Compara los precios de The Warlock of Firetop Mountain en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Tin Man Games. Publicado por Tin Man Games. Lanzado el 30/8/2016. Disponible en PC, Mac, Linux. Géneros: Action, Adventure, Indie. Puntuación Metacritic: 70/100.

If you ever dog-eared a Fighting Fantasy paperback as a kid, Tin Man Games built this one specifically for you. Everyone else should know exactly what they're walking into before they descend.

My first run through Firetop Mountain ended about forty minutes in when I opened a chest that a slightly smarter hero would have heard hissing. That's this game in miniature: a faithful, sometimes gleefully cruel adaptation of the 1982 Fighting Fantasy gamebook that rewards pattern memory and punishes the impatient. Tin Man Games took the original Ian Livingstone and Steve Jackson source material and did something genuinely unexpected with it, building what plays less like a video game RPG and more like a solo tabletop session rendered in 3D. The dungeon rooms assemble themselves before your eyes, set piece by set piece, as though an invisible hand is placing painted scenery. Your character hops around the board on its circular base, stiff-limbed and miniature-perfect. The whole presentation is one of the most considered aesthetic choices in recent indie adaptations. It commits fully to the physical-toy illusion, and for the right player, that commitment is quietly magical. The combat system, called GridBluff, sits at the game's most divisive intersection. Battles play out on a small grid where your figurine and the enemies all act simultaneously. You read attack directions, time your moves to flank or dodge, and when both sides clash head-on, six-sided dice roll to resolve it. Critics split roughly down the middle here: some found the grid positioning clever and satisfying once the enemy patterns clicked; others called it repetitive by the third room of goblins. Both camps are right, depending on how much tolerance you have for light tactical puzzles that never dramatically escalate in complexity. What helps is that each of the starting heroes, from the experienced adventurer Alexandra of Blacksand to the sleep-bomb-tossing Krea Datura to the hard-hitting rhino-man Twenty-Three, approaches those same rooms with different stat profiles, different character-specific story beats, and occasionally different dialogue from NPCs who recognize them. The dungeon layout does not change, but who you are inside it genuinely does. The replayability argument hinges entirely on that character variety. Slaying monsters earns souls, and souls unlock additional figurines, eventually reaching a roster of over 100 heroes and monsters across the full experience. The loop of running the mountain again with a new figurine, pushing slightly deeper than last time, learning where the Potion of Invisibility is hidden and which corridors to avoid, has a particular low-pressure rhythm to it. Sessions feel short and self-contained in the best way. The friction comes from the single save slot and checkpoint-only saving, meaning a mid-dungeon switch of heroes wipes the current run. For players who want to sample the full roster quickly, that stings. The no-backtracking rule, faithful to the gamebook format, will also frustrate anyone expecting the agency of a traditional CRPG. Certain dead-ends and instant-death choices feel opaque on a first pass and simply punishing rather than instructive. The game wears its old-school origins proudly, which is either charming or maddening based on your history with the format. A note worth flagging for Mac users: compatibility with macOS Catalina and above is broken, and Tin Man Games shifted its development focus toward other Fighting Fantasy titles after launch, so content updates for this one are no longer forthcoming. On Windows and Linux the experience is stable, and the atmosphere holds up well: the ambient sound design in particular is quietly lovely, with caverns sighing with moving air and spider dens chittering at the edge of hearing. There is no voice acting, and the combat animations are deliberately minimal, but neither feels like a budget cut. They feel like choices made by people who understood what kind of object they were building. Kai, Scout Team

The Warlock of Firetop Mountain

The Warlock of Firetop Mountain

30 ago 2016Tin Man Games
GamerScout opina

If you ever dog-eared a Fighting Fantasy paperback as a kid, Tin Man Games built this one specifically for you. Everyone else should know exactly what they're walking into before they descend.

