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The Flame in the Flood

The Flame in the Flood

73
77 Positivo / 1172 Calificaciones | Versión: 1.0.0

The Molasses Flood

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The Flame in the Flood, es un popular juego de Steam desarrollado por The Molasses Flood. Puede descargar The Flame in the Flood y los mejores juegos de Steam con GameLoop para jugar en la PC. Haga clic en el botón 'Obtener' para obtener las últimas mejores ofertas en GameDeal.

Obtén The Flame in the Flood juego de vapor

The Flame in the Flood, es un popular juego de Steam desarrollado por The Molasses Flood. Puede descargar The Flame in the Flood y los mejores juegos de Steam con GameLoop para jugar en la PC. Haga clic en el botón 'Obtener' para obtener las últimas mejores ofertas en GameDeal.

The Flame in the Flood Funciones

A rogue-like river journey through the backwaters of a forgotten post-societal America. Forage, craft, evade predators.

From the Art Director of BioShock and a team of veterans of the BioShock, Halo, Guitar Hero and Rock Band series comes The Flame in the Flood.

Travel by foot and by raft down a procedurally-generated river as you scrounge for resources, craft tools, remedy afflictions, evade the vicious wildlife, and most importantly, stay ahead of the coming rains.

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Descarga The Flame in the Flood en PC con GameLoop Emulator

Obtén The Flame in the Flood juego de vapor

The Flame in the Flood, es un popular juego de Steam desarrollado por The Molasses Flood. Puede descargar The Flame in the Flood y los mejores juegos de Steam con GameLoop para jugar en la PC. Haga clic en el botón 'Obtener' para obtener las últimas mejores ofertas en GameDeal.

The Flame in the Flood Funciones

A rogue-like river journey through the backwaters of a forgotten post-societal America. Forage, craft, evade predators.

From the Art Director of BioShock and a team of veterans of the BioShock, Halo, Guitar Hero and Rock Band series comes The Flame in the Flood.

Travel by foot and by raft down a procedurally-generated river as you scrounge for resources, craft tools, remedy afflictions, evade the vicious wildlife, and most importantly, stay ahead of the coming rains.

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Información

  • Desarrollador

    The Molasses Flood

  • La última versión

    1.0.0

  • Última actualización

    2016-02-24

  • Categoría

    Steam-game

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Reseñas

  • gamedeal user

    Sep 26, 2015

    As an older gamer "50", my take on this game is somewhat different than my 13 year old sons. Let me start with the positives..art style, ambient sound and the soundtrack...all top notch! Relaxing at one moment, then a few moments later trying desperately to find the items I need to keep my girl alive. It's this constant battle of emotions that makes this game so darn enjoyable... For not having a story yet "the game grips you" and only makes you want to see what the writers of the final release will be able to conjure to deepen it's hooks into your heart. Yep, I said heart. Couple other things worth noting, First, I started the game with mouse and keyboard but found the gaming pad much easier to play the game. Gaming pad first! Secondly, put on some headphones, hear the game, feel the water and enjoy the lighting as the game cycles day, night and weather. Ok, now for the negatives...don't have real deal breakers, 1 box on the starting island seems to be sunk every now and then into the eart, other than that..it's all good. Highly reccomend. Oh yeah, as far as my 13 year old sons thoughts on the game...it's not league of legends. Silly kid.
  • gamedeal user

