Fictorum

Fictorum

64
79% Positive / 801 Ratings

RELEASE DATE

Aug 9, 2017

DEVELOPER / PUBLISHER

Scraping Bottom Games / Scraping Bottom Games

TAGS

    ActionIndieRPG

A reign of terror never feels so satisfying as when you leave a literal pile of rubble in your wake. Giving wizards a much-needed makeover, Fictorum is an action role-playing game that features fully-destructible structures, a randomized node-based world map, and a satisfying magic system with on-the-fly spell shaping and customization.

In Fictorum, your mage wields real, legendary power right from the start—unlike those found in most magic-centric games. Our magic system uses a dynamic and intuitive spellcasting and shaping system that grants the player an unrivaled level of customization and reconfiguration. Up to three runes can be applied to a spell, each affecting a different spell characteristic. The runes are easily swapped to suit the player’s current need, interest, or whim. You might amplify ice blasts to freeze enemies in place, expand the radius of a fireball explosion to crumble a bridge and hinder pursuers, or chain a lightning attack together to strike several targets in a cluster. Shaping makes spellcasting much more tactical and satisfying.

Rather than starting out as a hapless farm boy who stumbles into his powers and avoids enemies or entire areas until leveling up, players take on the role of an established wizarding badass, hell-bent on his mission for revenge. Yet challenge is abundant—the wizard must bring down a sprawling empire by himself, besting scores of bandits, cadres of Inquisitors, and hordes of corrupted abominations on his quest for vengeance. The protagonist has access to unlimited magical powers, making the game less about spamming that one spell that works passably well until it becomes upgradable. The experience is more about tailoring your magical arsenal, giving the player a wide range of freedom and the ability to effectively, efficiently, and enthusiastically destroy every obstacle. The randomly-generated world map features locations where every structure (from large buildings to bookshelves to tables to even a lone fork) can be demolished.

Fictorum pc price

Fictorum

Fictorum pc price

64

79% Positive / 801 Ratings

Aug 9, 2017 / Scraping Bottom Games / Scraping Bottom Games

    ActionIndieRPG
Price Comparison
  • United States
    $9.99 $9.99
  • Argentina
    ARS$134.58 ≈$0.56
  • Turkey
    ₺19.49 ≈$0.93
$9.99 / Get it

Game Description

A reign of terror never feels so satisfying as when you leave a literal pile of rubble in your wake. Giving wizards a much-needed makeover, Fictorum is an action role-playing game that features fully-destructible structures, a randomized node-based world map, and a satisfying magic system with on-the-fly spell shaping and customization.

In Fictorum, your mage wields real, legendary power right from the start—unlike those found in most magic-centric games. Our magic system uses a dynamic and intuitive spellcasting and shaping system that grants the player an unrivaled level of customization and reconfiguration. Up to three runes can be applied to a spell, each affecting a different spell characteristic. The runes are easily swapped to suit the player’s current need, interest, or whim. You might amplify ice blasts to freeze enemies in place, expand the radius of a fireball explosion to crumble a bridge and hinder pursuers, or chain a lightning attack together to strike several targets in a cluster. Shaping makes spellcasting much more tactical and satisfying.

Rather than starting out as a hapless farm boy who stumbles into his powers and avoids enemies or entire areas until leveling up, players take on the role of an established wizarding badass, hell-bent on his mission for revenge. Yet challenge is abundant—the wizard must bring down a sprawling empire by himself, besting scores of bandits, cadres of Inquisitors, and hordes of corrupted abominations on his quest for vengeance. The protagonist has access to unlimited magical powers, making the game less about spamming that one spell that works passably well until it becomes upgradable. The experience is more about tailoring your magical arsenal, giving the player a wide range of freedom and the ability to effectively, efficiently, and enthusiastically destroy every obstacle. The randomly-generated world map features locations where every structure (from large buildings to bookshelves to tables to even a lone fork) can be demolished.

Reviews

  • TheoAllen

    Oct 30, 2021

    Treat this game as if you're buying a snack rather than expecting quality and decent contents. Buy only when on sale.
  • DT_0

    Mar 26, 2022

    The best way to summarize this game would be this story. My first play through of the game I acquired a spell that summons massive flame pillars from the sky. I then equipped it with Storm, Multi-shot, and Tracking. This caused Hordes of massive Flaming pillars to automatically spawn, that would then quickly follow enemys. They annihilated EVERYTHING. Levels were cleared in the minute, bosses died in seconds, and then I "Witch" slapped the final boss to death.
  • Pr0t0Zer0

    May 15, 2022

    Its Ok. I wasnt impressed nor disappointed with what I got for what I paid for.
  • Tantalus

    Jun 8, 2022

    Picked this up after someone mentioning it and saying it has fun, destructive magic and hell yeah it does. It's pretty basic graphically and all that jazz but for the price it's amazing. I've had a blast so far. A highlight was getting a spell that fires gravity orbs that implode, imbuing it with seeking so they home in, high velocity so they go faster and do more damage, then adding a tower rune so that it changes the spell into a tower turret. Slapped it down against a big wave of inquisitors and watched as it machine gunned orbs of death at anything that moved. If like me you've been wanting to play something that makes you actually feel like a powerful mage, this will scratch that itch.
  • Bully_Hunter_77

    Aug 12, 2017

    Let me start out by saying that the devs did an incredible job for how little manpower they had and I really do wish I could give this a recommendation. At the end of the day, unfortunately, what matters is how much gameplay you get for your money. In its current state the game is far from finished and does not justify the pricetag. However, I'd love to see the devs develop the concept further and hope the profit from Fictorum can at least contribute to that. I'll briefly describe the positives and negatives of the game that I've experienced so far. Positives: The available spells are original and do an incredible job at making you feel like an all-powerful magician. They look and feel very satisfying, and the largely destructable environment (even with its current, clunky physics) really contributes to the vibe of holding neigh-infinite power in your palms. The spell-shaping mechanic allows you to use runes to further adapt your spells to fit your situation. The idea of progressing through the story using a node-system, while not unique, works pretty well. The writing that guides you through the events is suprisingly gripping and would, in my humble opinion, really stand out if the game implemented a good narrator. Negatives: The graphics are outdated and the devs would've probably been better off choosing a style that is less labour-intensive. The general story is somewhat generic and the quests you're given are uninspired, repetitive and seem to have no impact on the world or your character. The levels, while randomly generated, feel the same. As a result, it doesn't take long for you to get the feeling you've "seen it all". In addition, the game lacks polishing and a lot of smaller annoyances lead to poor gameplay. Things like the bad AI and tedious grinding for health/loot seem like problems that could've easily been spotted during playtesting, which makes you feel like you're playing a beta. In conclusion: Buy the game if you want to support the devs with their further endeavours, or get it on sale if this particular kind of game is your thing. In its current state however, for its current price, I wouldn't recommend it to anyone.
  • Zone_Ghost_Hero

    Aug 12, 2017

    Even for 20 bucks it feels like this game was overpriced for what it actually is. I mean, don't mind that the graphics are a little dated and that the AI is pretty dumb but when it comes to immersion, replayability and story, this game has zero. Literally every level is a generic mountain area with a few houses thrown in. NPC's wander aimlessly and you cannot interact with them. Enemies charge at you from miles away even if you are not in line of sight and spawn endlessly in the inquisition areas with no reason or reward to fight them off. It feels like you are just playing the same level over and over again. One part of me wants to request a refund, but the other part of me wants to keep the game in hope that the developers will eventually add some life to this game. Right now, I just can't bring myself to recommend this game because it is lacking in so many areas.
  • ChrisChaos777

