
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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Stats
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
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I am still getting into the groove of things with this one but I will say that if more traditional roguelikes put as much emphasis on sound design and style as this game the space would be much less difficult for some to get into. Really impressive work here.
Very good, accessible roguelike. Love the atmosphere, very Dark Souls while also successfully doing its own worldbuilding.
A nicely balanced amalgam of ToME, Nethack et al.
Awesome game, truly a labor of love!
Great game, a unique mix of traditionnal roguelikes and soulslikes.
I'm really digging this rogue-souls hybrid
Soulsy classical roguelike with lots of interesting design decisions, e.g. levelling up identifies and recharges items, including an Estus-Flask-esque healing item. Very interesting tactical combat and diverse item-based builds. I haven’t played a ton yet, but thus far this feels to me like a top-tier combat-focused roguelike.
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.
A fascinating little traditional roguelike (as in a game like the original Rogue) with an excellent vibe.
An absolute gem. The animations, combat, and sound design are very satisfying. The itemization is interesting. It is not just sword of +1 upgrading to sword of +2. The flavor text on the enemies is well written. There is world building narrative. My only regret is that I did not discover this game earlier. The controls are a bit awkward but I quickly got used to it. It was pretty funny accidentally drinking a potion of fire twice in a row.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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