
Fictorum is an action RPG featuring destructible environments, a procedural node-based world map, and dynamic magic shaping.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
English**languages with full audio support
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 1.2Kreviews | 78% | — | $245.8K |
| $2.49−75% | 51ratings | 68% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I absolutly love this game! I've played a ton of it id say, getting most of what it has to offer. I really enjoy how powerful the game lets you feel, definatly one of my power fantasies. some of the options and like story bits and choices you can make are enjoyable for the narritive, sure it doesn't really matter for the story/level but the idea/picture is there and established. gameplay is fun but can get a little reptitive but I'm honestly fine with it. If you like to destroy things and have some varity in magic spells/combinations id say this game is for you.
Fantastic game. I’ve enjoyed playing this in and off for years. Haven’t found anything else yet that captures the powerful mage feel of this yet.
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Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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Fictorum is an action-focused role-playing game developed and published by Scraping Bottom Games that revolves around a single, very deliberate fantasy: absolute magical power. From the opening moments, the game casts you not as a fragile apprentice slowly earning their place, but as one of the last surviving master wizards of a fallen order. The narrative framing is sparse and functional, centered on revenge against the forces that destroyed your brethren, yet it serves its purpose by justifying the scale of destruction you unleash. Storytelling is largely atmospheric rather than cinematic, allowing the game to prioritize systems and player agency over scripted plot beats. The heart of Fictorum lies in its spellcrafting system, which is both flexible and empowering. Spells are built and modified through runes that alter their behavior, range, shape, and secondary effects, turning basic magical concepts into wildly different tools of devastation. A straightforward projectile can be transformed into an arcing bombardment, a piercing beam, or a multi-impact explosion depending on how it is configured. This system encourages experimentation and creativity, rewarding players who take the time to tinker with combinations rather than relying on a single optimal setup. As your arsenal expands, combat becomes less about twitch reactions and more about preparation, positioning, and choosing the right kind of magical chaos for each encounter. Combat itself is fast, destructive, and intentionally unrestrained. Nearly every structure in the game’s environments can be shattered, collapsed, or obliterated, and the physics-driven destruction is not just cosmetic but tactical. Blowing apart buildings to expose enemies, dropping rubble on clustered foes, or carving new lines of sight through walls all feel integral to how encounters play out. This emphasis on environmental interaction gives battles a sense of scale and spectacle that few indie action RPGs attempt, even if enemy AI sometimes struggles to fully match the freedom granted to the player. The result is combat that feels consistently powerful, even if it occasionally lacks subtlety. Progression unfolds across a procedurally generated world map that presents choices in a node-based structure. Each decision pushes you toward combat encounters, upgrades, or narrative events while an encroaching enemy force applies constant pressure. This layer adds a strategic rhythm to the experience, forcing players to weigh risk versus reward and adapt to imperfect information. While the procedural nature helps maintain replayability, it can also lead to familiar patterns over longer play sessions, especially when objectives repeat. Still, the structure complements the game’s core loop by keeping momentum high and avoiding the bloat that often plagues longer RPGs. Visually and technically, Fictorum reflects its indie roots. Environments and character models are functional rather than elaborate, and while spell effects are flashy and satisfying, the overall presentation can feel uneven. Performance can dip during moments of extreme destruction, and some systems lack the polish seen in larger productions. However, these shortcomings are often overshadowed by the sheer novelty of the experience: few games allow players to feel so consistently dominant while still demanding thoughtful decision-making. In the end, Fictorum is best understood as a game driven by a singular vision rather than broad refinement. It succeeds most when it leans fully into its strengths—spell customization, environmental destruction, and the fantasy of being an unstoppable arcane force—and stumbles when it brushes against expectations of traditional RPG depth or narrative complexity. For players who value experimentation, power, and emergent chaos over tightly scripted storytelling, it offers a memorable and often exhilarating experience. While not without flaws, Fictorum stands out as a bold attempt to redefine what magical combat can feel like, and for the right audience, that ambition makes it well worth exploring. Rating: 7/10
The movement is great, planting both feet on the ground to activate magic sense detection while timing it to glide and check routinely between weaving different spells becomes addictive and there's so many classes/game mode variations that I had to stop myself from becoming consumed by the game. Within less than the first 3 hours, I could reverse engineer enemy techniques and surpass them entirely. In the first 10 hours I made spells sentient and even use some of the jank mixed with various spells to alter the very fabric of each instanced world or I can just fly high towards the skybox and summon a massive meteor to wipe the map clean of enemies. The rewritting time/history feature along with the way the timeline matches your actions in each part of the world scratches that Isekai itch. There's nothing like it, TO THIS DAY! I'll play it again after completing story modes of other games before I get sucked back into this masterpiece.
8/10 everything is nice only problem is not friendly for our cpu and graphic card FYI:4070 sometimes still went 5fps
amazing game where you can kill every boss in under 10 seconds
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $29.6K | 63 | 78% | $17.99 | |
| $6.7K | 23 | 74% | $9.99 | |
| $1.9K | 11 | 100% | $6.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $245.8K | 896 | 88% | $12.99 | |
| $245.8K | 1.2K | 46% | $5.99 | |
| $245.8K | 3.5K | 53% | $4.99 | |
| $246K | 264 | 72% | $24.99 | |
| $246K | 2.8K | 97% | $4.99 | |
| $245.5K | 565 | 89% | $14.99 |