    Aug 14, 2017

    Originally I reviewed this game years ago and I gave it a negative review. I basically said the game needed a lot of work but it was a potential gem and I was disappointed that the developers did not work to polish such a potential gem. Well here we are years later and the developers did just that. They took the communities complaints and improved the game accordingly. This is very rare when this happens and I want to thank the developers for doing such. This is what makes a good game, when a developer listens to feedback and instead of ignoring it, they embrace it. This game is very fun, hard, but fun. The spells can get really awesome, and there is a lot of them, there is physics and destruction on the buildings, character customization, classes, lots of enemy types, and boss fights. You really do feel powerful playing this game and I love it. Thank you devs for listening to us and continuing to upgrade the game.
  • FrogMachine

    Aug 14, 2017

    Stupid, dumb, janky fun. Given the kickstarter was 30 grand and it's made by I think two dudes with no previous experience? It's a good time. It has some performance issues mainly indoors, and the destruction stuff turns your framerate into nothing when you decide to purge an entire village with meteors, but the latter is kind of charming in its own stupid way. Not exactly an easy game though. Take your time initially and loot places, and also make note of the "enchant" section in your inventory - you can imbue rings with scroll abilities and can enhance/upgrade your gear and spells. This is not shown in the tutorial but it's important and gives you a good start when you upgrade some spells. Game really kicks off into total war mode after the third chapter or so. You'll get huge groups of angry blokes chasing you around while you teleport and flatten them with flaming rocks and ice spikes. If you can deal with jank, glitch outs, randomly dying from a ragdoll body being tossed into your face and breaking your skull; you're in for a good time. This game is also good when drinking. Devs earned my 20 bucks, this is a fun game.
  • Ishmael

    Dec 26, 2017

    The game is okay. Edit: Somebody said this game has the destruction of Red Faction: Guerilla. It does not. At all. I'm 100% sure that person enjoys the game, and I'm not faulting them that. [b]The Good[/b] Spell crafting is an interesting idea. I picked up the game because the developer posts a lot on Reddit and, if you're just going by .gifs, the game looks fun. I saw it on sale and figured I'd just go ahead and pick it up. The game just doesn't really work out for me. The physics are supposed to be a huge selling point for the game, and the first time you blow up a building with a fire spell you'll probably say "well that was cool" but after doing it a few more times you start to notice how weightless everything feels. I would compare the destruction in this game pretty unfavorably to XCOM 1/2. In those games, especially the second game, you can also accindentally end up wiping out a map throughout a battle. The difference is that at the end of a mission in XCOM, there are more reminders that you've been through. There may be a raging fire still engulfing a building, craters from grenades, just a big mess overall. Here? It just feels like somebody just kicking around lego blocks. The destruction is just very lackluster, and without that, the game begins to fall apart. Enemies are mostly trash to fight against because it mostly boils down to "shoot them before they rush you". The only fun battles, at least in chapter one, are ones involving other mages, especially in the middle of a town. Maps are pretty soulless, go figure. Interiors are very detailed and when you walk inside houses and inns, you feel like these are places people do stay and live in. Once you leave though, every map I've come across so far save for a few few like small Skyrim villages with, like, three or four buildings. Going beyond the maps is the campaign/quest/whatever. If you've played FTL, you know what you're in for. You move from left to right, completing quests or not and trying not to get caught in the advancing orange wall from the left. The problem is that the game aggressively doubles down on the FTL formula and feels like a strictly inferior versions of FTL. *** "Rather than starting out as a hapless farm boy who stumbles into his powers and avoids enemies or entire areas until leveling up, players take on the role of an established wizarding badass, hell-bent on his mission for revenge." I never really feel badass in this game because your only sense of progression is loot-based. Leveling up your spells amounts to just purchasing new runes, which doesn't have the same feel as purchasing a new weapon for your ship in FTL. The game is so loot-based that you have to loot houses to really get things, which is about as dumb and DND as you can get. Why does some villager have a pair of boots that greatly increases your mana reserves? No idea. The gameplay loop doesn't make sense. In FTL, you go from encounter to encounter and gain fuel and cash that you need to move your ship and buy things respectively. Most of the time, you're getting your weapons from a shop. Here, you, an allegedly powerful mage, has to loot the homes of some poor villagers to actually become a powerful mage because you need that equipment. Whatever you don't use you'll just sell to a vendor, from whom you can buy things from. *** Drilling down harder on the FTL comparison is, again, destruction. I feel nothing blowing a hole into a roof or the side of a building in this game. You might kill an enemy, but there is seldom a tactical advantage to this destruction wherea in XCOM, blowing a hole into a wall means you can get to the objective faster or flank an enemy. In FTL, the way damage affects you over the course of the battle matters. Somebody can blow a hole in your ship that causes oxygen to slowly leak, but also puts out fires. Attacks can start fires, which damages your ship and can spread. Destruction in FTL and damage affects you in many ways, whereas in this game health is just a secondary mana bar that needs to be recharged by looting houses or buying health. TL;DR Enemies are mostly boring and just "rush you and cut you". Destruction is a gimmick that serves as the core identity of the game, but isn't really flshed out or interesting as it could be. On-the-fly spell modification is interesting, but spell modifications as a whole have been done far better in games like Tyranny. The game is too expensive because I can pick up FTL or just about nothing. I had fun the first fifty minutes or so but realized I spent $14.99 on this. If you're looking for a game about blowing up lego houses and magic, check this out. If you're looking for games where destruction of the environment play an important part, but isn't the central focus, of the game, check out XCOM 2, Battlefield 1, Rainbow Six: Siege, etc. And if you're looking for a game with magic, there are dozens of those so pick your poison. 5/10
  • FaustBot

    Apr 22, 2018

    This is the first game I've played to really nail the feeling of being a powerful spell slinger. Wall in the way? Call down a meteor. Demon in the way? Freeze it, then call down a meteor. Want to cut an enemy up with your mighty sword? Why on earth would you carry a sword. Wizards use magic. That said, this is a janky game. The graphics are dated, the controls feel a little weird, certain spell combinations are hilariously overpowered, and the enemies have all of the strategy and self-preservation as a goblin in a hastly thrown out roguelike. For those of us who like jank in our games, though, this one is a fantastic. It's a perfect example of a game whose ambition was bigger than its budget, a passion project borne out of a really good idea executed well, except for parts of it that don't rely on that idea. I would absolutely love to see a higher budget sequel to this, one cleaned up and polished to the shine the concept deserves, Ultimately, I'd recommend it to anyone who prefers a creatjve concept over polished execution. If you're the kind of person who can live with the...idiosyncracies of a Piranha Bytes game, Fictorum is great. If you're the kind of person who needs a safer, higher budgeted RPG like Skyrim, I'd recommend staying away from this one.
  • BRADical Dude