    Sep 28, 2015

    My journey ends here. After 79 days of struggle, I almost made it to the 150th milestone. I wish I had the strenght to keep on for even just one more day, instead of collapsing so close to my goal, but it's been one hell of a ride alright. Nature's not been kind to me for the past 20 days, luckily I saw it coming and filled my raft with jerky, ash cakes and dandelions for good measure. Still, wildlife has its ways of letting you feel unwelcomed, but I did not lose hope. At least not until the last 5 days. As I was biting into my last jerky, I knew it was the end of the road. Time to take drastic measures. If I am not wanted, I shall just ride into the sunset as far as I can, without looking back. No more stops at scrapyards only to find some nuts & bolts in an abandonned car and a pack of wolves ready to greet the juiciest peace of meat they ever saw in the last few weeks. No more suicidal moves onto the river for some grubs and lumber I don't even need anymore. It's time to ramble on. The crazy thing is, once you accept your certain death, you almost feel relieved. You made it through the hardships of the beginning, then as the wheel started to turn in your favor you began to gain confidence, too much confidence, leading you to some stupid, regretful decisions. At midpoint the monotony started to kick in, replacing your fear for survival with a daily grind as much comforting as it numbs all your senses. It's only 50 days in on your journey that you slowly began to realise that all good things must come to an end, and the abrupt decrease in plants was no stranger to this. Without it, no game, no cooking, no juicy meat, only grubs and scraps. The wildlife wasn't a giant supermarket anymore, you lost a few ranks in the food chain, again. Back to square one, only this time bring your own tools. It kinda felt revigorating at first, I have to admit. A way to keep things fresh, and to keep you on your toes. Then after a few days where you visit any spot you can find, devoid of anything that could help you eat, you realise Mom Nature has a grand scheme, and she's gonna starve you out. Except if you just want to take the easy way out and drown yourself into the river. No, screw that, challenge accepted! I'm just gonna go as far as I can, and if I die, it will be on my own terms! Acceptance is pretty easy, and so is closure, I'm already pretty worn out by the ride anyway. The good thing is that I don't have so much to care for anymore, my only concern is to give Aesop my finest survival gear so that his future owner will put it to good use, after that I am golden. I just need to stop every now and then to rest, eat and hydrate myself, and I'm back on the water again. Feels like when I was a kid and we would embark on road trips with my parents to go on vacation. Everything under cruise control and smooth sailing. I worry about the occasional storm, but it feels like forever since I last had one pouring on me. Along the way, I manage to scrounge some extra bits of food that allow me to push my journey even further. If wildlife is mean-spirited, the river can be kind-hearted at times. At long last, the day finally come. I won't sleep tight tonight. Actually, both as an act of defiance and as a way to let go softly, I managed to get every bit as exhausted as hungered, which should help alleviate the pain a bit. As I push myself away from the dock one last time, I feel strangely upbeat. One last ride. Make it count. Your raft is worn out just like you, one bad corner and you could end up down the drain, but you know that's not gonna happen, not on your watch, not today anyway, you have a destiny to fulfill. And I have to admit, it sure feels great for a last day: the sun is rising nice and easy over the horizon, the rapids let you sift through the river without any hiccup on the way, you can even hear yourself mumbling one of the great tunes that accompanied you during your journey down the river. Eventually, the waters take pity in you as they calm down to support you during your last stand. You collapse of fatigue on your raft, only seconds before the starving pins you down. You take one last look at your trusty companion. Go Aesop, you're free now, find someone else that will love you as much as I did. You're down to 146.9 miles, and your journey ends here. If you think about it, you chose your way out, only a handful of explorers can take pride in that. I sure am gonna miss the ride. Good thing I can just start a new one right now, then. ---------------------------------------------------------------------------------- I'm usually not one to post review of Early Access games, but this one seems pretty fleshed out already. We should expect less crashes, less visual bugs and some gameplay tweaking along the way, but at core the game plays and feels great. Balancing is the main issue right now. As of any rogue-like, the early game depends a lot on your luck and your knowledge of the systems, so you're bound to die a lot at first, which is by no mean a problem. You learn with every game, so you can survive 4 days during your first playthrough, then hypothetically 8, 16, 32 and so on. The campaign isn't implemented yet, only the endless mode, basically a version of the game where you're gonna die anyway, so you have to make it for the longest streak of days, or travel the furthest down the river, depending on whatever you fancy. That's the best thing about the game in my opinion, time and mileage are not ultimately tied together. When you get on your raft, you get to choose whether you need to scavenge every location, stock up on supplies, take a minute to craft and manage your inventory or even take a breather, or alternatively if you feel you have enough on you (or not enough space to scavenge anyway), you can just powel through, get on the rapids and quickly get down the river in search of better lots. The game is best played with a gamepad, right now it's even mandatory if you want to get through the rapids without smashing your boat at every single rock. Once you get the hang of it, the game is a blast. The sole feeling of getting on your boat with your dog, sifting through the calm waters, listening to some amazing tunes is amazing. And then a giant storm happens, the rain come down pouring on you, and you just have to seek shelter, and the game get even more amazing. Once you're down 100 miles (60 days in, my longest streak for now), monotony starts to kick in, every lot you step on is literally a wasteland, except for the few plants scarcely available. That's when you realise hoarding on medicine and water won't get you any further if you just die of plain starvation. End game is all about embracing that fact, visiting any location with the slightest hope of finding enough resources to craft some traps that would help you hunt some game, gasping in delight to the vision of dandelions of cat tails on the ground, all the while avoiding in the best possible ways the wolves and boars attacking you. When that day finally comes, however, it's time to let it go. So you just cram your best survival tools in your trusty companion's bag, knowing that they'll come handy to whoever comes accross Aesop, and that person happens to be you, on your next playthrough. As much as it is imperfect at the moment, The Flame in the Flood is a very compelling experience, granted not for everyone, but if you like the Open Wide, if survival of trekking is your thing, or even if you're just fond of the art style, I urge you to try it. As of now it's only a rough gem, but with enough polish, it can become a real diamond.
  • gamedeal user

