Compare Torchlight prices across 50+ stores and find the best deal. Developed by Runic Games. Published by Runic Games. Released on 10/27/2009. Available on PC. Genres: RPG. Metacritic score: 83/100.

A lean, loot-driven action RPG from 2009 that strips the genre down to its best parts: dungeon crawling, build tinkering, and satisfying clicks.

Torchlight is a single-player action RPG built around one irresistible loop: descend into procedurally generated dungeons beneath the mining boomtown of Torchlight, kill things, collect loot, and get incrementally more powerful until the screen is drowning in particle effects. Runic Games, founded by veterans of the original Diablo and Mythos teams, knew exactly what they were making and made it cleanly. There are no sprawling open worlds here, no dialogue trees, no faction politics. Just a mine that goes deeper than any mine has a right to go, and increasingly unpleasant things living at the bottom of it. You pick from three classes: Destroyer (melee bruiser), Vanquisher (ranged / traps), or Alchemist (spells and summoned robots, yes robots). Each has two branching skill trees and a shared pool of stat points, so the build variety is real but not overwhelming. By hour five you have a working character concept. By hour twenty you are arguing with yourself about whether to respec into a full pet-summoner Alchemist or push harder into the beam spells. That mental tinkering is a big part of the appeal. The skill ceiling is not Diablo II, but the floor is accessible enough that you won't spend the first session staring at a passive talent wondering what percentage damage increase even means for your playstyle. The pet system is the single mechanic that still feels genuinely clever over a decade later. You choose a cat or a dog, it fights alongside you, learns spells from scrolls you slot into it, and, critically, you can send it back to town to sell your junk while you keep dungeon diving. No more awkward town portal interruptions just to offload grey-tier boots. It is a small quality-of-life detail that every ARPG before it got wrong and most after it borrowed freely. The fishing minigame also transforms your pet temporarily using enchanted fish, which is exactly as goofy as it sounds and adds a nice low-stakes reason to explore side rooms. Where Torchlight shows its age is in content breadth. There is one town, one dungeon, and a handful of outdoor side-areas unlocked mid-game. The story is functional - a corrupted scholar, a mysterious ore called Ember, mounting catastrophe - but it's told in text boxes and brief NPC barks, not cutscenes or voiced conversations. If you come in expecting narrative payoff, you will leave disappointed. The writing does its job and disappears, which is honest at least. Boss variety is also thinner than you'd want; by the final acts you recognise the template behind each encounter even if the stats have scaled up. None of this is a dealbreaker for an older title at this price tier, but it is worth knowing before you expect a full-season story campaign. The randomised dungeon generation keeps replays feeling fresh at a surface level, and the loot pool is wide enough that two runs of the same class rarely produce identical builds. Hardcore mode adds a permadeath layer for players who want their choices to actually sting. For a first release from a studio finding its footing, the polish here is remarkable - the art direction holds up visually, load times are minimal, and in fifteen-plus years I have never seen it crash. If you want the leanest possible expression of the click-to-kill ARPG genre before it was padded out with seasonal battle passes and always-online requirements, Torchlight still delivers that hit efficiently. Monika, Scout Team

Torchlight
RPG

Torchlight

Oct 27, 2009Runic Games
GamerScout Says

A lean, loot-driven action RPG from 2009 that strips the genre down to its best parts: dungeon crawling, build tinkering, and satisfying clicks.

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About Torchlight

Torchlight is a single-player action RPG built around one irresistible loop: descend into procedurally generated dungeons beneath the mining boomtown of Torchlight, kill things, collect loot, and get incrementally more powerful until the screen is drowning in particle effects. Runic Games, founded by veterans of the original Diablo and Mythos teams, knew exactly what they were making and made it cleanly. There are no sprawling open worlds here, no dialogue trees, no faction politics. Just a mine that goes deeper than any mine has a right to go, and increasingly unpleasant things living at the bottom of it. You pick from three classes: Destroyer (melee bruiser), Vanquisher (ranged / traps), or Alchemist (spells and summoned robots, yes robots). Each has two branching skill trees and a shared pool of stat points, so the build variety is real but not overwhelming. By hour five you have a working character concept. By hour twenty you are arguing with yourself about whether to respec into a full pet-summoner Alchemist or push harder into the beam spells. That mental tinkering is a big part of the appeal. The skill ceiling is not Diablo II, but the floor is accessible enough that you won't spend the first session staring at a passive talent wondering what percentage damage increase even means for your playstyle. The pet system is the single mechanic that still feels genuinely clever over a decade later. You choose a cat or a dog, it fights alongside you, learns spells from scrolls you slot into it, and, critically, you can send it back to town to sell your junk while you keep dungeon diving. No more awkward town portal interruptions just to offload grey-tier boots. It is a small quality-of-life detail that every ARPG before it got wrong and most after it borrowed freely. The fishing minigame also transforms your pet temporarily using enchanted fish, which is exactly as goofy as it sounds and adds a nice low-stakes reason to explore side rooms. Where Torchlight shows its age is in content breadth. There is one town, one dungeon, and a handful of outdoor side-areas unlocked mid-game. The story is functional - a corrupted scholar, a mysterious ore called Ember, mounting catastrophe - but it's told in text boxes and brief NPC barks, not cutscenes or voiced conversations. If you come in expecting narrative payoff, you will leave disappointed. The writing does its job and disappears, which is honest at least. Boss variety is also thinner than you'd want; by the final acts you recognise the template behind each encounter even if the stats have scaled up. None of this is a dealbreaker for an older title at this price tier, but it is worth knowing before you expect a full-season story campaign. The randomised dungeon generation keeps replays feeling fresh at a surface level, and the loot pool is wide enough that two runs of the same class rarely produce identical builds. Hardcore mode adds a permadeath layer for players who want their choices to actually sting. For a first release from a studio finding its footing, the polish here is remarkable - the art direction holds up visually, load times are minimal, and in fifteen-plus years I have never seen it crash. If you want the leanest possible expression of the click-to-kill ARPG genre before it was padded out with seasonal battle passes and always-online requirements, Torchlight still delivers that hit efficiently. Monika, Scout Team

Tags

steamDungeon CrawlerLoot-DrivenPet CompanionProcedural DungeonsSingle-Player OnlyHardcore ModeSkill TreesReplayableClassic ARPG

System Requirements

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Reviews & Ratings

Metacritic
83
Steam
91%(7,282)

Game Info

Developer
Runic Games
Publisher
Runic Games
Release Date
Oct 27, 2009

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