    May 14, 2018

    I think the amount of negative reviews are unfair. Many of the complaints seem to come from people not giving the game a chance or expecting far too much. It's fun for exactly what's advertised: destruction and gearing your character. I've played almost 8 hours and am still finding all sorts of new items so I'm not sure how people are saying they've found them all in an hour of game time. There's plenty of movement abilities, spells, runes, rings, and armor pieces to find, upgrade, and enchant. If you look forward to looting and gearing up a character, this game does it pretty well. Also, there are starting titles (starting classes basically) to unlock and play with so you can start a new playthrough differently from your last. I didn't play this game before the 1.1, so I can't speak for the A.I. before the update. After, however, they act in a way that's fun for the player. They form loose groups and move to flank you instead of running straight ahead. It creates a bit of a challenge and forces you to be aware of where they are. The game runs perfectly fine for me on my gaming laptop. The framerate does dip, especially if you destroy many buildings at once, but I think its fair considering the amount of physics going on from the gameplay. Even with dips, it never dropped below playable levels for me and recovers right after the major destruction slows down. Lastly, the game is being developed by a small team. If you buy a game from a small team you have to understand that they aren't going to put out projects as huge as the AAA titles. However, what you can expect is a team who shows an effort to connect with their players. And they do exactly that with Fictorum. It's always good to see developers who are active within their community. Every place I've looked (steam reviews, in the steam updates, on Reddit, on Discord) I've seen developer comments helping players and looking for feedback. This game is fun at its core and the developers have discussed a desire to continue updating Fictorum. I have no problem buying the game in its current state, but the fact that I can support future content by buying it now and showing interest in the game makes it that much easier of a purchase.
  • The Mighty Douche

    Dec 25, 2018

    Pros: + Cool on-the-fly spell adaptation + Nice destruction mechanics + Neat way of telling the story (it's all in past-tense as if it's an ancient legend being told) + Still in development, so there's lots of potential for future updates Cons: - Runs like absolute trash on all but the best setups - Somewhat bland gameplay (although this formula IS good for short bursts) - Still in development, so there's currently not much here Overall: Pretty good game for short bursts when you don't have much time, but I imagine it would get bland pretty quickly. In it's current state, I wouldn't recommend it unless you're getting a really good deal.
  • GamerMan7799

    Dec 30, 2018

    A really fun game that is well worth its price. Being able to smash through buildings and summon fireballs that destory entire towns is great, and lots of fun. The story is a bit bland, but I didn't really do into the game expecting an amazing story. The game is well worth the $20 and has lots of replay value and customization. I really recommend this game! The game still has a few bugs and could use some more polish in certain areas, but the developers are still quite active in working on the game, so I'm sure many issues will be fixed.
  • Smartik1

    Jan 15, 2019

    This game shouldn't have left early access. - Unstable crashfest, this is my 4th crash on the same map and I barely started playing. - Clipping is an issue. Fell through a bridge as parts of it aren't solid. Shot my spell at a tower and it flew through it. Randomly got stuck in a wall of a house I didn't even touch. - Enemy "types" mean nothing. They all look like ragdoll dummies running towards you and die in 1 hit. - Multishot aiming circles are complete RNG placement. Instead of helping you cover bigger ground, your aiming becomes even more of an inaccurate mess. - For all the spell "customization" runes allow, it is far quicker and more accurate to just use the basic starter attack to clear the game. Drawing the triangle shape to "customize" your next spell is severely flawed. It takes long to draw, prepared spell turns your usual fast mobility to grandma's evening stroll while continuously draining mana for no reason (uncapped drain, a single held spell can drain your entire mana bar before you even cast it). - Enemies randomly get stuck in terrain, stop walking and ignore several direct hits. I give up. The more I try, the worse it gets.
  • Terry of Wolves

    Mar 1, 2019

    It's a magnificent game that the devs released a tad too early, but the good news is: they have been following up religiously with massive updates in the form of better enemies, gameplay improvements, TONS of new spells, and some balancing. I think in its current form, it deserves a second look, and if it had been in development just a bit longer I think it would be very succcessful. As it stands, I hope the developers are receiving enough income from this to continue development, as the interest in this game is slow and too spread out to be caught by the steam algorithms...
  • obliviondoll

    Oct 5, 2019

    TL;DR version first: This game is pretty much FTL meets Red Faction Guerrilla, except it's set in a fantasy world more reminiscent of an Elder Scrolls game. It's completely insane, chaotically fun, and very satisfying with the destruction system and the Roguelike-like elements it mixes with that highly-destructive gameplay. To go into more depth, you get a fairly limited character customisation screen (it's a premade character you just get to tweak some details on), then, like FTL, the game starts with a text box introducing the story. Instead of the Rebel Fleet, you're being chased by the Inquisition. And you're being chased because they executed you, and you got back up. Apparently, you're the last "Fictorum", a wizard of such immense power that literally resurrecting yourself was an option. The process has corrupted you, and you're a bit short of that stupid level of power after the experience (dying is bad for your health, apparently... who'd have thought?) so you're on the run. But you're also kind of offended by the whole "you killed me" thing. So instead of fleeing into the distance, you're fleeing the Inquisition army that originally captured and executed you, but heading TOWARD the man in charge - your mission is to kill the High Inquisitor (totally not the Rebel Flagship, I promise). Once you finish navigating the introduction text, which is nicely decorated with an animated scroll background, you come to another screen which looks very much like a fantasy take on something from FTL - this time the sector map. You are at a "nexus" - a location from which you can teleport to any other nexus point in range. When you move to a new area, you'll see your current "chapter" scroll pop up, and explain what's going on. Sometimes, you have a choice to make, which might affect what happens next. Sometimes, you get a bonus item or other benefit. Sometimes, you're told "there are enemies here" and have to fight. And other times, you find a shop which you can visit to buy new gear or sell what you already have, as well as to spend money on healing (not hull repairs, even though health persists just like FTL hull damage). You can "disenchant" items when you're not at a shop, but selling to shops will pay better. Once you jump into combat, things take a sharp turn away from FTL and into new territory... The combat gameplay puts you into a very ordinary looking third-person perspective, looking over your resurrected superwizard's shoulder. You have a set of bars on the HUD, one for health, one for stamina, and one for mana. Health is used to not die, stamina is used to run around faster, and mana is used to cast your spells. You have a very standard RPG-style inventory system, in which the combat gameplay isn't paused, so you have to be careful when you decide to play fash-torum. You can wear various boots, outfits, shoulders and gloves, as well as a ring on each hand. In place of traditional weapons, there are spells. These may be contained in tomes (more powerful and capable of being "shaped") or scrolls (usually weaker but can be used to enchant rings). If a ring has a spell attached (either because it came like that, or you spent some of your "essence dust" - the game's money - to enchant it), you can equip the ring to have that power on demand at any time. This lets you eventually have up to 3 spells available at a time, with 3 more on relatively quick access through your primary spell slots. Only your primary spells can be "shaped", which lets you empower the spells using "runes" - another item you can collect. You can use this system to alter how your spells behave, increasing their impact force, damage, blast radius, and various other interesting effects. Each spell can hold up to 3 runes, which are placed in a triangle pattern which you can bring up on the HUD when the spell is equipped, allowing you to adjust those elements to your liking. This is really cool, but it's not the biggest feature that makes the game stand out, even though it's really fun and adds a lot to your spellcasting options. And what was that in the TL;DR about Red Faction? Yeah, this game has destruction physics. Much like RFG, the terrain is mostly unbreakable, but houses, castle walls, guard towers and other buildings can be blasted into pieces and scattered across the map. Powerful impact spells will punch holes in walls, collapse ceilings on the unfortunate people inside, and cause various other structural integrity problems. In order to help the player navigate, and manage performance, destroyed pieces of building disappear after a while, and blocked doors can be "forced" with a simple press of a button (and a "shockwave" animation that blasts the door off its hinges). While they persist, chunks of building do still have physics, however, so you can collapse a section of floor and climb up the rubble in place of finding the stairs, or kill yourself by collapsing the tower you're standing inside. I've only played through a single run so far, which took a good couple of hours and only got me to the end of chapter 2 (I'm told there are 10 chapters for a "complete" run). it will definitely be faster if you're less of an explorer than me (I'm VERY patient and spent a lot of time reading up on gear stats and the like), but there's a lot to do just in a single run, and more when you consider the replay value. Each "chapter" is one totally-not-FTL-sector-map, and the exit at the end is a "grand nexus" which throws you into the next chapter with a fresh map to explore while staying ahead of the Inquisitors. These exit points are guarded by a major event, like a boss fight. And my second chapter was an all out free-for-all war between "arch-archmages or whatever they call themselves". This turned out to be around 20 really powerful spellcasters, and I did only leave one of them alive. But one of them survived, and I, unfortunately didn't, bringing my trail of destruction to an end. After I blew up over 3 and a half thousand people's homes... And in one final silly, but cool touch, the death screen has a "copy to clipboard" option that lets you save the final chapter of your story into a text document, or share it with your friends! It's a bit ridiculous, but it's a really fun little bonus on top of a great experience. I posted mine here: https://steamcommunity.com/app/503620/discussions/0/1631916887490740685/
  • Xriborg