    Dec 20, 2015

    Let me preface this by saying that I am incredibly stingy when it comes to "survival" and "crafting" games because I teach emergency Wilderness Survival, Wildlife Tracking, and a variety of other Wilderness Skillsets. Most of the games in the genre are so grotesquely nonrealistic that I physically cannot bring myself to play them; even if the nonrealistic elements are implemented for "exciting" gameplay. I love this game. The Flame in the Flood is probably the closest thing I've found to a semi-real survival game. You cannot carry much, at least early on, you are interacting with plants/things that actually have practical uses [Cattails, Dandelions, Yucca, Aloe], and you're at risk of exposure, dehydration, starvation, and fatigue. Most survival games place a gross amount of emphasis on food. The reality is, human beings have been known to survive for well-over a month without ingesting much of anything. This game does food well. It isn't the dominant focus, but it matters. Most things you consume are small and meager, giving you just enough to continue trudging forward. The purist in me loves this approach. Water and exposure seem to be the larger issues, as they should be. Though, I'd like to see exposure increase punishment, a bit. Getting wet in a survival situation is about the most god awful thing that can happen. It takes a hell of a lot more than a nap and 4 hours [if you rest in game, you can rest for 4 hours and dry out] to dry out. Sitting next to a fire might do it, but the dehydration aspect is usually brutally punishing if you've yet to secure a reliable water source. Typically, as little as 4 hours of exposure to cold or heat is enough to suck the life out of someone. I haven't played for long, but so far getting wet has felt relatively inconsequential [perhaps i'm just on a lucky streak]. There are some things that I don't love, though. I liked having such a tiny inventory, initially, but it does have some drawbacks. Namely, I am spending a lot of time in my inventory menus, juggling things around between myself, my pet, and my raft; crafting things, to consume other things, to make space for other things; you get it? Sure, I could leave some of this stuff behind, and I am sure I eventually will, but early on everything feels so valuable, it's a shame to leave it behind. In a lot of ways, I am spending more time tabbing through menus and running back and forth from my raft to store things than I am actually playing the game. Unless, of course, that's what the game design is meant to be, but I suspect not. I'm not sure I really have the solution for the game's inventory spacing issue since it does add a layer of realism. One potential solution would be to allow the player to loot something and have it automatically stored on the raft/pet if the raft/pet already has part of a stack. Less real, but they could graphically have the pet run back and forth from the player and raft to increase the realistic appeal. The same method could be implemented for crafting things [IE. directly pulling the items from raft/pet]. This already exists, sort of, but requires proximity. Not sure it's a bad thing, but I can see after many hours of running to and fro it possibly becoming irritating. Another simple solution would be to increase starting backpack size by a few spaces AND increasing the overall stack size [most things stack to 10, it seems]. Nothing too extreme, but for certain plants [cattails], it might be a nice QoL change. Then, there's the occasional annoyance of a plant, like yucca, growing in an incorrect biome. This is purely a "me" thing, but it definitely annoys me. And the fact that every animal, which I actually like because it increases enjoyment, is a blood thirsty bastard - easily explained away by the "end of the world" scenario. Oh, but the crows calling wolves, should definitely be Ravens. Ravens are much more notorious for alerting wolves than crows are. Even going so far as to fly above things, screaming. What really sucks me in and is particularly endearing, for someone like me, is the game is mostly accurate. They even have ash cakes in the game! A friend and I refer to these as "ass cakes" cuz they usually taste like shit, but hey. Sure, the recipe isn't realistic, but it's the thought that counts! I should really just email the devs and offer my obnoxious help.
  • gamedeal user

    Apr 21, 2016

    Nice game overall. Visually pleasant, good soundtracks, simple gameplay mechanics. Basically you try to survive in a flooded world by always going forward where the current flow. Collect, create, repair, cook, etc. just to move on. In story-mode there'll be some sort of final destination or ending. The surviving ways aren't that much detailed and complex, but enough for the game to be entertaining. The basics are there; nourishments, clothings and tools. Places visited by navigating with a raft but it's designed so that you are always better moving forward. Items and several objects in most places are randomly generated. There are many ways to be dead in this game and the checkpoints are pretty sparse. But don't worry, luckyly you always have a helpful companion by your side. I recommend this game for its interesting and different take on survival-game and unique gameplay mechanics. The visual and soundtracks are bonuses.
  • gamedeal user

