
Fight your way atop the Goddess' ever changing tower to stop the world's annihilation!
Modeled estimate, not a reported figure. How we estimate →
Media

About
A 2D Hack-and-Slash Action RPG with rogue-lite elements. Play as Zaf along with a variety of other characters to stop Altemis, a bored goddess from destroying the world.
Inside Altemis' tower are ever changing rooms, all with different enemies and use it to their advantage. Choose between 11 different characters with different abilities along with 2 characters to assist you in your fight to the top. Use your strengths, skills, and wits, equipped with Falucites to enhance your abilities and cast strong magic, to climb up Altemis' ever changing tower.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
The Final Flame, a Roguelite game that gives players the freedom to choose how they'll hack their way up the top of the tower by selecting different characters portrayed by a few handpicked Vtubers. The game features different skills and mechanics unique to a character that you chose that encourages replayability and experimentations of different playstyles. The game was made by a solo developer from programming, story, to pixel art which is an amazing feat by itself. The game boasts good story, voice, art and music on-par with other roguelite games developed by a large group of people. It even has this comic strip sequences that I really liked. But behind it's fun and eye-catching visuals lies a very awkward mechanic about relying on luck to be on your side all throughout the game. Roguelite games gives you rewards for you spending time to gather coins to level up your favorite character, starting the game again little more powerful than last time. But what if capping the stats of your character doesn't do much to win you the game? That's where Blessings come in. In every room you finish, you'll be given 3 options for a Blessing, all blessings that you chose will dictate 80% of your chance to be able to finish the game. 80% luck 20% skill remember those numbers. There are useful blessings and there are useless blessings. These ranges from getting more stat points like POW, INT, STR etc. to getting straight up a curse like "+15% damage to enemies but +15% damage to you as well" or "+ to this but - to this". Although these introduces some balancing to the power spike that is your character, being unlucky not to get the blessings you need will take a toll on the minimum DPS output you'll need to finish the game. While writing this review, no re-rolls are implemented. You can have 3 of the same kind as an option and you don't won't have a way to skip or reroll the blessing. Other than getting Blessing for your character, There are also blessings for the enemies of the game as well. These are called "Mutations" given as an upgrade to all the enemies after defeating a Boss. This does not only changes how the enemies behave but also changes how the player should compensate for it. These mutations ranges from enemies to become more aggressive, getting more stats, to getting +20% shield. Although it's probably to show how the enemies are represented that they're adapting to your advancements, the execution was poorly done. It would be fine for the tower minions to get these upgrades but imagine the Bosses getting a +20% shield, +2 INT (Increase Magical damage) and More Aggressive, you'll be in a whole lot of trouble for the Final Boss. The Final Boss. Every Blessing, every upgrade and every mutation you got leads up to this Final battle. The battle has a 5 minutes death timer, meaning you can't be idling or taking a breather on a corner [s](not that she will give you that anyway)[/s] because you received a damage from a never-ending barrage of multiple spells from different directions. This timer by itself is the reason the game has become heavily reliant on the luck you got from blessings and mutations. Up to this point, if you haven't got to the minimum required DPS output to dish out for this Final Boss because you were unlucky with the blessings, you'll find yourself on the very bad end of the fairness scale. Now let's talk about her attacks and pattern, this is where the other 20% comes in when I was talking about the 80% luck 20% skill to finish the game. The cheesiness of this Final Boss makes a good contender for another "SNK Boss Syndrome" entry. When I say the Final Boss do be cheesy, I say CHEESE it is. The Final Boss will make you think you're playing Touhou in Lunatic difficulty while your finger gets dusted for spamming the dodge button, it's insanity. Remember the mutations I said earlier? Now imagine this Boss getting that, +20% shield, +INT (Magic damage), +More aggressive. You'll get pulverized faster than you can press ALT + F4. This Final Boss has ALL the spells in her arsenal including Heal. A Boss that can heal 2400 health while you can only do 5000 damage in a single minute tops, just do the math. Have I ever mentioned that you need to defeat her within just 5 minutes? When something like luck takes over the game, it takes the fun away from it. Skill alone will be thrown out the window and logic itself will collapse. I finished the game and I am to confidently say that "I just got lucky". Although it's not said that the game is still on its Beta phase, I think improvements and balancing patches is not totally out of the question yet. The game offered a very fun gameplay mechanics that can suit any playstyle, it even got some rockin' tunes to go along with while battling your hearts out with the Bosses. Other players will agree to me when I say that the fun on this game is very much alive, but in my honest opinion it just needs a little tweaking. tl;dr. The game became luck heavy because of the Final Boss death timer being too short and I do not recommend it for casual gamers.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
its amazing being developed by a small team. game-play really fun...and very addictive..haven't been able to stop playing for hours now for the cheap price...it provides endless amount of fun..if you can afford it..i wholeheartedly recommend you to buy it
A fun game where you don't need to wait for 3 or more hours for it to get better. Once you start learning your play style and mix and match blessings and traits, it gets so much fun! I only have used 1 character in a roster of 11 characters, and I can imagine it getting more fun once I tackle the other characters! Edit: ~8 Hours in and still haven't completed the game. Used 2 characters, looks like each characters has their own traits and it's fun to mix and match :>
