
Open Sorcery
A solo-dev Twine game that asks whether fire and code can become a person, then gives you eight different answers depending on how much you burn.
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About Open Sorcery
I have a soft spot for games that know exactly what they are and spend every word earning it. Open Sorcery is one of those. You play as BEL/S, a fire elemental woven into C++ and set to guard a small network of four locations: two homes belonging to her creators, a school, and a nursing home. The whole thing runs in a console-like text interface that looks like a command prompt from a slightly magical alternate timeline, and the aesthetic is not a limitation, it is the point. Playing as a firewall AI and staring at text logs is quietly, precisely correct. The core loop is investigative. Each day in the game's one-week span, you scan each location for malicious spirits, which are invisible until you read the environmental evidence and deduce their matter and motive. Water spirits make things wet. Chaos spirits create confusion. Identify both correctly and the spirit snaps into view. Then comes the real question: incinerate it, talk to it, or ask one of the humans in your network for help. The scanning puzzles are light by puzzle-game standards, but that is by design. The friction here is emotional, not logical. Choosing words over fire is the only way BEL/S learns new things, which is the only way she grows. The day-night cycle gives her downtime too, and she can eventually dream, a detail that lands with quiet weight the longer you sit with it. The larger architecture of the game is a consciousness-building system. How BEL/S develops, whether she becomes curious and relational or cold and incandescent, is shaped by hundreds of small choices across the week. There are eight possible endings, and the branching is real enough that second and third runs feel meaningfully different rather than just cosmetically altered. Community criticism is fair that replaying to find all endings requires patience with save-load cycling, and the IFDB rates the game as "Tough" on the forgiveness scale. But Abigail Corfman, a writer-programmer who built this in Twine with custom JavaScript, seems to have considered that tradeoff deliberately. The game is about the cost of choice, not the convenience of undoing it. What stays with you is the writing. BEL/S Googles philosophy, struggles to articulate basic human needs, gets frustrated by programs simpler than herself, and forms bonds with the humans under her care in ways that genuinely earn the emotional payoff. The main antagonist is a personification of depression, which is either going to hit or not depending on where you are, but it never feels exploitative. Content warnings are listed by the developer and cover self-harm, body horror, and emotional abuse, worth knowing before you sit down. The whole experience runs about an hour on a first pass, ninety thousand words packed into a shape that does not overstay. It was nominated for Best Game and Best Writing at the 2016 XYZZY Awards and won Best Individual PC for BEL/S herself. That last award is the most honest summary of what makes it work. Kai, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Verified. Runs flawlessly on Linux out of the box. Based on 3 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 7
- Memory
- 1 GB RAM
- Storage
- 250 MB available space
- Graphics
- N/A
- Processor
- 1 GHz
- Sound Card
- N/A
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- Abigail Corfman
- Publisher
- Open Sorcery Games
- Release Date
- Feb 22, 2017
