About This Game
The Warlock of Firetop Mountain is a tabletop adventure come to life! This fantasy solo RPG combines unique, simultaneous turn-based combat with a journey that changes based on each figurine you take into Firetop Mountain! Which hero will you take into Zagor’s lair THIS time?
The original 1982 Fighting Fantasy gamebook paperback, written by Ian Livingstone and Steve Jackson, has been transformed into an epic table-top adventure game, with new areas to explore, characters to meet, and of course, monsters to slay! Zagor’s home assembles right before your eyes as you travel deep into the belly of the mountain.
Each character has their own motivations for being in Firetop Mountain, changing the way the gamebook is written and choices presented. Combat is fought using the digital miniatures in a simultaneous, turn-based system called GridBluff, and the game includes over 100 unique hero and monster figurines to discover.
Choose Your Own AdventureBattle, sneak, and charm your way through thousands of story options as you play through over a dozen major quests, each unique to a different Hero.
Simultaneous Turn-Based CombatExperiment with a slew of interesting battle strategies! Each Hero comes with their own set of attacks and manoeuvres. Poison, crossbows, holy magic, or a good old sword and shield – however you want to take down your enemies, there’s sure to be a Hero to suit! Venture forth, kill monsters and earn Souls to prove your might and unlock all eighteen Heroes.
Which Hero will YOU take into the Mountain?Will you play as the noble and experienced adventurer Alexandra of Blacksand? Or perhaps take the pious and righteous path of battle-priest Landov Lowan? Forego the risks of combat with evasive sleep-bomb manouveurs as Krea Datura! Or get straight to the punch with hard-hitting rhino-man Twenty-Three.
Beautifully crafted MiniaturesEncounter the nostalgic aesthetic of classic tabletop RPGs by playing with over 100 handsomely painted character and monster miniatures as you explore the depths of Firetop Mountain.
- OS: Windows 7
- Processor: 1.5 GHz
- Memory: 4 GB RAM
- Graphics: Hardware Accelerated Graphics with 1GB memory
- Storage: 3 GB available space
Multiple characters with different sub-plots, personalities and abilities gives the game replayability, keeping the journey through the mountain fresh and surprising.
The new combat system is excellent. Moving your character on the battlefield and choosing which attack to use is far more engaging combat than the traditional skill based sytem, althought the skill system does come into play when your character and opponent attack each other simultaneously. The result is that it is possible to beat opponents with higher skill scores than you, and also receive damage from opponents with lower skill levels if they manage to outflank you.
I was looking forward to this game, as I was a big fan of the original, and this adaptatian has exceeded my expectations.
Warlock on Firetop Mountain is one of the first and most well loved of those gamebooks. Tin Man Games has been keeping the CYOA Gamebook format alive digitally with their excellent Gamebook Adventures series (See An Assassin in Orlandes and Curse of the Assassin on Steam.) with modern design and strong writing.
But these Gamebook nerds at Tin Man Games love the classics and were absolutely thrilled to get a shot at the original Fighting Fantasy stuff. Warlock on Firetop Mountain is their most ambitious project. It is still the same gamebook, but with overhauls to the combat, additional encounters, different preset characters with unique side quests, and a really cool presentation of your pawn moving through a dungeon that builds itself as you proceed.
The text and choices of the original Gamebook are still all intact, with the infamous and terrible maze now randomly generated (and skippable if you play smart) and the combat tweaked into a simple simultaneous move chess game where you try to predict the AI and attack where it will be next turn and avoid getting attacked yourself. Healing and checkpoint opportunities are added to counterbalance the original game’s brutality as well and a lot of the arbitrary bad paths are given a bit of foreshadowing to hint there is trouble ahead (while at the same time there remain dangerous rooms worth the risks so of course it’s worth exploring every route over multiple plays).
In the end, it is still the same Gamebook. It is just one dungeon that always ends the same and has a few branching routes. It might be much to expect you to replay it with nearly a dozen different characters and see all their unique content and what their skills unlock, but the effort added to give you incentive to replay is appreciated. The smart combat system and many other ways the game had it’s rough edges smoothed over are welcome too.