    Nov 15, 2019

    So I found this out of nowhere, on sale presumably because of a v2.0 "major update" for 5 bucks. A lot of the fixes in that update describe things like improved AI, additional spells, a mile long list of bugfixes, etc. All the stuff you usually see after a rocky launch. I kept that in mind when I read the mixed reviews, and ended up grabbing it. I mean, 5 bucks. Why not? Holy fucking shit, I'm in love! It's a bit janky but you feel every inch the legendary spellcaster the story says you are. I'm only 2 hours in so far, but I was sold the instant I was able to take my basic starting fireball spell and modify it into a force of nature. I'll just give out the recipe right now: starting fireball spell + chaos + multishot + high velocity, cast straight up into air = literal meteor shower of apocalyptic proportions. Like, blowing up every house across the entire map, meteor shower. If this is the starting spell, I HAVE to see what else I can find. I really hope the game keeps up at this pace. It made a hell of a first impression and I can see it being one of my all-time favs. If you like games that make you feel powerful, and I mean REALLY powerful, try this! EDIT: There was a decent amount of crashing at first but the devs have been very active and responsive in getting everything patched up. Good on them!
  • pil-grimm

    Nov 20, 2019

    Darn this is awesome! I think it's what Lichdom: Battlemage aspired to be but never actually achieved. And it's just what I've been searching for many years now: mage-god simulator. It might seem grindy a bit, but it's not monotonous in the least. You start off with a single spell in your arsenal, and you can customize it with a couple of runes. At first, I was like, "Oh, a fireball. Classic. So what can I do with a fireball?" But after the very first location I was already raining fiery hell on the next town, watching enemies fly like ragdolls and buildings explode into so many little pieces, and laughing like a maniac at all the destruction. The game isn't even trying to hide the fact that you're an almost godlike creature - it's actually the whole point. I'm not a souls fan, I don't have that much time to play games, and I have more than enough stress IRL to avoid being stressed out in a virtual world, so I set the difficulty to easy (not the Reese Mode, though, it's just for fun without any challenge whatsoever) and feel like a god of destruction. If you're a casual like me, you'll definitely love it. If you're not, though, there's hard mode and the possibility to make death permanent - I tried it once, and it's really difficult, so if you're up for a challenge, this game has some to offer too. And a really pleasant surprise was that it's awesomely optimized: I've got a decent PC, but absolutely not top notch (GTX970 8 GB, AMD FX-8300), and Fictorum runs smoothly on High settings. I've set rubble duration to 40% just in case, because I know how performance-crippling destructible surroundings can be (hey there, Mirror's Edge), but my machine doesn't seem to mind at all. Amazing. I wish there was some karma system, though. I mean, in the story mode, you can sometimes choose what to do - help the people of the mountains, skip battles altogether, and choose whether to be a good or an evil person. But your decisions don't really make any difference in the end, apart from you receiving some dust or items - or not receiving them. It would be cool to have some kind of a good/bad deeds counter that would mean something when you end the story, otherwise you don't feel like your choices actually matter. That's probably the only thing I'd change in the game. All in all, it's one of the best games I've ever played, and that's saying a lot, since I've been playing for 20 years now. Not a gamer, really, just a lover of a good one. And this is an absolute gem. Thank you, guys, for making it, and keep up the good work!
  • lemonhead42

    Feb 25, 2020

    At its current state this game needs a lot of work to become enjoyable. You wander through cold and soulless villages and the only interaction you have with this world is destruction. Initially it is fun to crush your foes with the slightest touch of your magic. What is missing is a reason to continue doing it for mor than five minutes. There is nothing to explore but collections of generic medieval buildings, mute peasants who flee from you and ever so slightly altered forms of making said buildings and people explode. Enemies are either melee grunts, that you snipe from afar with one hit, or other wizards, that snipe you from afar with one hit. Therefore you spend most of your time wandering sadly through those depressingly empty settlements of brittle buildings hoping to hit them first before they hit you. But why should you save this world, why should you even want to survive in this boring and loveless pile of future rubble? This game needs a lot more than better graphics and bugfixes, this game needs a soul!
  • CuriousTaco

    Feb 10, 2021

    ---{Graphics}--- ☐ You forget what reality is ☐ Beautiful ☑ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☐ Paint.exe WYSIWYG ---{Gameplay}--- ☐Very good ☑ Good ☐ It‘s just gameplay ☐ Mehh ☐ Starring at walls is better ☐ Just don‘t It's not bad. It's like discount Skyrim: all fighting. ---{Audio}--- ☐ Eargasm ☐ Very good ☐ Good ☑ Not too bad ☐ Bad ☐ Earrape Nice background stuff, but nothing major. The sounds during the boss fights gets me on edge. ---{Audience}--- ☐ Kids ☑ Teens ☑ Adults ☐ Human ☐ Lizards Really anyone who likes 1P fighting games. ---{PC Requirements}--- ☐ Check if you can run paint ☐Potato Fast ☐ Rich boiiiiii ☑ Ask NASA if they have a spare computer Any CPU made after 2010 should be able to run this based on the graphics, but the number of entities that can appear on the screen (bc you got lazy and spawned 100 sentinels to kill for you) will make a decent computer's fans start acting up. ---{Difficulity}--- ☐ Just press ‚A‘ ☐ Easy ☑ Significant brain usage ☑ Easy to learn / Hard to master ☐ Difficult ☐ Dark Souls It's really easy to pass the levels, but they can take some redos from silly mistakes or full restarts because you have shitty gear. I seriously would not recommend hardcore mode to start out with to develop basic skills. ---{Grind}--- ☐ Nothing to grind ☑ Only if u care about leaderboards/ranks ☐ Isnt necessary to progress ☐ Average grind level ☐ Too much grind ☐ You‘ll need a second live for grinding See previous comment. Grinding for 100% completion mostly varies on how much you wanna research underdeveloped and outdated wiki pages. ---{Story}--- ☐ Story? ☑ Text or Audio floating around ☐ Average ☐ Good ☐ Lovely ☐ It‘ll replace your life There's actually some decent ideas for a story floating around, but you could ignore all plot and still enjoy this game since the goal is always the same. ---{Game Time}--- ☐ Long enough for a cup of coffee ☑ Short ☐ Average ☐ Long ☐ To infinity and beyond Not too long of a game, but worth replay value. ---{Price}--- ☐ It’s free! ☑ Worth the price ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money I'm pretty sure I got it on sale. ---{Bugs}--- ☐ Never heard of ☐ Minor bugs ☑ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs Mentioned before, too many entities can make the game crash.
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Fictorum

