Fictorum is an action RPG featuring destructible environments, a procedural node-based world map, and dynamic magic shaping.
Recent Reviews:
Mostly Positive (23) - 73% of the 23 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (330) - 72% of the 330 user reviews for this game are positive.
Release Date:
Aug 9, 2017

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Recent updates View all (43)

March 8

Fictorum v1.2.13 Released!


We just cranked out a fresh patch full of improvements, just in time for the weekend—Seems like a good time for some Fictorum!

Bug Fixes and Minor Enhancements
  • Rintara and the Debilor battle will both grant large amounts of essence
  • The trash panel will now appear if you have chosen a new item from an event and are overburdened
  • Fixed a bug that would occasionally prevent progression after defeating a boss
  • Fixed a bug that would in rare instances cause the final boss to lose collision and permanently float
  • Fixed a bug that would occasionally prevent loot from being distributed from enemies
  • Fixed a bug that would cause focus issues for gamepad on character customization
  • A random warlock will no longer appear in Corian
  • Enemies will once again spawn on the final level
  • Fixed a bug that would occasionally prevent traps from being triggered
  • Aegis will now spawn with the proper shape and collision
  • Lightning strike has too much stun on it
  • Abilities will no longer trigger spell cooldowns
  • Storm channeling spells will once again move slightly
  • New quest notifications will properly display when a quest has been added to the next chapter
  • Haven will absorb 25x more damage before before dissipating
  • Flight height distance will now be calculated based on the distance over destructibles as well as the landscape
  • Traps will be sprung upon taking any damage
  • An observer can no longer trigger traps
  • Shockwave mana cost has been reduced
  • Spells will be quieter when colliding at long distances
  • Lightning orb has a new explosion visual and new sound effect
  • Sparkwhip sound issues have been resolved

If you haven't yet reviewed Fictorum, we would love that! Many of the great suggestions for Fictorum have come from players like you. If you'd like to contact us developers for any reason, feel free to reach out to us in whatever way works best for you.

0 comments Read more

February 26

Fictorum v1.2.12 Released!

Hey wizards!

We've just uploaded a new version of Fictorum full of fixes, a brand new Transcription feature, and a deadlier final boss!

This will allow you to spend essence to transform abilities into spells and vice versa, opening up all new possibilities for spell shaping and inventory customization. I'm already surprised by the combinations our beta players have come up with!

Improved Final Battle
We've received a number of complaints about our final boss being too easy and/or boring. Having taken another look at it, we had to agree! We've given the final boss new phases with plenty of tricks up his sleeves, making the encounter more challenging—even more so on harder difficulties! Good luck... :steamhappy:

Minor Enhancements/Bug Fixes
  • Slow Time's mana cost and cooldown have been reduced by half
  • Phalanx and Talisman will knock down enemies that come in contact with the shield
  • Characters will now animate appropriately while under the stun effect
  • Cooldowns are now tied to the item (not the spell or ability) so multiples of the same ability will have independent cooldowns
  • The number of items and runes that will drop has been reduced on higher difficulties
  • Health potions will be more common
  • Warriors will no longer lose their target if they are too close to the enemy
  • Some of the harder-to-read tutorial tips have been modified to improve readability
  • Fixed a bug that would show "{Spell}" in choices with a spell condition
  • Fixed a bug that would have a blank item affix spawn on an item
  • Rintara's health has been significantly increased
  • Channeled spells with Storm, Familiar, or Sentinel in the runeset will cause more initial mana, but will not require the animation to begin before casting
  • Enemies will do a substantially better job of spotting and tracking the player without needing to resort to their psychic powers
  • Crashes related to Fire Manifest/Flame Wake have been fixed
  • Fixed a bug that would victory-based starting titles too early
  • Splash Radius will properly show a decimal
  • Enemies will no longer spawn underground
  • The Corrupted Hulk's frost breath will properly animate and is no longer infinite
  • Decoy will properly aggro enemies
  • Fixed bugs that would occasionally prevent quest tracking bars or prompts from showing
  • The quest in Cethorp will properly show Kiri as the only quest enemy
  • Completing a level will automatically revert any performance-based slowdown
  • Exiting through the nexus will no longer cause a massive amount of canceled sound effects
  • Slow Time will no longer slow time permanently (whoops!)
  • In our infinite wisdom, someone decided that the mesh used for health potions should also be used as decoration—This is no longer the case!
  • Abandon and Earth Slam (beta spell) can now be used together properly
  • Damage over time will display in the negative status effects UI again
  • Fixed a bug with channeling spells that could lock the player in an uncastable state
  • Camera shake is less intense
  • Lightning strike will look normal with Storm runes again
  • Witchslap and Spellblade will function better
  • Numerous typos have been fixed
  • Surface snapping spells (Flame Strike, Glacier, Pillar, etc.) will always snap to the ground, regardless of runes equipped
  • Enemies will no longer spawn and subsequently get stuck underground

Community Art Spotlight

We have our first ever community art spotlight coming from our longtime players and early supporters: Nicktree! He created a pixelized version of the Fictorum and, though his pixel count may be small, his power is mighty. Send us your Fictorum creations and we'll feature whatever we can in the next update. :steamhappy:

We hope you enjoy this update—If you haven't left us a few, we'd simply love that! Also, if you'd like to try out the new spell schools we've been working on, you may want to opt into the Fictorum beta!

Thank you for playing (or lurking) and if you have any feedback, please let us know! We're only two people and we certainly won't see or think of everything, but we love talking with our player community! Feel free to reach out to us in whatever way works best for you.

3 comments Read more


“Fictorum deliveries on the promises it makes and is an enjoyable experience. It might look and feel a bit dated don’t let that put you off what is a brilliant title. If you can get yourself lost in it’s spellcasting and shaping mechanic then you will find a lot of fun to be had.”
7.5/10 – Game Grin

“If you don’t know what you are doing, Fictorum can be fun; if you do, then it is downright addicting. It’s a game that invites you to learn its intricacies, but you may not want to, and that’s fine; however, if you do go through the effort, you may turn into a mage-god, capable of delivering menacing destruction at a whim.”
7.5/10 – Neowin

About This Game

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.

System Requirements

    • OS: Windows 7+ 64 bit
    • Processor: Core i5 or equivalent
    • Memory: 8 GB RAM
    • Graphics: GTX 760 or equivalent
    • Storage: 12 GB available space

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