Compare The Warlock of Firetop Mountain prices across 50+ stores and find the best deal. Developed by Tin Man Games. Published by Tin Man Games. Released on 8/30/2016. Available on PC, Mac, Linux. Genres: Action, Adventure, Indie. Metacritic score: 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
ActionAdventureIndie

The Warlock of Firetop Mountain

Aug 30, 2016Tin Man Games
GamerScout Says

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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About The Warlock of Firetop Mountain

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

Tags

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

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

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

Recommended

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

Community Discussion

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Reviews & Ratings

Metacritic
70

Game Info

Developer
Tin Man Games
Publisher
Tin Man Games
Release Date
Aug 30, 2016

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The Warlock of Firetop Mountain is available on PC, Mac, Linux.

When was The Warlock of Firetop Mountain released?

The Warlock of Firetop Mountain was released on 30 August 2016.

Who developed The Warlock of Firetop Mountain?

The Warlock of Firetop Mountain was developed by Tin Man Games.

Is The Warlock of Firetop Mountain worth buying?

The Warlock of Firetop Mountain holds a Metacritic score of 70/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.