Fictorum

64
79% Positive / 801 Ratings

RELEASE DATE

Aug 9, 2017

DEVELOPER / PUBLISHER

Scraping Bottom Games / Scraping Bottom Games

TAGS

    ActionIndieRPG

A reign of terror never feels so satisfying as when you leave a literal pile of rubble in your wake. Giving wizards a much-needed makeover, Fictorum is an action role-playing game that features fully-destructible structures, a randomized node-based world map, and a satisfying magic system with on-the-fly spell shaping and customization.

In Fictorum, your mage wields real, legendary power right from the start—unlike those found in most magic-centric games. Our magic system uses a dynamic and intuitive spellcasting and shaping system that grants the player an unrivaled level of customization and reconfiguration. Up to three runes can be applied to a spell, each affecting a different spell characteristic. The runes are easily swapped to suit the player’s current need, interest, or whim. You might amplify ice blasts to freeze enemies in place, expand the radius of a fireball explosion to crumble a bridge and hinder pursuers, or chain a lightning attack together to strike several targets in a cluster. Shaping makes spellcasting much more tactical and satisfying.

Rather than starting out as a hapless farm boy who stumbles into his powers and avoids enemies or entire areas until leveling up, players take on the role of an established wizarding badass, hell-bent on his mission for revenge. Yet challenge is abundant—the wizard must bring down a sprawling empire by himself, besting scores of bandits, cadres of Inquisitors, and hordes of corrupted abominations on his quest for vengeance. The protagonist has access to unlimited magical powers, making the game less about spamming that one spell that works passably well until it becomes upgradable. The experience is more about tailoring your magical arsenal, giving the player a wide range of freedom and the ability to effectively, efficiently, and enthusiastically destroy every obstacle. The randomly-generated world map features locations where every structure (from large buildings to bookshelves to tables to even a lone fork) can be demolished.

Fictorum pc price

Fictorum

Fictorum pc price

64

79% Positive / 801 Ratings

Aug 9, 2017 / Scraping Bottom Games / Scraping Bottom Games

    ActionIndieRPG
Price Comparison
  • United States
    $9.99 $9.99
  • Argentina
    ARS$134.58 ≈$0.56
  • Turkey
    ₺19.49 ≈$0.93
$9.99 / Get it

Reviews

  • TheoAllen

    Oct 30, 2021

    Treat this game as if you're buying a snack rather than expecting quality and decent contents. Buy only when on sale.
  • DT_0

    Mar 26, 2022

    The best way to summarize this game would be this story. My first play through of the game I acquired a spell that summons massive flame pillars from the sky. I then equipped it with Storm, Multi-shot, and Tracking. This caused Hordes of massive Flaming pillars to automatically spawn, that would then quickly follow enemys. They annihilated EVERYTHING. Levels were cleared in the minute, bosses died in seconds, and then I "Witch" slapped the final boss to death.
  • Pr0t0Zer0

    May 15, 2022

    Its Ok. I wasnt impressed nor disappointed with what I got for what I paid for.
  • Tantalus

    Jun 8, 2022

    Picked this up after someone mentioning it and saying it has fun, destructive magic and hell yeah it does. It's pretty basic graphically and all that jazz but for the price it's amazing. I've had a blast so far. A highlight was getting a spell that fires gravity orbs that implode, imbuing it with seeking so they home in, high velocity so they go faster and do more damage, then adding a tower rune so that it changes the spell into a tower turret. Slapped it down against a big wave of inquisitors and watched as it machine gunned orbs of death at anything that moved. If like me you've been wanting to play something that makes you actually feel like a powerful mage, this will scratch that itch.
  • Bully_Hunter_77

    Aug 12, 2017

    Let me start out by saying that the devs did an incredible job for how little manpower they had and I really do wish I could give this a recommendation. At the end of the day, unfortunately, what matters is how much gameplay you get for your money. In its current state the game is far from finished and does not justify the pricetag. However, I'd love to see the devs develop the concept further and hope the profit from Fictorum can at least contribute to that. I'll briefly describe the positives and negatives of the game that I've experienced so far. Positives: The available spells are original and do an incredible job at making you feel like an all-powerful magician. They look and feel very satisfying, and the largely destructable environment (even with its current, clunky physics) really contributes to the vibe of holding neigh-infinite power in your palms. The spell-shaping mechanic allows you to use runes to further adapt your spells to fit your situation. The idea of progressing through the story using a node-system, while not unique, works pretty well. The writing that guides you through the events is suprisingly gripping and would, in my humble opinion, really stand out if the game implemented a good narrator. Negatives: The graphics are outdated and the devs would've probably been better off choosing a style that is less labour-intensive. The general story is somewhat generic and the quests you're given are uninspired, repetitive and seem to have no impact on the world or your character. The levels, while randomly generated, feel the same. As a result, it doesn't take long for you to get the feeling you've "seen it all". In addition, the game lacks polishing and a lot of smaller annoyances lead to poor gameplay. Things like the bad AI and tedious grinding for health/loot seem like problems that could've easily been spotted during playtesting, which makes you feel like you're playing a beta. In conclusion: Buy the game if you want to support the devs with their further endeavours, or get it on sale if this particular kind of game is your thing. In its current state however, for its current price, I wouldn't recommend it to anyone.
  • Zone_Ghost_Hero

    Aug 12, 2017

    Even for 20 bucks it feels like this game was overpriced for what it actually is. I mean, don't mind that the graphics are a little dated and that the AI is pretty dumb but when it comes to immersion, replayability and story, this game has zero. Literally every level is a generic mountain area with a few houses thrown in. NPC's wander aimlessly and you cannot interact with them. Enemies charge at you from miles away even if you are not in line of sight and spawn endlessly in the inquisition areas with no reason or reward to fight them off. It feels like you are just playing the same level over and over again. One part of me wants to request a refund, but the other part of me wants to keep the game in hope that the developers will eventually add some life to this game. Right now, I just can't bring myself to recommend this game because it is lacking in so many areas.
  • ChrisChaos777

    Aug 14, 2017

    Originally I reviewed this game years ago and I gave it a negative review. I basically said the game needed a lot of work but it was a potential gem and I was disappointed that the developers did not work to polish such a potential gem. Well here we are years later and the developers did just that. They took the communities complaints and improved the game accordingly. This is very rare when this happens and I want to thank the developers for doing such. This is what makes a good game, when a developer listens to feedback and instead of ignoring it, they embrace it. This game is very fun, hard, but fun. The spells can get really awesome, and there is a lot of them, there is physics and destruction on the buildings, character customization, classes, lots of enemy types, and boss fights. You really do feel powerful playing this game and I love it. Thank you devs for listening to us and continuing to upgrade the game.
  • FrogMachine

