages for the surgical slapstick.
The visual direction is best described as “unbelievable graphics,” a phrase the developers themselves used in their marketing. This is a masterclass in ironic understatement. While no screenshots are available on MobyGames, the use of the Solar2D engine and the game’s micro-budget nature suggest a look comprised of simple, likely stock or cheaply acquired, 2D assets. The art exists only to facilitate the gag: a cartoonish, low-detail patient, a clearly fake sausage, bright red ketchup blood. It is not meant to be impressive; it is meant to be laughably bad, part of the charm for its intended audience.
Sound design would follow a similar philosophy. One can expect generic, looped sound effects—squelches for incisions, clicks for tool selection, perhaps a sad trombone for failure. Music, if present, would be an afterthought, mere filler audio. These elements contribute to an atmosphere of cheapness and intentional absurdity. The experience is not meant to be immersive; it is meant to feel like a quickly assembled joke you’d share with a friend for a two-minute laugh.
Reception & Legacy
The most telling data point regarding the game’s reception is its Moby Score: n/a. It has not been formally reviewed by any critics listed on the platform, and no player reviews have been submitted. It was “collected by 9 players” on MobyGames, indicating an extremely small number of people sought to even document their ownership. This is the fate of countless micro-budget indie games: not a spectacular failure, but a silent release into a void of obscurity.
Commercially, it undoubtedly resided in the long tail of Steam sales, likely netting just enough revenue to justify the development of its sequels—Fix My Hand Doc, Fix My Legs Doc, and Fix My Cat Doc—which followed the same formula half a decade later.
Its legacy is not one of influence but of categorization. Fix Me Up Doc! Dark Humor is a prime example of a specific type of game that flourished in the late 2010s: the low-cost, high-concept novelty title. It represents the end result of accessible development tools and an open marketplace. It did not influence the industry but rather exists as a symptom of its state. It shares DNA with other bizarre simulators and joke games, a testament to the fact that anyone can release a game, but only a few will be remembered.
Conclusion
Fix Me Up Doc! Dark Humor is not a good game by any conventional critical metric. Its gameplay is shallow, its humor is juvenile and thin, its presentation is rudimentary, and its impact was negligible. However, to dismiss it entirely is to ignore its value as a historical artifact. It is a perfectly preserved specimen of a very particular moment in game development—a time of boundless digital creation where even the most absurd idea could find a storefront page.
As a piece of entertainment, it is a fleeting diversion, a two-minute gag that overstays its welcome. As a subject of study, it is a fascinating look at the lower bounds of indie game production, a title built on a pun and a prayer. Its place in video game history is not in the hall of fame, but in the cabinet of curiosities—a oddity that reminds us that for every landmark title that pushes the medium forward, there are countless others content to simply saw a sausage off a pixelated hand and call it a day.