Compare The Lords of the Earth Flame prices across 50+ stores and find the best deal. Developed by Rhino Games. Published by Rhino Games. Released on 9/2/2016. Available on PC, Mac. Genres: Action, Adventure, Indie, RPG, Simulation.

A short-session choose-your-own-path fantasy that respects your lunch break but struggles to justify itself against the genre's stronger competition.

I ran through all the endings in under four hours total, which tells you a lot about what Lords of the Earth Flame actually is: a compact, branching text adventure dressed in parchment-scroll presentation, not the grand non-linear RPG the genre label cluster on its store page implies. The setup plants you as the guide of a trade caravan stranded in a mountain cave during a Late Medieval fantasy backdrop, then funnels you through a series of prose passages and binary-to-ternary choices that lead toward mysterious ruins with consequences heavier than simple survival. The writing is competent English throughout, and the atmospheric interface - think aged parchment and period-appropriate typography - does more heavy lifting for the mood than any actual mechanical system. From a decision-depth standpoint, this is closer to a digital gamebook than a role-playing game. There are no character stats to allocate, no inventory to manage, no skill checks to pass or fail based on a build you constructed. Every choice is a narrative fork, full stop. If you come in expecting Fallen London's branching density or even the light stat tracking of a classic Fighting Fantasy book, you will find the decision tree thinner than advertised. The flip side: the absence of systems means the barrier to entry is genuinely zero. You read, you choose, you see what happens. That accessibility is real value for people who bounced off heavier interactive fiction. Replay is the main argument for the game's price. There are more than five distinct endings mapped across the branching structure, and completionists in the Steam community have noted that all achievements can be wrapped up across a small number of focused playthroughs in fifteen to thirty minutes apiece. For a genre obsessive that is fine - you are essentially reading a short novella with alternate chapters. For someone who wants a session that unfolds over weeks of decisions, this is the wrong address entirely. The mod ecosystem is nonexistent, and there has been no meaningful post-launch content expansion to speak of. The honest context: Steam user sentiment has hovered in mixed territory since launch, sitting around 57-58 percent positive across roughly ninety-odd reviews. That split makes sense. Players who found it on sale and treated it as a half-hour palette cleanser between bigger games tend to be satisfied; players who expected a full RPG experience from the genre tags feel burned. The parchment aesthetic and the mood-setting soundtrack do genuinely work - this is not a cynical cash-in but a small studio swinging at a nostalgic target. The swing just does not connect with enough force to stand alongside the better interactive fiction on the market right now. If you are the kind of person who keeps a shelf of Choose Your Own Adventure paperbacks and wants a low-friction digital equivalent for a quiet afternoon, Lords of the Earth Flame delivers exactly that, nothing less and not much more. Approach it as a short illustrated story with agency, not as an RPG, and the mixed reviews stop being confusing. Diego, Scout Team

The Lords of the Earth Flame
ActionAdventureIndieRPGSimulation

The Lords of the Earth Flame

Sep 2, 2016Rhino Games
GamerScout Says

A short-session choose-your-own-path fantasy that respects your lunch break but struggles to justify itself against the genre's stronger competition.

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About The Lords of the Earth Flame

I ran through all the endings in under four hours total, which tells you a lot about what Lords of the Earth Flame actually is: a compact, branching text adventure dressed in parchment-scroll presentation, not the grand non-linear RPG the genre label cluster on its store page implies. The setup plants you as the guide of a trade caravan stranded in a mountain cave during a Late Medieval fantasy backdrop, then funnels you through a series of prose passages and binary-to-ternary choices that lead toward mysterious ruins with consequences heavier than simple survival. The writing is competent English throughout, and the atmospheric interface - think aged parchment and period-appropriate typography - does more heavy lifting for the mood than any actual mechanical system. From a decision-depth standpoint, this is closer to a digital gamebook than a role-playing game. There are no character stats to allocate, no inventory to manage, no skill checks to pass or fail based on a build you constructed. Every choice is a narrative fork, full stop. If you come in expecting Fallen London's branching density or even the light stat tracking of a classic Fighting Fantasy book, you will find the decision tree thinner than advertised. The flip side: the absence of systems means the barrier to entry is genuinely zero. You read, you choose, you see what happens. That accessibility is real value for people who bounced off heavier interactive fiction. Replay is the main argument for the game's price. There are more than five distinct endings mapped across the branching structure, and completionists in the Steam community have noted that all achievements can be wrapped up across a small number of focused playthroughs in fifteen to thirty minutes apiece. For a genre obsessive that is fine - you are essentially reading a short novella with alternate chapters. For someone who wants a session that unfolds over weeks of decisions, this is the wrong address entirely. The mod ecosystem is nonexistent, and there has been no meaningful post-launch content expansion to speak of. The honest context: Steam user sentiment has hovered in mixed territory since launch, sitting around 57-58 percent positive across roughly ninety-odd reviews. That split makes sense. Players who found it on sale and treated it as a half-hour palette cleanser between bigger games tend to be satisfied; players who expected a full RPG experience from the genre tags feel burned. The parchment aesthetic and the mood-setting soundtrack do genuinely work - this is not a cynical cash-in but a small studio swinging at a nostalgic target. The swing just does not connect with enough force to stand alongside the better interactive fiction on the market right now. If you are the kind of person who keeps a shelf of Choose Your Own Adventure paperbacks and wants a low-friction digital equivalent for a quiet afternoon, Lords of the Earth Flame delivers exactly that, nothing less and not much more. Approach it as a short illustrated story with agency, not as an RPG, and the mixed reviews stop being confusing. Diego, Scout Team

Tags

singleplayerachievementstrading-cardstier:sub-5Interactive FictionChoose Your Own PathBranching EndingsGamebook-StyleShort PlaythroughParchment AestheticZero Mechanical SystemsReplayable Endings

System Requirements

Minimum

OS
Windows XP SP3+ or higher
Memory
1 GB RAM
DirectX
Version 9.0
Storage
250 MB available space
Graphics
OpenGL 2.1 or higher
Processor
1 GHz
Sound Card
Any

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Game Info

Developer
Rhino Games
Publisher
Rhino Games
Release Date
Sep 2, 2016

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2026-06-103.87(lowest)

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What platforms is The Lords of the Earth Flame available on?

The Lords of the Earth Flame is available on PC, Mac.

When was The Lords of the Earth Flame released?

The Lords of the Earth Flame was released on 2 September 2016.

Who developed The Lords of the Earth Flame?

The Lords of the Earth Flame was developed by Rhino Games.