    Aug 14, 2017

    Stupid, dumb, janky fun. Given the kickstarter was 30 grand and it's made by I think two dudes with no previous experience? It's a good time. It has some performance issues mainly indoors, and the destruction stuff turns your framerate into nothing when you decide to purge an entire village with meteors, but the latter is kind of charming in its own stupid way. Not exactly an easy game though. Take your time initially and loot places, and also make note of the "enchant" section in your inventory - you can imbue rings with scroll abilities and can enhance/upgrade your gear and spells. This is not shown in the tutorial but it's important and gives you a good start when you upgrade some spells. Game really kicks off into total war mode after the third chapter or so. You'll get huge groups of angry blokes chasing you around while you teleport and flatten them with flaming rocks and ice spikes. If you can deal with jank, glitch outs, randomly dying from a ragdoll body being tossed into your face and breaking your skull; you're in for a good time. This game is also good when drinking. Devs earned my 20 bucks, this is a fun game.
  • Ishmael

    Dec 26, 2017

    The game is okay. Edit: Somebody said this game has the destruction of Red Faction: Guerilla. It does not. At all. I'm 100% sure that person enjoys the game, and I'm not faulting them that. [b]The Good[/b] Spell crafting is an interesting idea. I picked up the game because the developer posts a lot on Reddit and, if you're just going by .gifs, the game looks fun. I saw it on sale and figured I'd just go ahead and pick it up. The game just doesn't really work out for me. The physics are supposed to be a huge selling point for the game, and the first time you blow up a building with a fire spell you'll probably say "well that was cool" but after doing it a few more times you start to notice how weightless everything feels. I would compare the destruction in this game pretty unfavorably to XCOM 1/2. In those games, especially the second game, you can also accindentally end up wiping out a map throughout a battle. The difference is that at the end of a mission in XCOM, there are more reminders that you've been through. There may be a raging fire still engulfing a building, craters from grenades, just a big mess overall. Here? It just feels like somebody just kicking around lego blocks. The destruction is just very lackluster, and without that, the game begins to fall apart. Enemies are mostly trash to fight against because it mostly boils down to "shoot them before they rush you". The only fun battles, at least in chapter one, are ones involving other mages, especially in the middle of a town. Maps are pretty soulless, go figure. Interiors are very detailed and when you walk inside houses and inns, you feel like these are places people do stay and live in. Once you leave though, every map I've come across so far save for a few few like small Skyrim villages with, like, three or four buildings. Going beyond the maps is the campaign/quest/whatever. If you've played FTL, you know what you're in for. You move from left to right, completing quests or not and trying not to get caught in the advancing orange wall from the left. The problem is that the game aggressively doubles down on the FTL formula and feels like a strictly inferior versions of FTL. *** "Rather than starting out as a hapless farm boy who stumbles into his powers and avoids enemies or entire areas until leveling up, players take on the role of an established wizarding badass, hell-bent on his mission for revenge." I never really feel badass in this game because your only sense of progression is loot-based. Leveling up your spells amounts to just purchasing new runes, which doesn't have the same feel as purchasing a new weapon for your ship in FTL. The game is so loot-based that you have to loot houses to really get things, which is about as dumb and DND as you can get. Why does some villager have a pair of boots that greatly increases your mana reserves? No idea. The gameplay loop doesn't make sense. In FTL, you go from encounter to encounter and gain fuel and cash that you need to move your ship and buy things respectively. Most of the time, you're getting your weapons from a shop. Here, you, an allegedly powerful mage, has to loot the homes of some poor villagers to actually become a powerful mage because you need that equipment. Whatever you don't use you'll just sell to a vendor, from whom you can buy things from. *** Drilling down harder on the FTL comparison is, again, destruction. I feel nothing blowing a hole into a roof or the side of a building in this game. You might kill an enemy, but there is seldom a tactical advantage to this destruction wherea in XCOM, blowing a hole into a wall means you can get to the objective faster or flank an enemy. In FTL, the way damage affects you over the course of the battle matters. Somebody can blow a hole in your ship that causes oxygen to slowly leak, but also puts out fires. Attacks can start fires, which damages your ship and can spread. Destruction in FTL and damage affects you in many ways, whereas in this game health is just a secondary mana bar that needs to be recharged by looting houses or buying health. TL;DR Enemies are mostly boring and just "rush you and cut you". Destruction is a gimmick that serves as the core identity of the game, but isn't really flshed out or interesting as it could be. On-the-fly spell modification is interesting, but spell modifications as a whole have been done far better in games like Tyranny. The game is too expensive because I can pick up FTL or just about nothing. I had fun the first fifty minutes or so but realized I spent $14.99 on this. If you're looking for a game about blowing up lego houses and magic, check this out. If you're looking for games where destruction of the environment play an important part, but isn't the central focus, of the game, check out XCOM 2, Battlefield 1, Rainbow Six: Siege, etc. And if you're looking for a game with magic, there are dozens of those so pick your poison. 5/10
  • FaustBot

    Apr 22, 2018

    This is the first game I've played to really nail the feeling of being a powerful spell slinger. Wall in the way? Call down a meteor. Demon in the way? Freeze it, then call down a meteor. Want to cut an enemy up with your mighty sword? Why on earth would you carry a sword. Wizards use magic. That said, this is a janky game. The graphics are dated, the controls feel a little weird, certain spell combinations are hilariously overpowered, and the enemies have all of the strategy and self-preservation as a goblin in a hastly thrown out roguelike. For those of us who like jank in our games, though, this one is a fantastic. It's a perfect example of a game whose ambition was bigger than its budget, a passion project borne out of a really good idea executed well, except for parts of it that don't rely on that idea. I would absolutely love to see a higher budget sequel to this, one cleaned up and polished to the shine the concept deserves, Ultimately, I'd recommend it to anyone who prefers a creatjve concept over polished execution. If you're the kind of person who can live with the...idiosyncracies of a Piranha Bytes game, Fictorum is great. If you're the kind of person who needs a safer, higher budgeted RPG like Skyrim, I'd recommend staying away from this one.
  • BRADical Dude

    May 14, 2018

    I think the amount of negative reviews are unfair. Many of the complaints seem to come from people not giving the game a chance or expecting far too much. It's fun for exactly what's advertised: destruction and gearing your character. I've played almost 8 hours and am still finding all sorts of new items so I'm not sure how people are saying they've found them all in an hour of game time. There's plenty of movement abilities, spells, runes, rings, and armor pieces to find, upgrade, and enchant. If you look forward to looting and gearing up a character, this game does it pretty well. Also, there are starting titles (starting classes basically) to unlock and play with so you can start a new playthrough differently from your last. I didn't play this game before the 1.1, so I can't speak for the A.I. before the update. After, however, they act in a way that's fun for the player. They form loose groups and move to flank you instead of running straight ahead. It creates a bit of a challenge and forces you to be aware of where they are. The game runs perfectly fine for me on my gaming laptop. The framerate does dip, especially if you destroy many buildings at once, but I think its fair considering the amount of physics going on from the gameplay. Even with dips, it never dropped below playable levels for me and recovers right after the major destruction slows down. Lastly, the game is being developed by a small team. If you buy a game from a small team you have to understand that they aren't going to put out projects as huge as the AAA titles. However, what you can expect is a team who shows an effort to connect with their players. And they do exactly that with Fictorum. It's always good to see developers who are active within their community. Every place I've looked (steam reviews, in the steam updates, on Reddit, on Discord) I've seen developer comments helping players and looking for feedback. This game is fun at its core and the developers have discussed a desire to continue updating Fictorum. I have no problem buying the game in its current state, but the fact that I can support future content by buying it now and showing interest in the game makes it that much easier of a purchase.
  • The Mighty Douche

