A rogue-lite river journey through the backwaters of a forgotten post-societal America. Forage, craft, evade predators.
User reviews:
Mixed (13 reviews) - 69% of the 13 user reviews in the last 30 days are positive.
Very Positive (653 reviews) - 82% of the 653 user reviews for this game are positive.
Release Date: Feb 24, 2016

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Recent updates View all (18)

June 1

Update - Achievement Fixes

Hello all,

We just posted an update addressing a number of issues with achievements. If you had previously met the criteria for some, but they didn't properly award, you may get a handful when you next launch the game.

We fixed issues with the following failing to fire:
Learned the Hard Way

We also addressed some that were firing inappropriately:

As always, let us know if you see additional issues. Thanks so much for playing!

20 comments Read more

May 9

Update - Introducing Daisy Belle!

Hello folks,

Not everyone may be aware of this, but back when we were just getting started on this game, we ran a Kickstarter campaign. We succeeded, and along the way we had a backer contribute enough to have their dog added to the game for everyone to use.

With the 1.1 update, we've added Daisy Belle! She's a dalmation/pointer/who-knows-what mix. You can select her via Scout options when you start a new game.

Thanks for playing, and we hope you enjoy your new canine pal!

13 comments Read more


“This challenging voyage makes for one of the most memorable and satisfying survival games in the last few years”
9/10 – Game Informer

“There's plenty to love in this heartfelt survival game”
Recommended – Eurogamer

“An absorbing game that lets you experience a journey”
8/10 – Gamespot

About This Game

A rogue-lite 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.

System Requirements

Mac OS X
    • OS: Windows 7 64 bit (requires 64 bit OS)
    • Processor: Dual Core Processor, 2.5 GHz or higher
    • Memory: 4 GB RAM
    • Graphics: DX11 compatible video card
    • DirectX: Version 11
    • Storage: 2 GB available space
    • OS: 10.9.2
    • Processor: Dual Core Processor, 2.5 GHz or higher
    • Memory: 4 GB RAM
    • Graphics: Dedicated Video Card with OpenGL 4.1 support
    • Storage: 2 GB available space
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Mixed (13 reviews)
Very Positive (653 reviews)
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343 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 30 days
1 of 1 people (100%) found this review helpful
10.4 hrs on record
Posted: October 19
Please play this game, it's the only survival game I have ever liked
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3 of 8 people (38%) found this review helpful
Not Recommended
1.4 hrs on record
Posted: October 4
I loved this game at first, but soon got frustrated because there are not enough save points. No matter how careful you are, you WILL die and loose all progress since the last save point. There are so few of these that I simply got bored of retreading my steps. Shame that such a simple thing has completely ruined this otherwise charming game for me
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Most Helpful Reviews  Overall
318 of 351 people (91%) found this review helpful
104 people found this review funny
5.3 hrs on record
Early Access Review
Posted: September 25, 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.
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221 of 256 people (86%) found this review helpful
37 people found this review funny
4.0 hrs on record
Early Access Review
Posted: December 19, 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 ♥♥♥♥♥♥♥ - 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 "♥♥♥ cakes" cuz they usually taste like ♥♥♥♥, 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.
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146 of 170 people (86%) found this review helpful
20 people found this review funny
24.2 hrs on record
Early Access Review
Posted: September 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.
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78 of 85 people (92%) found this review helpful
2 people found this review funny
18.6 hrs on record
Posted: February 24
Because I'm a sucker for rogue-likes, I immediately snagged this game up in early access. Not only that, but the art style and soundtrack were a major draw for me. While I liked it in early access, there were many bugs (some of them quite funny, like an invisible Aesop) that kept me from truly enjoying it.

Fast forward to now, I've just finished the campaign for the first time and consider most of my worries for the game allayed. I was particularly worried for how the campaign might play out. With the addition of occassional characters and plot points, the campaign was a pleasure to go through and had me hooked. First and foremost, I consider the narrative to be one based on hope. That first time you set sail on your raft with the rising sun is a magical moment that I believe alludes to that motif. Throughout the campaign, the narrative is consistent but with each new encounter you can't help but question whether there's something worth 'hoping' for in this post-societal landscape. Overall, a beautiful story and compelling experience that made surviving through it well worth it.