    Jan 1, 2017

    I generally like 3rd Person survival games. I love Project Zomboid. I like Don't Starve. I appreciate what This War of Mine is trying to do. I couldn't get by the look of NEO Scavenger. But regardless of whether I like them or not, one this is true: I suck at them. I never win. I rarely get into a stable position. While some people are living for years in PZ, I'm dead in 5 days. While some folks can build a massive base on Don't Starve, I think I've made it to winter once...with mods to make it easier. I had to mod This War of Mine to get through it. So I finally picked up Fame in the Flood during the Steam sale. I waited until a good sale because it was likely that I'd get only a couple hours in it given that it wasn't moddable and I'm terrible at such games. I was wrong. While flawed, this is a greatly entertaining game. First of all I find the setting charming. As a former whitewater guide, I love floating down rivers. It's unique and beautiful. Add in some great - perfect for this setting - music and you wind up with a great atmosphere. The graphics are functional but I'm not as big a fan of the art style. It didn't put me off though. The game is best played through an XBox controller rather than keyboard and mouse (but both are functional). As for the gameplay, this is a flawed but ultimately satisfying game. The core gameplay is your character is floating down a river and pulling off at various stops. You gather, craft and push back off to float down the wild river some more to make progress. In your way aren't zombies or weird monsters. The dangers here are more mundane but still terrifying - hunger, thirst, wolves, disease, sickness, exposure and so forth. The challenge in the game is scarcity (which is typical of this type of game). You're rarely going to have enough stuff to do everything you want and you're going to have to prioritize. FitF doesn't give you much backpack space and so you're always going to struggle to figure out what to carry. You're going to have to leave stuff behind that is useful. You're going to make food, water, clothing, traps, bandages, herbal remidies, raft upgrades and so forth to overcome the dangers of this world. Note there's no real combat here. While you can make a bow to hunt with a bit and traps to catch food or defend yourself, this isn't a combat game. You're always playing defensively and you're not going to craft a sword to slay wolves with. If you're looking for a combat oriented game, this isn't it. In fact, this has less combat than any survival game I can think of but I think that's a strength and not a weakness. So what are the flaws? Well, inventory management is supposed to be part of the challenge but frankly it's one of the more annoying aspects of the game. You're going to be in your inventory A LOT and the UI is fine but it's still really annoying. You're going to spend a lot of time in that inventory screen. There's also no modding support for this game which is unheard of in this genre. Thus this is a WYSIWYG (look it up) game - it is what it is and you're not getting anything else. While some would say that means the game is unfinished, I don't think so. I've encountered no bugs and no crashes in 10 hours of play, so I see this game as finished. And to come back full circle to the opening paragraph, it's also winnable - at least for me on easy mode. It took a few tries but on easy I was able to progress (with liberal use of reloading) all the way to the end. So if these games are typically too difficult, this one isn't. And if you're good at these games, there are other difficulty levels which I'm sure can provide an ample challenge. In conclusion, this is a charming, well-constructed and entergaining game that deserves your patronage if you like this genre. It won't go down as a classic but you'll likely have some very fond memories of this title long after you move on to something else. As for me, I'm getting ready to get back on the river. The wild calls....
  • gamedeal user

    Feb 13, 2017

    Very beautiful but poorly designed. This game shines in terms of art and music. It does a great job of conjuring an environment not commonly explored by videogames. The result is beautifully atmospheric. It is a shame therefore that the gameplay is so uninspiring. It's all about inventory management and crafting following set out rules. There is little to no room for creatively organic play. It is entirely a mechanical process of "to solve problem A get items B and C from location D and craft them to make item E ..." This could be OK in a more forgiving game, but it wants to be a roguelike, survival game. So you end up restarting a lot and working through the same sequence of early crafting processes -- get flint to build a knife and a hammer, build a trap, catch a rabbit, skin the rabbit, etc ... Most good roguelikes (e.g. Nethack, Spelunky) are built around fine-grained mechanics which interact with one another in interesting ways, so the random level generation creates a wide variety of novel situations. TFITF doesn't have that kind of granularity or organic interaction. Each location is basically a big random loot-drop, perhaps with an enemy guarding it. On the top of all this, there are a bunch of bad UI design decisions. For a game that is mostly about inventory management, the inventory UI is cumbersome. E.g. you can't access your inventory while looting a container. So if your inventory is nearly full, you'll find yourself clicking back and forth between the inventory screen and the looting screen. Likewise when you are crafting. I really wanted to like this game. I keep coming back to it to give it another go, and each time I am disappointed.
  • gamedeal user