The Final Flame is a roguelike auto-battler developed and published by The Bread Igniter that combines strategic party management, deep build experimentation, and roguelite progression into one of the more mechanically satisfying indie strategy experiences in recent years. While the concept of automated combat may initially sound passive compared to traditional tactical RPGs, the game quickly proves that nearly all of its depth comes from preparation, synergy creation, resource management, and long-term planning rather than direct manual control during battles. Every run revolves around assembling a team of heroes, equipping them with powerful relics and items, and discovering devastating combinations capable of surviving increasingly difficult encounters. The result is an experience that constantly rewards creativity and adaptation, creating a gameplay loop that feels incredibly addictive once its systems fully begin to reveal their complexity. One of the most impressive aspects of The Final Flame is the sheer amount of build variety available during every run. The game contains a huge roster of heroes, each with unique abilities, passives, and potential roles within a team composition. However, what truly elevates the system is how flexible those roles become once relics, equipment, origins, and stat interactions start overlapping. Characters are rarely locked into simple archetypes such as “tank” or “mage” because almost every stat and mechanic can evolve into something unexpectedly powerful when combined correctly. A support character can become a devastating offensive unit under the right conditions, defensive mechanics can transform into damage scaling systems, and status effects that initially seem weak can become the foundation for completely broken late-game strategies. This level of flexibility makes experimentation consistently rewarding because players are constantly discovering combinations they never expected to work. The game’s roguelike structure supports this experimentation extremely well. Every run introduces randomized heroes, items, encounters, and map decisions that force players to adapt constantly rather than relying on a single dominant strategy. The unpredictability keeps runs feeling fresh because no two attempts unfold in exactly the same way. Sometimes players are offered ideal synergies immediately, while other runs require creative improvisation using imperfect resources. The game excels at making adaptation feel just as important as planning. Even failed runs remain satisfying because players often discover new interactions or strategic possibilities that inspire entirely different approaches during future attempts. Combat itself is automated, but that automation actually strengthens the strategic focus instead of weakening it. Since players are not distracted by manual combat inputs, all attention shifts toward positioning, party synergy, item distribution, and encounter preparation. Every battle becomes a test of planning rather than reaction speed. Watching a carefully crafted build perform exactly as intended creates an incredibly satisfying payoff because success reflects the quality of the player’s strategic decisions. Likewise, when a build collapses unexpectedly, it usually feels like a lesson rather than random failure. The game consistently encourages players to analyze what went wrong and rethink how different mechanics interact with each other. Positioning becomes especially important during advanced runs. Enemy targeting systems, area attacks, defensive mechanics, and status effects all interact in ways that can completely change the outcome of a fight depending on where heroes are placed. Rearranging party members by only a few spaces can drastically alter combat performance, especially during boss encounters or high-difficulty runs. This creates an additional layer of strategy beyond simple build optimization because players must constantly think about how encounters will unfold spatially once combat begins automatically. The Final Flame also deserves praise for how effectively it handles progression and difficulty scaling. Early runs gradually introduce mechanics without overwhelming new players immediately, allowing them to learn the foundations of hero synergy and item management at a manageable pace. However, the complexity expands dramatically over time. As players unlock higher ascension levels and encounter more advanced mechanics, the game begins demanding much deeper understanding of stat interactions, economy management, and long-term planning. Higher difficulties force players to maximize efficiency and adapt carefully to bad luck rather than simply relying on overpowered combinations. This gradual escalation keeps the game engaging for dozens of hours because there is always another level of mastery waiting beyond the current challenge. One of the strongest qualities of the game is how rewarding creativity feels. Many strategy games eventually fall into repetitive meta patterns where only a handful of optimized builds remain viable, but The Final Flame constantly encourages experimentation by making unusual combinations surprisingly effective. Summon-focused builds, healing abuse setups, critical-hit synergies, burn and poison stacking, mana generation loops, stun-lock strategies, and countless other combinations remain viable depending on how players support them. The game rarely punishes creativity outright, which gives every run an exciting sense of possibility. Even seemingly weak heroes or items can become essential parts of incredibly powerful strategies when paired correctly. Replayability is exceptional because of this constant experimentation. Randomized encounters, hero pools, item drops, relic combinations, and branching map choices ensure that runs rarely feel identical. The game also includes challenge modifiers, endless progression systems, ascension difficulties, and additional unlockable content that continuously expands the strategic possibilities available to players. It becomes extremely easy to fall into a “just one more run” mentality because every failed attempt naturally leads to new ideas and strategies worth testing immediately afterward. Visually, The Final Flame uses a clean fantasy art style that prioritizes gameplay clarity over visual spectacle. Character