    Dec 25, 2018

    Pros: + Cool on-the-fly spell adaptation + Nice destruction mechanics + Neat way of telling the story (it's all in past-tense as if it's an ancient legend being told) + Still in development, so there's lots of potential for future updates Cons: - Runs like absolute trash on all but the best setups - Somewhat bland gameplay (although this formula IS good for short bursts) - Still in development, so there's currently not much here Overall: Pretty good game for short bursts when you don't have much time, but I imagine it would get bland pretty quickly. In it's current state, I wouldn't recommend it unless you're getting a really good deal.
  • GamerMan7799

    Dec 30, 2018

    A really fun game that is well worth its price. Being able to smash through buildings and summon fireballs that destory entire towns is great, and lots of fun. The story is a bit bland, but I didn't really do into the game expecting an amazing story. The game is well worth the $20 and has lots of replay value and customization. I really recommend this game! The game still has a few bugs and could use some more polish in certain areas, but the developers are still quite active in working on the game, so I'm sure many issues will be fixed.
  • Smartik1

    Jan 15, 2019

    This game shouldn't have left early access. - Unstable crashfest, this is my 4th crash on the same map and I barely started playing. - Clipping is an issue. Fell through a bridge as parts of it aren't solid. Shot my spell at a tower and it flew through it. Randomly got stuck in a wall of a house I didn't even touch. - Enemy "types" mean nothing. They all look like ragdoll dummies running towards you and die in 1 hit. - Multishot aiming circles are complete RNG placement. Instead of helping you cover bigger ground, your aiming becomes even more of an inaccurate mess. - For all the spell "customization" runes allow, it is far quicker and more accurate to just use the basic starter attack to clear the game. Drawing the triangle shape to "customize" your next spell is severely flawed. It takes long to draw, prepared spell turns your usual fast mobility to grandma's evening stroll while continuously draining mana for no reason (uncapped drain, a single held spell can drain your entire mana bar before you even cast it). - Enemies randomly get stuck in terrain, stop walking and ignore several direct hits. I give up. The more I try, the worse it gets.
  • Terry of Wolves

    Mar 1, 2019

    It's a magnificent game that the devs released a tad too early, but the good news is: they have been following up religiously with massive updates in the form of better enemies, gameplay improvements, TONS of new spells, and some balancing. I think in its current form, it deserves a second look, and if it had been in development just a bit longer I think it would be very succcessful. As it stands, I hope the developers are receiving enough income from this to continue development, as the interest in this game is slow and too spread out to be caught by the steam algorithms...
  • obliviondoll

    Oct 5, 2019

    TL;DR version first: This game is pretty much FTL meets Red Faction Guerrilla, except it's set in a fantasy world more reminiscent of an Elder Scrolls game. It's completely insane, chaotically fun, and very satisfying with the destruction system and the Roguelike-like elements it mixes with that highly-destructive gameplay. To go into more depth, you get a fairly limited character customisation screen (it's a premade character you just get to tweak some details on), then, like FTL, the game starts with a text box introducing the story. Instead of the Rebel Fleet, you're being chased by the Inquisition. And you're being chased because they executed you, and you got back up. Apparently, you're the last "Fictorum", a wizard of such immense power that literally resurrecting yourself was an option. The process has corrupted you, and you're a bit short of that stupid level of power after the experience (dying is bad for your health, apparently... who'd have thought?) so you're on the run. But you're also kind of offended by the whole "you killed me" thing. So instead of fleeing into the distance, you're fleeing the Inquisition army that originally captured and executed you, but heading TOWARD the man in charge - your mission is to kill the High Inquisitor (totally not the Rebel Flagship, I promise). Once you finish navigating the introduction text, which is nicely decorated with an animated scroll background, you come to another screen which looks very much like a fantasy take on something from FTL - this time the sector map. You are at a "nexus" - a location from which you can teleport to any other nexus point in range. When you move to a new area, you'll see your current "chapter" scroll pop up, and explain what's going on. Sometimes, you have a choice to make, which might affect what happens next. Sometimes, you get a bonus item or other benefit. Sometimes, you're told "there are enemies here" and have to fight. And other times, you find a shop which you can visit to buy new gear or sell what you already have, as well as to spend money on healing (not hull repairs, even though health persists just like FTL hull damage). You can "disenchant" items when you're not at a shop, but selling to shops will pay better. Once you jump into combat, things take a sharp turn away from FTL and into new territory... The combat gameplay puts you into a very ordinary looking third-person perspective, looking over your resurrected superwizard's shoulder. You have a set of bars on the HUD, one for health, one for stamina, and one for mana. Health is used to not die, stamina is used to run around faster, and mana is used to cast your spells. You have a very standard RPG-style inventory system, in which the combat gameplay isn't paused, so you have to be careful when you decide to play fash-torum. You can wear various boots, outfits, shoulders and gloves, as well as a ring on each hand. In place of traditional weapons, there are spells. These may be contained in tomes (more powerful and capable of being "shaped") or scrolls (usually weaker but can be used to enchant rings). If a ring has a spell attached (either because it came like that, or you spent some of your "essence dust" - the game's money - to enchant it), you can equip the ring to have that power on demand at any time. This lets you eventually have up to 3 spells available at a time, with 3 more on relatively quick access through your primary spell slots. Only your primary spells can be "shaped", which lets you empower the spells using "runes" - another item you can collect. You can use this system to alter how your spells behave, increasing their impact force, damage, blast radius, and various other interesting effects. Each spell can hold up to 3 runes, which are placed in a triangle pattern which you can bring up on the HUD when the spell is equipped, allowing you to adjust those elements to your liking. This is really cool, but it's not the biggest feature that makes the game stand out, even though it's really fun and adds a lot to your spellcasting options. And what was that in the TL;DR about Red Faction? Yeah, this game has destruction physics. Much like RFG, the terrain is mostly unbreakable, but houses, castle walls, guard towers and other buildings can be blasted into pieces and scattered across the map. Powerful impact spells will punch holes in walls, collapse ceilings on the unfortunate people inside, and cause various other structural integrity problems. In order to help the player navigate, and manage performance, destroyed pieces of building disappear after a while, and blocked doors can be "forced" with a simple press of a button (and a "shockwave" animation that blasts the door off its hinges). While they persist, chunks of building do still have physics, however, so you can collapse a section of floor and climb up the rubble in place of finding the stairs, or kill yourself by collapsing the tower you're standing inside. I've only played through a single run so far, which took a good couple of hours and only got me to the end of chapter 2 (I'm told there are 10 chapters for a "complete" run). it will definitely be faster if you're less of an explorer than me (I'm VERY patient and spent a lot of time reading up on gear stats and the like), but there's a lot to do just in a single run, and more when you consider the replay value. Each "chapter" is one totally-not-FTL-sector-map, and the exit at the end is a "grand nexus" which throws you into the next chapter with a fresh map to explore while staying ahead of the Inquisitors. These exit points are guarded by a major event, like a boss fight. And my second chapter was an all out free-for-all war between "arch-archmages or whatever they call themselves". This turned out to be around 20 really powerful spellcasters, and I did only leave one of them alive. But one of them survived, and I, unfortunately didn't, bringing my trail of destruction to an end. After I blew up over 3 and a half thousand people's homes... And in one final silly, but cool touch, the death screen has a "copy to clipboard" option that lets you save the final chapter of your story into a text document, or share it with your friends! It's a bit ridiculous, but it's a really fun little bonus on top of a great experience. I posted mine here: https://steamcommunity.com/app/503620/discussions/0/1631916887490740685/
  • Xriborg

