
Lost Flame is a modern roguelike game featuring unique and challenging turn-based combat. Find your way in the ruined kingdom of Hiraeth while fighting against legendary warriors of the past and spawn of the unfathomable Abysm.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Still intending to play a lot more, but for now leaving a positive review to help support visibility and just because the game is pretty great as far as traditional roguelikes go. Almost everything about it feels good and it has a lot of innovation and good mechanics taken from other places in the genre. Main complaints so far would be: Items being destroyed during combat happens A LOT - namely losing potions to ice damage, and scrolls to fire (thank heck acid eroding/destroying armour/weapons doesn't seem to also be a thing). There are ways to preserve your items, but for the most part this just isn't a good feeling mechanic in any game it shows up in - here it's particularly frustrating because the only way to know an item has just been destroyed is by reading it in the combat text log, wherein it's the same colour text and potentially just one line within 15 lines of text for what happened in the last turn (when fighting a lot of enemies this is common.) If this is a balance mechanic to stop players becoming fantasy batman with an arsenal of solutions to problems, then personally I'd rather the balance was done via less items dropping in general - rather than having to account for the risk of enemies that can passively destroy your items. Controller support is good enough to play, but could definitely be better tuned to work with input systems other than steamdeck - currently using an xbox controller via pc, you can't use L3 or R3 to map to something useful like swap weapon set and Look command, which by default are fiddly to access via controller. Having L2 as diagonal input modifier seems like a niche choice, as it feels better to play using left analog and r2 to move versus playing very directional pad + L2 hold for diagonals. L2 being a modifier button would be a good move tho - e.g. L2 + X swaps weapon, L2 + Y uses Spirit Phial, L2+B is tumble, L2 + A is look command - L2 + dpad directions then being mappable to other functions, maybe just autorun in direction (as movement via left analog and r2 is quite slow for navigating a large already mapped level, to look for potential secret paths/non magical loot once autoexplore is exhausted). Also no warning that 'using' a scroll to see what items it's function can be applied to, and then backing out of the item selection screen, will waste the scroll - IMO it's much better QoL for new players if scrolls which target inventory to can be opened and closed without wasting their use.
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Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Does not work on Kubuntu, and other Linux versions. it's written in Java and Java doesn't work correctly on Wayland and this doesn't work on X11 either. Dev says "works for me" and doesn't know basic bug report handling. Asks for the log file last, and after I complained that STDO was getting every single in-game message. Then told me to start Steam from the terminal to STDO. How the heck else was I able to see STDO without starting in a terminal? Do they not know what it is? When the software crashes and the developer has "that's weird. I don't have that problem" then they're the problem. They made a good game. They seem to not know programming as well as game design. Very common. Thus The Great Code Cleanup for Angband, and the porting of Umoria to another language. OpenMW had to implement bugs for Morrowind to work correctly. Proprietary software is a disaster, games are always the worst culprits, because they're programmed by artists.
It's been a long time since a traditional roguelike came out that was original in some way. Combat in this game is superior to the standard "bump or run" combat of the genre greats. Game like DCSS and bRogue are still excellent games, but Lost Flame joins their ranks as one with evolved combat. All the elements of Angband are here: massive library of items, fog of war dungeons, scrolls of identify, etc. I will be playing this one for many hours to come. It's in the weapon items that the game shines. Each different type of weapon comes with a different set of moves, such as tumble, parry, lunge, etc. I am enjoying my named spear, 'Protector', at the moment. It allows me to skewer two enemies in one turn. There are [b]many[/b] named items in the game - if you're a loot junkie like me, you're in for a treat. There is also live chat, ToME-style. There isn't a lot of conversation yet, but deaths and level-ups abound. I'm not sure if it can be toggled on/off (probably), but it's not intrusive so I haven't sought out that function. 9/10 - Strong recommendation.
Innovative to the format, extremely fun and addictive, many secrets, the dedication put into making this game really shows.
Very fun game, right up until petrify kills you because the game doesn't tell you how to counter that.
This is an amazing game, thats it nothing more to say
Good job dev, amazing game! It's accessible, fast and has great controls. My favorite steamdeck game at the moment.
This is a very addictive, great designed roguelike that has had me saying 'I'll just keep playing until that next bonfire' ...5 bonfires ago... Once you get a feel for the systems at play (levelling up identifies items) you'll be dungeon exploring with ease.
A nicely balanced amalgam of ToME, Nethack et al.
This is a real roguelike which will confuse many as there are no Choose From Three upgrades every ten seconds and no deck of cards
Players by region
Where this game's players are, estimated from review languages.
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