I still wish for more of Tin Man Games own original series, but if they treat other classic gamebooks as well as they have done this one, I look forward to whatever they do next, old or new.
Understand what you’re getting into!
This game is heavily inspired by (or, an adaptation of, depending how far you want to take it) an old Gamebook, and these gamebooks were, and are, very similar to the choose-your-own-adventure style of gaming. Lots of trial and error. You’ll be dying. Frequently.
"Warlock" puts a cool PC Game twist on the whole thing, in that exploring the early parts of the game repeatedly, trying different things, using different heroes, etc… you slowly learn more and more about the world and the quest, and all this knowledge will help you on subsequent playthroughs.
That said, you will die. Often. Sometimes due to pure RNG, sometimes just because, well, you aren’t psychic and picked the wrong option. This can seem somewhat obnoxious, but even having to restart completely isn’t a huge penalty (each playthrough you also have a few ‘lives,’ so to speak, where you can continue where you left off.
If you’re not expecting this sort of gameplay, or perhaps never experienced it, I understand how this game could be infuriating.
For those of us that grew up with these and similar gamebooks (I was a Lone Wolf guy myself) or for somebody willing to experiment with this style of gameplay, this is a really great adaptation.
Definitely not a ‘typical’ PC Rpg/Dungeon Crawl type game, by any stretch, but it is great at doing what it set out to do.
Tip for people not necessarily used to this stuff: think of your early playthroughs, and deaths, all as part of the game. By going through a few times, dying, etc… you’ll learn more and more about the world and the game from different perspectives. Then you use that knowledge to get further and further. If they had put some sort of time-travel, alternate-universe tag on it, it’d make perfect sense yeah?
I usually buy games during the summer or winter sale, mostly because as I got old I became patient about my PC gaming. There are rare exceptions, when I buy a game full price…that is mostly because of some obscure principles, usually about supporting indie developers to survive in the dev-arena. You can guess, I bought TWoFM for full-price.
I was a huge fan of FF back in my heydey, forty-something people still remember fondly of the times, when those books were our _only_ entertainment. Now I have kids of my own, who are exposed to an array of different platforms, impulses bombard them from all directions. Yet, they rush to me everday and say "Daddy, let’s play the labyrinthish game". And then we all do: I read the text (mild censorship is sometimes necessary), they happily make all the decisions about where to go or what to do, and we all enjoy the simple-but-entertaining fights. Older kid already demands to buy better heroes, and strictly supervises my pool of souls.
Frankly, I am tempted to play this alone, too. The changes are subtle, but helping the replayability immensely : the first time I noticed new dialogue options due Keen Eye ability, and realized that some things change during every playthrough, then suddenly the replay became more and more attractive option. Each hero also has an own quest to complete. The rougelike elements of buying new heroes based on stuff grinded in previous playthrough nicely provides the carrot at the end of the stick: we are 5+ hours into the game. We haven’t beaten it yet, and we are not even close to getting bored.
All-in-all, this is a very-clever adaptation, that is elevated by the improvements of the original formula, while fully retaining the spirit of the original. I want Deathtrap Dungeons, Scorpion Swamp and every other book to get the Tin Man Games treatment. And I want them now.
I picked this game up on sale and played a few games. This is what I have to say about it, if it helps:
As someone who grew up with Choose Your Own Adventure books back in the day, I was pleasantly surprised when I started playing The Warlock of Firetop Mountain. I really didn’t know what I was getting into and assumed it would be something more like Dark Quest 2. It was much, much better. The combat is a little more in-depth than I first expected, but it’s not something overly complicated by tactical turn-based grid combat standards. Each character seems to have their unique playstyles both in the text adventring and the combat sequences.
I don’t see this as being the kind of game you spend a week of your life digging into, playing over and over, but it is definitely one of those games to keep in your library and play on occasion. While there isn’t so much variability between runs to make it infinitely replayable, the variety it does give you will keep you entertained if you keep it as a rainy day kind of game.