    Nov 15, 2019

    So I found this out of nowhere, on sale presumably because of a v2.0 "major update" for 5 bucks. A lot of the fixes in that update describe things like improved AI, additional spells, a mile long list of bugfixes, etc. All the stuff you usually see after a rocky launch. I kept that in mind when I read the mixed reviews, and ended up grabbing it. I mean, 5 bucks. Why not? Holy fucking shit, I'm in love! It's a bit janky but you feel every inch the legendary spellcaster the story says you are. I'm only 2 hours in so far, but I was sold the instant I was able to take my basic starting fireball spell and modify it into a force of nature. I'll just give out the recipe right now: starting fireball spell + chaos + multishot + high velocity, cast straight up into air = literal meteor shower of apocalyptic proportions. Like, blowing up every house across the entire map, meteor shower. If this is the starting spell, I HAVE to see what else I can find. I really hope the game keeps up at this pace. It made a hell of a first impression and I can see it being one of my all-time favs. If you like games that make you feel powerful, and I mean REALLY powerful, try this! EDIT: There was a decent amount of crashing at first but the devs have been very active and responsive in getting everything patched up. Good on them!
  • pil-grimm

    Nov 20, 2019

    Darn this is awesome! I think it's what Lichdom: Battlemage aspired to be but never actually achieved. And it's just what I've been searching for many years now: mage-god simulator. It might seem grindy a bit, but it's not monotonous in the least. You start off with a single spell in your arsenal, and you can customize it with a couple of runes. At first, I was like, "Oh, a fireball. Classic. So what can I do with a fireball?" But after the very first location I was already raining fiery hell on the next town, watching enemies fly like ragdolls and buildings explode into so many little pieces, and laughing like a maniac at all the destruction. The game isn't even trying to hide the fact that you're an almost godlike creature - it's actually the whole point. I'm not a souls fan, I don't have that much time to play games, and I have more than enough stress IRL to avoid being stressed out in a virtual world, so I set the difficulty to easy (not the Reese Mode, though, it's just for fun without any challenge whatsoever) and feel like a god of destruction. If you're a casual like me, you'll definitely love it. If you're not, though, there's hard mode and the possibility to make death permanent - I tried it once, and it's really difficult, so if you're up for a challenge, this game has some to offer too. And a really pleasant surprise was that it's awesomely optimized: I've got a decent PC, but absolutely not top notch (GTX970 8 GB, AMD FX-8300), and Fictorum runs smoothly on High settings. I've set rubble duration to 40% just in case, because I know how performance-crippling destructible surroundings can be (hey there, Mirror's Edge), but my machine doesn't seem to mind at all. Amazing. I wish there was some karma system, though. I mean, in the story mode, you can sometimes choose what to do - help the people of the mountains, skip battles altogether, and choose whether to be a good or an evil person. But your decisions don't really make any difference in the end, apart from you receiving some dust or items - or not receiving them. It would be cool to have some kind of a good/bad deeds counter that would mean something when you end the story, otherwise you don't feel like your choices actually matter. That's probably the only thing I'd change in the game. All in all, it's one of the best games I've ever played, and that's saying a lot, since I've been playing for 20 years now. Not a gamer, really, just a lover of a good one. And this is an absolute gem. Thank you, guys, for making it, and keep up the good work!
  • lemonhead42

    Feb 25, 2020

    At its current state this game needs a lot of work to become enjoyable. You wander through cold and soulless villages and the only interaction you have with this world is destruction. Initially it is fun to crush your foes with the slightest touch of your magic. What is missing is a reason to continue doing it for mor than five minutes. There is nothing to explore but collections of generic medieval buildings, mute peasants who flee from you and ever so slightly altered forms of making said buildings and people explode. Enemies are either melee grunts, that you snipe from afar with one hit, or other wizards, that snipe you from afar with one hit. Therefore you spend most of your time wandering sadly through those depressingly empty settlements of brittle buildings hoping to hit them first before they hit you. But why should you save this world, why should you even want to survive in this boring and loveless pile of future rubble? This game needs a lot more than better graphics and bugfixes, this game needs a soul!
  • CuriousTaco

    Feb 10, 2021

    ---{Graphics}--- ☐ You forget what reality is ☐ Beautiful ☑ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☐ Paint.exe WYSIWYG ---{Gameplay}--- ☐Very good ☑ Good ☐ It‘s just gameplay ☐ Mehh ☐ Starring at walls is better ☐ Just don‘t It's not bad. It's like discount Skyrim: all fighting. ---{Audio}--- ☐ Eargasm ☐ Very good ☐ Good ☑ Not too bad ☐ Bad ☐ Earrape Nice background stuff, but nothing major. The sounds during the boss fights gets me on edge. ---{Audience}--- ☐ Kids ☑ Teens ☑ Adults ☐ Human ☐ Lizards Really anyone who likes 1P fighting games. ---{PC Requirements}--- ☐ Check if you can run paint ☐Potato Fast ☐ Rich boiiiiii ☑ Ask NASA if they have a spare computer Any CPU made after 2010 should be able to run this based on the graphics, but the number of entities that can appear on the screen (bc you got lazy and spawned 100 sentinels to kill for you) will make a decent computer's fans start acting up. ---{Difficulity}--- ☐ Just press ‚A‘ ☐ Easy ☑ Significant brain usage ☑ Easy to learn / Hard to master ☐ Difficult ☐ Dark Souls It's really easy to pass the levels, but they can take some redos from silly mistakes or full restarts because you have shitty gear. I seriously would not recommend hardcore mode to start out with to develop basic skills. ---{Grind}--- ☐ Nothing to grind ☑ Only if u care about leaderboards/ranks ☐ Isnt necessary to progress ☐ Average grind level ☐ Too much grind ☐ You‘ll need a second live for grinding See previous comment. Grinding for 100% completion mostly varies on how much you wanna research underdeveloped and outdated wiki pages. ---{Story}--- ☐ Story? ☑ Text or Audio floating around ☐ Average ☐ Good ☐ Lovely ☐ It‘ll replace your life There's actually some decent ideas for a story floating around, but you could ignore all plot and still enjoy this game since the goal is always the same. ---{Game Time}--- ☐ Long enough for a cup of coffee ☑ Short ☐ Average ☐ Long ☐ To infinity and beyond Not too long of a game, but worth replay value. ---{Price}--- ☐ It’s free! ☑ Worth the price ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money I'm pretty sure I got it on sale. ---{Bugs}--- ☐ Never heard of ☐ Minor bugs ☑ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs Mentioned before, too many entities can make the game crash.
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