With that said, mechanics-wise, this game is a survival game. It can, at times, be unforgiving in its delivery of events but not in the way that requires praying to RNGesus like other more recent rogue-likes. In terms of the survival mechanics, you have to worry about your hunger, thirst, and fatigue. I spent a good chunk of my time planning around these - how much to eat and when, what to look out for, what expansions to build for my raft, etc. I enjoyed this part of the game.

Now for some things I didn't quite like. Echoing the criticisms of a few other reviewers, the UI has its issues. My biggest gripe is with the quick use menu for your inventory. With the amount of functionality (medical supplies, food, traps/weapons) crammed into it, its not as efficient as it could be. When you give things more flexibility and functionality, their usability typically takes a hit. There have been many times where I'd sustain a wound from a wolf while trying to quickly pull up tainted bait in the menu. To work around this, it's become habit for me to run back to the raft's safe zone, go back into the wilderness, and throw the bait as fast as I can to the wolves trolling the area.

Other UI issues include the crafting, sorting, stacking, and dropping of items. These tasks take more time than they should. For example, you can only drop items individually. So if you have a full stack of dandelions, you'll need to repeat the process of dropping 10 times. In conclusion, there's a lot of great draws to this game like the art style, the music, and the story but its clunky UI is really dragging it down.


What I liked:
  • Art style
  • Music
  • Story
  • Balanced gameplay / Not completely based around luck
  • Survival mechanics

What I didn't like:
  • UI/UX
  • Related to above, the tedium of navigating the UI

Overall: If survival rogue-likes are your thing, I definitely recommend this one.
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66 of 76 people (87%) found this review helpful
6 people found this review funny
61.7 hrs on record
Early Access Review
Posted: September 25, 2015
One of the most beautiful game of the E3 is finally here!

The Flame in the Flood is basically an adventure-survival game, where you, and a little dog as pal, have to craft, forage, and fight big enemies like wolves.
Dog apart, your raft is your biggest friend. You have to keep it repaired and strong to survive the crossing of the river. This one, can be very dangerous and is not easy to move across it.

AUDIO: I absolutely loved the soundtrack (check the trailer!!), and also the sounds effects are really cool and original, keeping the atmosphere very intense.

VIDEO: The graphic art is really AMAZING. Seems something of very similar to "The Walking Dead (TELLTALE)" graphic. Very clean and effective. Made with Unreal Engine.

The game is still in early access, and I'm happy to be part of it.
The devs behind this game are SUPER-AWESOME people, and can't wait to see the future progress of this game.

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43 of 45 people (96%) found this review helpful
2 people found this review funny
87.0 hrs on record
Posted: March 8
The Campaign Mode and Endless Mode are fairly similar. You guide a young girl named Scout and her dog Aesop as they attempt to navigate a flooded land on her raft - in search of everyone else. Campaign mode isn't terribly long, but there's a lot of replayability in Endless Mode.

It's all about survival. You start with nothing, but by gathering raw materials here and there, you are able to craft: medical supplies, tools, weapons, traps, clothing, and upgrades for your raft. There are four hostile creatures that you often come across - snakes, boars, bears, and wolves, as well as a few very rare creatures. Each can be deadly in its own right. At the cost of some of your precious materials, there are simple tools and weapons you can use to defend yourself from them and harvest useful skins and meat. You can also devise ways to play these creatures off of each other. Why not lead that pack of wolves to the bear, and while they're distracting it, you can pop into its den to see if it's got anything useful inside. Instead of building a trap to catch some rabbits, why not chase them into a snake?

Along with meat, there are wild edibles you can harvest to keep Scout from starving, but you also need to keep a look out for clean water, and safe places for her to sleep. You'll have to find ways to treat any number of conditions she may come across - from insect stings and venomous snake bites, to dysentery and broken bones. The increasingly cold weather also poses a threat, and there's pressure to find or craft better clothing for her.

As they journey down the flooded river, they pass areas where they can dock their raft and search for supplies, but they can't stop everywhere, so sometimes you have to choose. What's more important, landing at that camp with a fire where Scout can cook some of her food before it spoils, or docking over by that liquor store in the hopes of finding some alcohol and rags to make bandages or a torch?