    Feb 18, 2017

    As someone who has been gaming for 30 years I may have different perspective than others on what I want out of game. The main things I look for in a game are: challenge, uniqueness(doesn't seem like just a prettier version of a hundred other games i've played), pacing(I don't like watching cinematics and doing lame quests that just feel like work), and lastly I like games that make me feel something. Flame in Flood hits all of these for me. I've seen others say the game is too hard, I think it was just right, maybe a little too easy if anything. I only died twice before beating the game, and came really close a few more times. This is where the feels come in. The feeling of desperation as I'm hurling my raft down the river at max speed with reckless abandon smashing in to rocks and debris, trying to find medicine to cure my snake bite was one the most intense gaming moments I've had in a long time. In other moments this game also invoked feelings of fear, joy, peacfulness, loss, lonliness, triumph and humor. I paid full price for this game and feel like I got a bargain. While it may not provide hundreds of hours of replayabilty. The amazing and unique experience of the first couple of play throughs are well worth the price.
  • gamedeal user

    Apr 3, 2017

    This could have been a really good and enjoyable game, if it wasn't for the random and unfair parts which you just cannot avoid. I don't have a problem with punishing games, but after a while you'll just be in a constant hurry to fullfil your characters needs and as items spawn randomly throughout the islands, it's nothing but a matter of luck if you survive or not. I feel that because of that you miss out on the interesting features this game has to offer, as there is never time to wander around or plan your next move. You'll also spend a lot of time in the menus (managing inventory, crafting etc.). I usually like that sort of gameplay, but as the ingame time doesn't stop while browsing the menu/inventory you'll spend your time rushing through things and eventually making a mistake caused by lack of time which leads to your characters death. Like I said before, I wish the game wouldn't be so hectic (and still be challenging), but the way it is designed just wasn't for me and because of that I can't recommend it.
  • gamedeal user

    May 30, 2017

    While it's a great idea, it gets old VERY fast. You can't directly fight any creatures, so if you don't have anything prepared, you're pretty fucked, especially the further down the river you go. It hit the point where I was always fighting wolves and it was raining everywhere I went, and though I had the best gear and enough traps and weapons to handle everything, it was just annoying. The soundtrack isn't really my style, but I have recently fallen in love with Landsick and Flame in the Flood. It had a lot of potential, but fell short.
  • gamedeal user

    Jun 7, 2017

    IMMERSE YOURSELF IN A VISCERAL GAMING EXPERIENCE!!!!!11!! That's not quite the tag-line I'd use to describe The Flame and the Flood, but in an industry fraught with bold and sometimes high-fallutin' claims of gameplay "experiences", this game quietly sneaks up and delivers something different. Not saying that this template of survival hasn't been done before, a number of times while playing I got a whiff of other survival games like This War of Mine and Don't Starve. In that respect is it TRULY somthing different? No, but at the same time delivers a certain amount of charm that makes the experience all it's own. From the cartoony Tim Schafer inspired art that becomes violent and terrifying quicker than a boar getting side-swiped by a well placed trap; To the minimalist bluegrass guitar and harmonica that plays sparingly through your journey, The Flame and the Flood is a unique twist on a tired genre. And now the fun part after the honeymoon glow has worn off. The Flame in Flood seems like a game that is far from finished, my big issue so far in the game is balance and just plain ol' common sense. Now, I may not be a big city lawyer with a $30 degree from the State University of Science and Fire, but I reckon that more than just cat-tails burn out of the selectable items in my inventory. I have starved to death in two games for the inability to cook anything for the lack of a stove, and something to kindle the flames. To add insult to injury, one particular campsite began a random torrential downpour right as I was approaching the fire. And the game has the minerals to tell me as I approach the location: "FIlthy Tease Campground: Often has Flint, Always has a lit fire." Couple this with the cluttered and clunky inventory, where you never have enough space for anything. The inventory is like trying to visit your eldery aunt: way too much junk. So you just end up hoarding things until you've discovered the mummified cat from 1998 underneath the mountain of fallen Vanity Fair magazines, Canada Dry cans and Little Debbie wrappers. Junk yes, but junk she may need at some point. The difficulty curve seems steep, but with a modicum of effort you'll get into the swing of things. Which leads me to my last complaint at 2:30 in the morning, for a roguelike, once you get a feel for the enemy types and the map layouts, everything gets boring rather quick. Can I think of better games in this genre? Absolutley. Do any of those games have the same character and mystery as this title? Not at all.
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