designs are distinct enough to make heroes easily recognizable during combat, while spell effects and status indicators remain readable even during chaotic encounters involving multiple overlapping abilities. The visual presentation may not be as flashy as larger-budget strategy games, but the clarity is extremely important in a game where players constantly need to evaluate positioning, buffs, debuffs, and enemy behavior quickly. The interface is dense with information, but once players become familiar with the systems, the layout generally supports strategic decision-making effectively. The Final Flame is ultimately an outstanding roguelike strategy experience that combines auto-battler mechanics, deep party-building systems, and exceptional replayability into a highly addictive and rewarding package. While its intimidating complexity, occasional interface roughness, and reliance on randomness may create barriers for some players, the game’s incredible build diversity and strategic depth make it one of the strongest indie roguelike auto-battlers available. For players who enjoy experimentation, optimization, and constantly evolving tactical systems, The Final Flame delivers an experience that remains engaging long after most strategy games begin to feel repetitive. Rating: 8/10
Bro, this game got hands. A Goddess shows up to your place just to beat your ass and threatens to end the world if you didn't climb her tower to defeat her. What would you do? I'd personally just go back to re— This game is pretty fun to play, but I do have some criticisms about it. Pros: - Banger soundtrack by FollymakerVT - Very addicting gameplay (I will get you one day, Thunder Wolf) - Encourages varied playstyle - Character Skills are balanced enough to be a bit OP, but not quite xD - Story feels like it doesn’t take itself too seriously (which is a positive for me) Cons: - Wonkiness involving diagonal movement (i.e. it being the more efficient way to dodge without dodge rolling, tilting the analog stick a bit diagonally and letting go would result in ghost diagonal input??? I can’t describe it properly) - Low-res graphic for Blessing Select - Blessings sometimes show two of the same type in Blessing Select limiting your option. The same goes for portals (unless it’s intentional, in which case FUEK) - Enemy Defeat Sound and Character Hit Sound is similar to each other that makes it hard to discern if you took damage or not - It’s possible for the same attacks to overlap after getting damaged (normal attacks can overlap with itself) - Breaking bosses can feel less impactful since the break recovery can be too fast - Putting the game in fullscreen in my experience slows down the game… Could be a problem with my graphics card that I will investigate when I feel like orz Overall, it’s a very good game with almost limitless potential. And for the price? Bro it's hella worth grabbing. This review may change as I put more hours into the game, but it won't change the fact that it's a fun game. In conclusion, Altemis please let me rest I wanna go to slee—
I broke my fingers so I could beat the game. Play as Kiyo if you want to experience excruciating pain afterwards 10/10 would do it again
As a fan of roguelites, I enjoy the challenge this game brings along with its adorable pixel art design. Still needs some polish but its simplicity is enjoyable. It feels a little like vampire survivors where youre just having fun mixing and matching abilities and characters. That said, be prepared to do that a lot and knowing whats best for your playstyle. It can get confusing and some enemies may seem janky but the big numbers and aoe effects tickle a satisfying spot in my head. Also, a tip, just keep on dashing. Initial thoughts: (After a few tries) Not as intuitive than other roguelites. Although the gameplay is as simple as hacking, slashing, and dodging - not much is given information on what things are. I find the game telling me its my job to figure things out. A lot of this stems from not knowing when I should be attacking or defending. One way to know for sure that they will attack is when they charge at you although sometimes they charge and not really do anything as well. There are a lot of the same sounding audio cues that the game throws at you which can get hard when multiple ranged enemies are off screen blasting magic but you still have to guess which one of them would actually be the caster. You will get used to it especially since its paired by an animation although the casting time you have to have a feel for - there were a few times where I rushed my combo to break them but get hit instead since it almost feels rng on how long they cast it. Enemy attacks have animations with some faster than others although most of them are practically invisible when things get hectic and clumped as their indication to attack is not really apparent for me (maybe just skill diff though). Bossfight gimmicks are kind of hard to understand. I fought the one with the shield a lot of times (admittedly still havent beaten them after 30 minutes) and the animations and hitbox can be weird at times. I was pretty sure I was away but I still got hit as if I was in their attack range. Personally, when they have their shield up, I dont think I should be getting damaged because my ult stays there even when Im gone. HUD can be a little bigger. Im not sure if its a placement issue but I think it will be better even just slightly bigger and the assists have a better indication whether theyre available or not. It is also a bit hard to see with some maps or stages as the stage itself (like the blue and white one) can be a little hard to see. Button layout for controller. Might be a nitpick but default controls for controller is slightly awkward and needs some getting used to.
10/10 would definitely recommend. Very fun and colorful cast with each playable character having it's own personalized/unique kit which you can mess around with and find a playstyle that suits you as you climb the tower to the goddess. A beautifully made roguelite game! Go try it out for your self!
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Related
| Glasses and Girls | $315.6 | 51 | 82% | $0.99 |
| Dances and Girls | $322 | 52 | 83% | $0.99 |
| Bongo Quest | $322 | 52 | 46% | $0.99 |
| Anime Sunset Ride | $334.4 | 54 | 67% | $0.49 |
| Cosmic Journey PC Live Wallpaper | $336.3 | 52 | 71% | $0.99 |
| Forest and Girls | $340.5 | 55 | 82% | $0.99 |