Compare Little Inferno prices across 50+ stores and find the best deal. Developed by Tomorrow Corporation. Published by Tomorrow Corporation. Released on 11/19/2012. Available on PC, Mac, Linux. Genres: Adventure, Casual, Indie. Metacritic score: 68/100.

Burn your toys, earn coins, buy more toys to burn. That loop sounds hollow until the ending quietly rearranges something inside you.

I sat with Little Inferno for one uninterrupted evening and came out of it unsure whether I had played a game or experienced a very short, very strange piece of theatre. That uncertainty is completely intentional, and it is the most honest thing I can say about what Tomorrow Corporation built here. The setup is almost aggressively minimal. You are a child in a frozen city called Burnington, seated in front of the Little Inferno Entertainment Fireplace, a product manufactured by the in-game version of the developer itself. You buy items from seven toy catalogs, drag them into the fire, collect the coins they leave behind, and use those coins to buy more things. Bombs detonate with satisfying physics. A toy school bus peels across the grate. Spider eggs hatch into crawling chaos. Corn pops. The fire responds to everything with tactile, hand-crafted charm that is genuinely fun to poke at. The real progression hook is the combo system: cryptically named challenges that hint at two or three specific items to burn together. The combo names never tell you directly what to torch, only gesture at an idea, so you end up flipping through the catalog like a puzzle box. Unlocking each new catalog feels like a small reward loop that keeps the session moving. The story arrives sideways, through letters. Your eccentric neighbor Sugar Plumps writes to you with increasing urgency. A postman drops enigmatic notes. The Weather Man reports endlessly bleak snowfall. None of it feels like a traditional narrative, and that is the point. The game is classified as a sandbox with no failure states, and it was designed explicitly as a satire of the kind of game where you grind meaningless tasks for hollow rewards. The sarcasm is structural: you are literally buying disposable goods to incinerate them so you can buy more. The composer Kyle Gabler wrote the score from scratch, drawing on orchestral references that lend the whole thing a lullaby-dark warmth, oppressively cheerful catalog music giving way to something genuinely haunting as the letters grow stranger. That soundtrack is one of the most quietly remarkable things about the experience. Where Little Inferno divides people is straightforward: the core loop is, by design, thin. Critics who came looking for a puzzle game found the combo system underdeveloped. Those who came looking for a narrative found it oblique to the point of frustration. Both complaints are fair on their own terms. The game runs two to three hours at an unhurried pace, and once you finish it, there is almost nothing to bring you back outside of a separate holiday expansion released in 2022. What saves it from feeling like a shallow experiment is the ending, which pivots the whole experience into something unexpectedly moving. The shift from fireplace to side-scrolling walkthrough of Burnington, meeting the postman and the CEO Miss Nancy, is abrupt and earned in a way that recontextualizes the monotony you just sat through. Some players found it choked them up. I understand why. This is a game for people who want something that feels handmade, brief, and quietly subversive rather than one that respects their time in the conventional sense. If you need mechanical depth, look at the other Tomorrow Corporation catalog. If you want a two-hour thing that lingers for days, Little Inferno knows exactly when to end. Kai, Scout Team

Little Inferno
AdventureCasualIndie

Little Inferno

Nov 19, 2012Tomorrow Corporation
GamerScout Says

Burn your toys, earn coins, buy more toys to burn. That loop sounds hollow until the ending quietly rearranges something inside you.

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About Little Inferno

I sat with Little Inferno for one uninterrupted evening and came out of it unsure whether I had played a game or experienced a very short, very strange piece of theatre. That uncertainty is completely intentional, and it is the most honest thing I can say about what Tomorrow Corporation built here. The setup is almost aggressively minimal. You are a child in a frozen city called Burnington, seated in front of the Little Inferno Entertainment Fireplace, a product manufactured by the in-game version of the developer itself. You buy items from seven toy catalogs, drag them into the fire, collect the coins they leave behind, and use those coins to buy more things. Bombs detonate with satisfying physics. A toy school bus peels across the grate. Spider eggs hatch into crawling chaos. Corn pops. The fire responds to everything with tactile, hand-crafted charm that is genuinely fun to poke at. The real progression hook is the combo system: cryptically named challenges that hint at two or three specific items to burn together. The combo names never tell you directly what to torch, only gesture at an idea, so you end up flipping through the catalog like a puzzle box. Unlocking each new catalog feels like a small reward loop that keeps the session moving. The story arrives sideways, through letters. Your eccentric neighbor Sugar Plumps writes to you with increasing urgency. A postman drops enigmatic notes. The Weather Man reports endlessly bleak snowfall. None of it feels like a traditional narrative, and that is the point. The game is classified as a sandbox with no failure states, and it was designed explicitly as a satire of the kind of game where you grind meaningless tasks for hollow rewards. The sarcasm is structural: you are literally buying disposable goods to incinerate them so you can buy more. The composer Kyle Gabler wrote the score from scratch, drawing on orchestral references that lend the whole thing a lullaby-dark warmth, oppressively cheerful catalog music giving way to something genuinely haunting as the letters grow stranger. That soundtrack is one of the most quietly remarkable things about the experience. Where Little Inferno divides people is straightforward: the core loop is, by design, thin. Critics who came looking for a puzzle game found the combo system underdeveloped. Those who came looking for a narrative found it oblique to the point of frustration. Both complaints are fair on their own terms. The game runs two to three hours at an unhurried pace, and once you finish it, there is almost nothing to bring you back outside of a separate holiday expansion released in 2022. What saves it from feeling like a shallow experiment is the ending, which pivots the whole experience into something unexpectedly moving. The shift from fireplace to side-scrolling walkthrough of Burnington, meeting the postman and the CEO Miss Nancy, is abrupt and earned in a way that recontextualizes the monotony you just sat through. Some players found it choked them up. I understand why. This is a game for people who want something that feels handmade, brief, and quietly subversive rather than one that respects their time in the conventional sense. If you need mechanical depth, look at the other Tomorrow Corporation catalog. If you want a two-hour thing that lingers for days, Little Inferno knows exactly when to end. Kai, Scout Team

Tags

singleplayerachievementstrading-cardscloud-savestier:indieAnti-GameSatireDark HumorPhysics SandboxCombo PuzzlesShort ExperienceAtmospheric SoundtrackSingle SessionMinimalist Narrative

System Requirements

Minimum

OS
Win 7, Vista and XP
RAM
1GB
Processor
1.5 Ghz
Hard Drive
200 MB
Video Card
You will need a graphics card that supports Shader Model 2.0 or greater and DirectX 9.0c.

Reviews & Ratings

Metacritic
68

Game Info

Developer
Tomorrow Corporation
Publisher
Tomorrow Corporation
Release Date
Nov 19, 2012

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