Compare Firewood prices across 50+ stores and find the best deal. Developed by Frymore. Published by Frymore. Released on 7/31/2017. Available on PC. Genres: Adventure, Casual, Indie.

A sub-hour grief horror from a two-person first-timer that gets the atmosphere right and nearly everything else wrong. Worth the curiosity if the price is low enough to match the runtime.

My honest first thought, sitting in that opening monochromatic graveyard with rain on the soundtrack, was that Frymore understood something real about mood. The pixel art is clean without being sterile, the color palette shifts between the old man's bleak present and warmer, dimmer flashbacks to his younger life, and the score drops in and out with genuine craft, pulling back to silence right before the tension peaks. For a two-person team building their first game from scratch over five months, that sense of atmosphere is a small, genuine achievement worth naming. The trouble is that Firewood is built almost entirely on that atmosphere, and atmosphere alone cannot hold up a game that runs under an hour and structures its runtime around three repetitions of the same puzzle loop. You move left and right through long apartment corridors, enter rooms, collect items, jam keys into locks or records into gramophones via a mouse-driven inventory, and unlock the next corridor. There is a piano puzzle that asks you to press keys in the order shown on a nearby paper, which is the closest the game comes to demanding anything from the player. The lighter mechanic, a dedicated button, feels like a promising tool that never actually matters. After the first segment you have seen the full vocabulary of what Firewood will ask of you, and it asks nothing new across the two segments that follow. The story is the other place where ambition outpaces execution. You alternate between the old man in his haunted present and a younger version of himself during a vague oppressive-regime period, surrounded by anthropomorphic creatures, cryptic notes, references to a shadowy group called "them," a resistant wife, a hospital, a baby flashback. The two timelines are meant to converge. They do not converge in any satisfying way. The imagery is genuinely strange and occasionally unsettling, but strange and unsettling without resolution is just confusing. Critics and Steam players alike have flagged this: the story carries more moving parts than a game of this length can resolve, and the conclusion barely implies anything coherent. Jumpscares appear on a rotating schedule, loud and disconnected from the narrative, which quickly tips from startling into mechanical. And yet, I keep a small soft spot for this one. The sound design is the real underdog achievement here: the way the score drops to near-silence in those corridors before something shifts, the contrast in sonic texture between the two timelines, shows a team that listened carefully to how horror games breathe. The pixel art carries a specific handmade quality that bigger productions sand down. If Frymore had trimmed the story to match what they actually had room to tell, or had designed even one more genuinely inventive puzzle, Firewood could have been a compact, nasty little gem. As it stands, it is a mood piece that oversells its plot and undersells its runtime. Go in expecting a short atmospheric walk rather than a layered psychological experience, and it is not a bad way to spend an evening. Kai, Scout Team

Firewood
AdventureCasualIndie

Firewood

Jul 31, 2017Frymore
GamerScout Says

A sub-hour grief horror from a two-person first-timer that gets the atmosphere right and nearly everything else wrong. Worth the curiosity if the price is low enough to match the runtime.

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About Firewood

My honest first thought, sitting in that opening monochromatic graveyard with rain on the soundtrack, was that Frymore understood something real about mood. The pixel art is clean without being sterile, the color palette shifts between the old man's bleak present and warmer, dimmer flashbacks to his younger life, and the score drops in and out with genuine craft, pulling back to silence right before the tension peaks. For a two-person team building their first game from scratch over five months, that sense of atmosphere is a small, genuine achievement worth naming. The trouble is that Firewood is built almost entirely on that atmosphere, and atmosphere alone cannot hold up a game that runs under an hour and structures its runtime around three repetitions of the same puzzle loop. You move left and right through long apartment corridors, enter rooms, collect items, jam keys into locks or records into gramophones via a mouse-driven inventory, and unlock the next corridor. There is a piano puzzle that asks you to press keys in the order shown on a nearby paper, which is the closest the game comes to demanding anything from the player. The lighter mechanic, a dedicated button, feels like a promising tool that never actually matters. After the first segment you have seen the full vocabulary of what Firewood will ask of you, and it asks nothing new across the two segments that follow. The story is the other place where ambition outpaces execution. You alternate between the old man in his haunted present and a younger version of himself during a vague oppressive-regime period, surrounded by anthropomorphic creatures, cryptic notes, references to a shadowy group called "them," a resistant wife, a hospital, a baby flashback. The two timelines are meant to converge. They do not converge in any satisfying way. The imagery is genuinely strange and occasionally unsettling, but strange and unsettling without resolution is just confusing. Critics and Steam players alike have flagged this: the story carries more moving parts than a game of this length can resolve, and the conclusion barely implies anything coherent. Jumpscares appear on a rotating schedule, loud and disconnected from the narrative, which quickly tips from startling into mechanical. And yet, I keep a small soft spot for this one. The sound design is the real underdog achievement here: the way the score drops to near-silence in those corridors before something shifts, the contrast in sonic texture between the two timelines, shows a team that listened carefully to how horror games breathe. The pixel art carries a specific handmade quality that bigger productions sand down. If Frymore had trimmed the story to match what they actually had room to tell, or had designed even one more genuinely inventive puzzle, Firewood could have been a compact, nasty little gem. As it stands, it is a mood piece that oversells its plot and undersells its runtime. Go in expecting a short atmospheric walk rather than a layered psychological experience, and it is not a bad way to spend an evening. Kai, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5Walking SimPsychological HorrorGrief NarrativeFlashback StructureJumpscare-HeavyHand-Drawn Pixel ArtOppressive Regime SettingSub-Hour RuntimeAtmospheric Soundtrack

System Requirements

Minimum

OS
Windows 7 or higher
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
1 GB available space
Graphics
512MB or higher with Shader 3.0 support.
Processor
Intel Core2 Duo or higher

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Game Info

Developer
Frymore
Publisher
Frymore
Release Date
Jul 31, 2017

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Frequently asked questions about Firewood

Where can I buy Firewood cheapest?

Compare Firewood prices across every verified store in the price table on this page. We list the cheapest in-stock key and store offers, updated regularly, so you always see the best current deal before you buy.

What platforms is Firewood available on?

Firewood is available on PC.

When was Firewood released?

Firewood was released on 31 July 2017.

Who developed Firewood?

Firewood was developed by Frymore.