In the end, you always come back to the peril of the river. There are many ways to die, but the most common - hands down - is drowning. I've kept Scout alive for months from all sorts of encounters with hostile wildlife, just to lose her to the river in a matter of moments. It can get pretty tense when the raft has run into a few too many rocks or debris, and they have to cross white water country - all the while desperately looking for a Marina where Scout can repair the raft just enough to carry her onward for a few more miles... a few more days.

A few things to note
The dialogue is textual, and choices are straightforward.
The audio is really well done, from the natural ambience to the sound track and instrumentals that never get tiresome.
The graphics are stylized, but clean.
The community has been friendly and helpful.
You're meant to die - fairly often at first. Gaining some of the achievements will take Scout to the point of death, and some actually require her death.

At the time of this review, The Flame in the Flood just recently exited early access. There have been quite a few complaints about audio and startup crashes. I had some issues early on, but since the last few updates the devs put out, I haven't had any problems at all.

There are a few bugs/exploits here and there, mostly involving the achievements. The devs have been quick to recognize them and say they're working to correct them. There are plenty of achievements that are challenging, but still fun.

There is a LOT of inventory maintenance which...is frankly annoying early on, but as you play, expand your inventory, and learn what you need to stockpile and what you don't - it becomes a little less of an issue.

I've had a lot of fun so far. Over 80 hours in, and I'm not at all bored with it. Because of its linear nature, It's very easy to pick up and play just for a little while, or for hours on end.
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29 of 30 people (97%) found this review helpful
1 person found this review funny
24.6 hrs on record
Posted: April 21
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.
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32 of 36 people (89%) found this review helpful
12.9 hrs on record
Posted: March 31
Overall I recommend this game; but definitely not for anyone looking for a lighter survival experience.

When I type "lighter survival experience" I mean relying on your own skills as a "gamer" to get you through the challanges.
Example 1: When you encounter wolves the only trick I have found is to hit the sprint button within a 1 to 2 second "window" to avoid the claws. It almost feels like RNG
Example 2: Rain is randomly generated, just like in real life and there is no way to combat it.

-Actual survival gameplay
-Great soundtrack
-Crafting system not convoluted
-Edgy symbolis
-Fantastic atmosphere

-Clunky controls (Definitely on purpose though, remember the whole relying on your "skills" bit)
-Not given all the information you need (Didn't find the first aid screen until a little too late)
-Can start to feel stressful
-I started on the "traveler" (easy) difficulty to play through the game once, it's still giving me a run for my money

-Time dosen't stop while your in the crafting and equip menus (Expect to lose a decent amount of time if you haven't memeorized the crafting recipes and like to know what crafting ingerdients to look for)
-Depending on rng too many challanges coming at once.
-If your a very visual person, don't expect a fantastic tutorial.

Recomendation for the game:
Add more options that make the game easier or "gameier", like Darkest Dungeon.
Option to "clean up" controls
Option to add "bulletime" to boating
Option to turn off time progression in inventory management and crafting
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Recently Posted
25.5 hrs
Posted: October 20
Very atmospheric; everything just works really well together to create this strange, interesting world. Music, discovery/survival mechanics, art, lighting, enemy behavior and the way you are gradually forced to figure out how it all works...

It's also just the right amount of rogue-like-ness for me, which is enough procedural stuff to be interesting, but not too much obnoxious random luck required to lose interest.

1) the controls:
only while writing this did it dawn on me that this must be a console port. The mouse is sluggish, there aren't enough keyboard shortcuts to compensate for it (e.g. 'i' brings up the entire tabbed inventory/quest/etc. dialog, but from there you're on your own to switch around; still have to click on items in the 'quick-access' slots instead of quickly using keyboard shortcuts; can't use arrow keys to get around in menus; whether you can use ESC to exit out of menus is extremely inconsistent across menu types).
I have to click like 3 times in different inconvenient places to confirm I want to get to sleep, and occasionally I miss the last click and everything is cancelled and I have to start over (all while game time is ticking);