– various heroes with their own strengths and weaknesses
– random dice-based skill rolls for that good ole RNG
– a fairly sizable dungeon that is easy on the eyes
– some clever writing and unique interactions that kept me smiling, grinning, or sometimes gritting my teeth
– gameplay is repetitive so moderation is the way to play
– forcing you to constantly progress leaves you wishing for a bit more freedom in exploration
– the price is a bit steep, but since I got it for 60% off, I found it worth waiting for a sale
– single player only
I don’t really care about multiplayer, but some co-op might have been enjoyable in this title, even a system where both people vote for what action to take and making them roll to settle differences would have been frustratingly fun, in a Keep Talking and Nobody Explodes kind of way.
Wishlist it and pick it up on sale. A fine gem, but a bit overpriced.
I had no knowledge of Fighting Fantasy until I saw this game. I wasn’t around in the 80’s nor the early 90’s. I was born in 96, so it’s understandable that I had no clue about the Fighting Fantasy gamebooks.
What I like about this game is how simple it is. The HUD is simple and easy to understand, the combat isn’t hard (but can still be a challenge), and it’s just pretty straight foward.
There are different characters/miniatures to collect (you start off with 4 and can unlock a futher 8 I believe with another 4 confirmed for future release). Each character reacts to stuff differently and some things you just can’t do due to your character choice. For example: You can dodge a patrol and most characters can hide in a crevice, but one character I played didn’t have the choice because he just wanted to kill whatever was coming.
The music is quite nice as aswell. I really enjoyed a song I heard in a hall that was filled with … something I won’t state. I don’t want to spoil stuff. It was a nice musical tune.
I can say without a doubt that I am highly interested in Fighting Fantasy gamebooks. I think that on my next payday from work, I am going to buy a bundle of 20 of them (there’s 59 main ones, and spin-off ones I believe).
I am really looking forward to getting into Fighting Fantasy as well as an future content from Tin Man Games for either this game or future games. I would really love to see future gamebooks made into this video game format either as DLC for this game or they’re own games.
I would say that the price could be a little lower. Maybe £10 (I’m British) instead of £15.
If they make more gamebook adaptations and charged £10 each one with the chance for us to import collected heroes from past games, that’d be great. Or just make new characters for each adaptation.
Overall, this is a great game. Thank you Devs for making an enjoyable game (something I have found hard to find recently) and introducing me to Fighting Fantasy.
P.S. – Sorry for any spelling/grammar errors.
I am a huge and avid tabletop RPG player and this game gives SUCH a feel from at least the wonder and mechanics of such a game…
My son who is 11 and High functioning Autistic struggles in some aspect of learning, reading ect… but things like this and this game in particular are SO INCREDIBLY helpful for him and he loves it… (which is possibly a huge understatement)
I cant be happier with the purchase and I hope we see more items come alog like this.
WoFM gives you ample selections for your adventure, changing your options depending on which hero you select. It takes several plays for you to learn all the right and wrong choices for your adventure, but that ultimately becomes an advantage to help you explore with each of the many different characters. Even armed with this knowledge, however, you’ll still need to explore the entire dungeon every play as the keys to unlocking the warlock’s treasure are randomly positioned for every play.
Even though you will soon learn the layout of the map, every hero has different attributes that will change the way enemies and (potentially) friendly NPCs react to you, as well as how your character reacts to the environment. Some heroes are small and fit into tight spaces. Some heroes know specific languages and can read various letters and signs you’ll encounter. Some heroes share the race with an enemy type and you can trick the enemies into not attacking you, while other races will cause enemies to attack you on sight. Some heroes have a particular skill that will allow them to detect traps or choose better dialog. The list goes on, ultimately making your trip through the dungeon unique each time. Just because one option was bad with one hero doesn’t mean it will be bad for every hero, so feel free to experiment with the options every time.
Sooner or later, though, you’ll have seen all the mountain has to offer, and this happens long before you’ve beaten the game with each hero. (With the exception of each hero’s specific quest; you can’t see those unless you play with each hero.) The game will lose its appeal before you achieve anywhere close to 100% completion, but you’ll get several hours of enjoyment by the time you’re ready to move on to other games.
Last note, learning how combat works is key to enjoying this game. Pay attention to the shaking and attack types of each enemy. Learn the patterns, and the game will become much easier! You’ll be able to finish the quest through Firetop Mountain without ever dying from combat wounds once you learn the secret.