Compara los precios de Fighting Fantasy Legends en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Nomad Games. Publicado por Nomad Games. Lanzado el 27/7/2017. Disponible en PC, Mac. Géneros: Adventure, Indie, RPG.

Three classic Fighting Fantasy gamebooks fused into one dice-driven roguelite card-RPG - pure catnip for fans of Livingstone and Jackson, a curio for everyone else.

My first session with Fighting Fantasy Legends went like this: I picked a Dwarf, spent ten minutes reading every tooltip, strutted into Port Blacksand, put on a mysterious pair of gloves, and immediately burned my own hands off. That moment told me everything I needed to know about what kind of game this is. It has the whimsy, the cruelty, and the cheerful indifference to player comfort that made the original gamebooks feel alive. What Nomad Games built here is a hybrid that sits somewhere between a digital board game and a choice-driven RPG. The three source books - City of Thieves, The Warlock of Firetop Mountain, and Citadel of Chaos - are woven together into a single journey across the region of Allansia, with a top-down map connecting locations that each run on their own shuffled card deck. Every step might produce a monster encounter, a weird event, a trap, or a vendor (treasure those vendors). Combat strips everything down to dice: you roll your Skill dice hoping for sword-face results, your opponent does the same, and stamina ticks down until someone drops. Luck dice handle traps, tests, and the universe's general malice. The clever wrinkle is that dying curses your dice, effectively degrading your odds on future rolls until you can pay to cleanse them at an inn - a debt spiral that makes recovery genuinely tense rather than trivially mechanical. There is also a Hardcore Hero permadeath mode for players who prefer suffering without a safety net. Character creation is slim but meaningful. You choose Barbarian, Dwarf, or Elf, then distribute points across Skill, Luck, and Stamina using the classic attribute triangle from the books. One of six starting perks - Curse Resistant, Trap Knowledge, Treasure Hunter, and others - nudges your build in a specific direction. As you level up, your dice upgrade, and watching those previously bare-faced cubes gradually fill with success faces is one of the small pleasures the game does very well. Equipment and items arrive as cards, and the Creature Codex fills up as you defeat enemies, which scratches a collector itch even when the rest of the run is going badly. The cracks, though, are real. The visual presentation is basic enough that even admirers concede it; the top-down environments are functional rather than evocative, and the creature card illustrations feel generic compared to the stark, memorable artwork of the original books. The music is pleasant without being atmospheric in any meaningful way - it fades rather than lingers. Some players will hit a resource wall where too many consecutive deaths leave them trapped in a low-stamina, curse-heavy, gold-poor loop that requires either grind or restart. The game only supports a single save slot and, critically, starting a new character silently overwrites your existing progress. For a game built on repeat runs, that omission stings. Steam user reception sits around the 67% positive mark - respectable but not unconditional, with the difficulty curve and thin presentation drawing the most consistent criticism. All that said, if you grew up dog-earing pages in Port Blacksand or muttering at Balthus Dire, this version of Allansia has a genuine warmth to it. The event writing captures the tonal weirdness of the source material - absurd, occasionally mean, occasionally generous. The dice-upgrade loop is a smart addition that the original books could never do. And there is something quietly satisfying about a short-session game that knows exactly what it is: a single-player adventure you can pick up for forty minutes, die gloriously, and try one more time before bed. Kai, Scout Team

Fighting Fantasy Legends

Fighting Fantasy Legends

27 jul 2017Nomad Games
GamerScout opina

Three classic Fighting Fantasy gamebooks fused into one dice-driven roguelite card-RPG - pure catnip for fans of Livingstone and Jackson, a curio for everyone else.

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Mínimo histórico: €0.99

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My first session with Fighting Fantasy Legends went like this: I picked a Dwarf, spent ten minutes reading every tooltip, strutted into Port Blacksand, put on a mysterious pair of gloves, and immediately burned my own hands off. That moment told me everything I needed to know about what kind of game this is. It has the whimsy, the cruelty, and the cheerful indifference to player comfort that made the original gamebooks feel alive. What Nomad Games built here is a hybrid that sits somewhere between a digital board game and a choice-driven RPG. The three source books - City of Thieves, The Warlock of Firetop Mountain, and Citadel of Chaos - are woven together into a single journey across the region of Allansia, with a top-down map connecting locations that each run on their own shuffled card deck. Every step might produce a monster encounter, a weird event, a trap, or a vendor (treasure those vendors). Combat strips everything down to dice: you roll your Skill dice hoping for sword-face results, your opponent does the same, and stamina ticks down until someone drops. Luck dice handle traps, tests, and the universe's general malice. The clever wrinkle is that dying curses your dice, effectively degrading your odds on future rolls until you can pay to cleanse them at an inn - a debt spiral that makes recovery genuinely tense rather than trivially mechanical. There is also a Hardcore Hero permadeath mode for players who prefer suffering without a safety net. Character creation is slim but meaningful. You choose Barbarian, Dwarf, or Elf, then distribute points across Skill, Luck, and Stamina using the classic attribute triangle from the books. One of six starting perks - Curse Resistant, Trap Knowledge, Treasure Hunter, and others - nudges your build in a specific direction. As you level up, your dice upgrade, and watching those previously bare-faced cubes gradually fill with success faces is one of the small pleasures the game does very well. Equipment and items arrive as cards, and the Creature Codex fills up as you defeat enemies, which scratches a collector itch even when the rest of the run is going badly. The cracks, though, are real. The visual presentation is basic enough that even admirers concede it; the top-down environments are functional rather than evocative, and the creature card illustrations feel generic compared to the stark, memorable artwork of the original books. The music is pleasant without being atmospheric in any meaningful way - it fades rather than lingers. Some players will hit a resource wall where too many consecutive deaths leave them trapped in a low-stamina, curse-heavy, gold-poor loop that requires either grind or restart. The game only supports a single save slot and, critically, starting a new character silently overwrites your existing progress. For a game built on repeat runs, that omission stings. Steam user reception sits around the 67% positive mark - respectable but not unconditional, with the difficulty curve and thin presentation drawing the most consistent criticism. All that said, if you grew up dog-earing pages in Port Blacksand or muttering at Balthus Dire, this version of Allansia has a genuine warmth to it. The event writing captures the tonal weirdness of the source material - absurd, occasionally mean, occasionally generous. The dice-upgrade loop is a smart addition that the original books could never do. And there is something quietly satisfying about a short-session game that knows exactly what it is: a single-player adventure you can pick up for forty minutes, die gloriously, and try one more time before bed.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscloud-savestier:sub-5Gamebook AdaptationDice CombatRoguelite ElementsCard-Based RPGPermadeath ModeCreature CodexSingle Save SlotChoose Your Own Adventure

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
1 GB RAM
DirectX
Version 9.0
Storage
600 MB available space
Graphics
1024x600 resolution
Processor
1.6 GHz
Sound Card
On board

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Información del juego

Desarrolladora
Nomad Games
Distribuidora
Nomad Games
Fecha de lanzamiento
27 jul 2017

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¿En qué plataformas está disponible Fighting Fantasy Legends?

Fighting Fantasy Legends está disponible en PC, Mac.

¿Cuándo se lanzó Fighting Fantasy Legends?

Fighting Fantasy Legends se lanzó el 27 de julio de 2017.

¿Quién desarrolló Fighting Fantasy Legends?

Fighting Fantasy Legends fue desarrollado por Nomad Games.