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My first run through Firetop Mountain ended about forty minutes in when I opened a chest that a slightly smarter hero would have heard hissing. That's this game in miniature: a faithful, sometimes gleefully cruel adaptation of the 1982 Fighting Fantasy gamebook that rewards pattern memory and punishes the impatient. Tin Man Games took the original Ian Livingstone and Steve Jackson source material and did something genuinely unexpected with it, building what plays less like a video game RPG and more like a solo tabletop session rendered in 3D. The dungeon rooms assemble themselves before your eyes, set piece by set piece, as though an invisible hand is placing painted scenery. Your character hops around the board on its circular base, stiff-limbed and miniature-perfect. The whole presentation is one of the most considered aesthetic choices in recent indie adaptations. It commits fully to the physical-toy illusion, and for the right player, that commitment is quietly magical. The combat system, called GridBluff, sits at the game's most divisive intersection. Battles play out on a small grid where your figurine and the enemies all act simultaneously. You read attack directions, time your moves to flank or dodge, and when both sides clash head-on, six-sided dice roll to resolve it. Critics split roughly down the middle here: some found the grid positioning clever and satisfying once the enemy patterns clicked; others called it repetitive by the third room of goblins. Both camps are right, depending on how much tolerance you have for light tactical puzzles that never dramatically escalate in complexity. What helps is that each of the starting heroes, from the experienced adventurer Alexandra of Blacksand to the sleep-bomb-tossing Krea Datura to the hard-hitting rhino-man Twenty-Three, approaches those same rooms with different stat profiles, different character-specific story beats, and occasionally different dialogue from NPCs who recognize them. The dungeon layout does not change, but who you are inside it genuinely does. The replayability argument hinges entirely on that character variety. Slaying monsters earns souls, and souls unlock additional figurines, eventually reaching a roster of over 100 heroes and monsters across the full experience. The loop of running the mountain again with a new figurine, pushing slightly deeper than last time, learning where the Potion of Invisibility is hidden and which corridors to avoid, has a particular low-pressure rhythm to it. Sessions feel short and self-contained in the best way. The friction comes from the single save slot and checkpoint-only saving, meaning a mid-dungeon switch of heroes wipes the current run. For players who want to sample the full roster quickly, that stings. The no-backtracking rule, faithful to the gamebook format, will also frustrate anyone expecting the agency of a traditional CRPG. Certain dead-ends and instant-death choices feel opaque on a first pass and simply punishing rather than instructive. The game wears its old-school origins proudly, which is either charming or maddening based on your history with the format. A note worth flagging for Mac users: compatibility with macOS Catalina and above is broken, and Tin Man Games shifted its development focus toward other Fighting Fantasy titles after launch, so content updates for this one are no longer forthcoming. On Windows and Linux the experience is stable, and the atmosphere holds up well: the ambient sound design in particular is quietly lovely, with caverns sighing with moving air and spider dens chittering at the edge of hearing. There is no voice acting, and the combat animations are deliberately minimal, but neither feels like a budget cut. They feel like choices made by people who understood what kind of object they were building.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:aaaFighting FantasyGamebook AdaptationGridBluff CombatFigurine AestheticCheckpoint SaveOld-School RPGPattern LearningCharacter-Driven Runs

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
4 GB RAM
Storage
3 GB available space
Graphics
Hardware Accelerated Graphics with 1GB memory
Processor
1.5 GHz

Recomendados

OS
Windows 8
Memory
4 GB RAM
Storage
3 GB available space
Graphics
Hardware Accelerated Graphics with 2GB memory

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Metacritic
70

Información del juego

Desarrolladora
Tin Man Games
Distribuidora
Tin Man Games
Fecha de lanzamiento
30 ago 2016

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¿En qué plataformas está disponible The Warlock of Firetop Mountain?

The Warlock of Firetop Mountain está disponible en PC, Mac, Linux.

¿Cuándo se lanzó The Warlock of Firetop Mountain?

The Warlock of Firetop Mountain se lanzó el 30 de agosto de 2016.

¿Quién desarrolló The Warlock of Firetop Mountain?

The Warlock of Firetop Mountain fue desarrollado por Tin Man Games.

¿Merece la pena comprar The Warlock of Firetop Mountain?

The Warlock of Firetop Mountain tiene una puntuación Metacritic de 70/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.