2) the interface:
Some of it I could attribute to making things clunky on purpose for atmospheric purposes, but a lot of it is just about inconvenient menus, which doesn't translate well into game atmosphere, IMO. For example:
to *get* water you use the inventory interface, but then to filter it you use the crafting interface. that got me stuck a few times.
I have, multiple times, accidentally left a port instead of transferring things to my raft or repairing my raft because I clicked the "raft" prompt.
Sometimes the game claims that you can right-click to interact with something, but it's lying and in fact you have to run around in circles randomly until you are in just the right place to right-click to interact. If the prompt is up, clicking should work.
craftable items are a flat alphabetized list instead of, say, surfacing workbench-related things up top because you are at a workbench.
it's not clear what several upgrades/items do, sometimes even after you use them. ('sturdy raft' my foot!)
Transferring inventory between different areas is ridiculously painful; stacks are of inconsistent max size and there's no feedback of what the max is; things that aren't stackable still say 'x1' on them.
In crafting, it's never clear which required items are ingredients get used up, and which are tools that do not. Took me a couple of games to notice that a water filter is a multiple-use item.
you can't see the numeric value of your food/rest/water statusi in normal gameplay, unless you go into a menu that actually minimizes that part of the interface and then shows it in a 'compact' way that happens to include numbers.

3) the RNG occasionally generates un-usuable world constructs:
the reason I am writing this review right now instead of playing the game is that I rage-quit-and-uninstalled the game after I crashed on rocks I couldn't see. several times in a row. Doesn't help that dying and restarting is so frigging slow.

That said. I *am* reinstalling the game now.

... also the steam achievements don't get unlocked for me. but I don't care that much.
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8.0 hrs
Posted: October 18
The game looks fantastic and the gameplay has excellent potential, but unfortunately there is not enough content for the price. Got very boring very fast, with a lack of new things occuring.
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3.5 hrs
Posted: October 14
I can't believe this has so little attention. I stumbled upon this game by chance and seriously, I'm quite positively surprised about it !

The gameplay is so comfortable, you can totally move around simply by mouse, and I personnally love that type of exploration. It suits the survival genre so well too.

The art direction is on point. The game is simply beautiful and is in such a good harmony with the soundtrack.
Minus point though for the main character's face which I just don't like, but it's subjective. It does fit the overall visual.
(seriously her face is creepy, even more so when she takes damage).

I love the idea of exploring a river downstream while discovering more about what happened the longer you survive. The draft sailing gameplay is simply, yet very enjoyable and original.

This game really deserved to be checked out.
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19.6 hrs
Posted: October 7
This is a fantastic little game. Crafting and surviving is challenging but fun. The music and general tone is perfect. Really enjoyed playing through this.
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0.7 hrs
Posted: September 20
This game is like your drunk friend who you want to keep trying, but it never works. Don't buy.
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21.6 hrs
Posted: September 16
This game was such a joy to play. Almost every aspect of it is absolutely fantstic! Flame in the Flood is a challenging but fun survival game with great art style, original music, random map generating, and a sense of exploration that left me excited at every turn to see what was next. It's a really great idea that they added an endless mode because even though I have completed the campaign, I am itching for more. I know I already mentioned it but the music is really fantastic, and is just really fits with the game and makes it even more enjoyable. I might even buy the soundtrack which I have never done for a game.

With how much I enjoyed this game, though, there were a couple of things the developers should fix or add. For instance, feathers get stuck on roofs, rocks, and other places, I would say 50% of the time, which makes it where you can't pick them up! Kinda frustrating seeing as how you need them to craft crucial items. Also, achievments don't work for me and a lot of other players sadly. I have eared maybe 14 or so without really even trying just through the first playthrough and haven't recieved any. Lastly, its not really a problem with the game, but since it relies on checkpoints for saving (and they're reasonablt far apart), I end up having to keep the game up on my computer through the night and hoping my computer won't shut off or update or keep playing for another few hours into the night when I should have gone to bed long before lol. I would be fine with keepig the death respawn back at those points, as it ups the anti and keeps it more challenging, but I wish I could somehow save it in the middle of those checkpoints so that I could maybe get more sleep :).

Even so, those bugs don't keep me from wanting to play this game for days without end and I am already looking foward to my next playthrough. If you like survival games that are easy to pick up, hard to put down, and with the best audio and visual experience you could ask for, this game definitely won't dissapoint.
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2.8 hrs
Posted: September 11
Gorgeous game with a great soundtrack. There's a sharp learning curve at first but once
you get the hang of it you can fully enjoy the challenge of the game. Love it!
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17.2 hrs
Posted: September 10
GREAT game! GREAT art style! Wish it has a longer story mode.
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