The Flame in the Flood
About
The Flame in the Flood is a roguelike survival game developed by The Molasses Flood.
The players objective is to survive the long river journey through the post-societal America. In order to survive, it is crucial to scavenge resources, look for food, find shelter, mend your boat and take care of your health.
The players have a certain time limit as they have to advance further the river before the rains catch up with them.
The game features a crafting system, hence why it is important to look for various objects in the game world. A complicated wound treatment system is also present in the game as players have to know how to treat a snake bite or hypothermia.
The developers put a strong emphasis on procedural generation used in the game. Anything from the river itself to every AI encounter is generated on-the-go. Fear, hunger, and aggression affect the NPCs behavior.
Resembling a roguelike genre, the death in-game is permanent to some degree. You will have to start from the head of the river but you are able to save some of your items using your faithful dog.
System requirements for macOS
- 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
System requirements for Xbox One
System requirements for Nintendo Switch
System requirements for PC
- 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
System requirements for PlayStation 4
Where to buy
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The Flame in the Flood reviews and comments
On paper the big innovation to the formula is how the game is split into distinct two parts: your standard scavenging for items and crafting takes place on small islands, but to get from one island to the next you have to navigate the rapids and obstacles of this flooded world on your upgradable raft.
That's on paper though - in reality the big unique thing this game has going for it is its atmosphere, and that's where the music plays such a crucial role. The game's artstyle is pretty great, with its buildings dripping in ramshackle Americana and its lo-fi character and animal models having an almost other-worldly feeling (Your character in particular is slightly unnerving in a special kind of way reminiscent of Coraline) but it's Chuck Ragan's FANTASTIC Folk music soundtrack that breathes life into this damp, post-societal world. Time spent cruising down through the backwaters to one of the rare - but all the more impactful for it - vocal tracks is easily the highest high point the game has to offer.
Your inventory is tiny at the start of the game, to the point it'll probably be filled after the first two islands (and this is AFTER it was doubled in a patch). Picking up or crafting anything after that requires shifting things manually to your dog's separate inventory. You're never apart from your dog so there's no real reason to separate the two inventories and you can't even send him to pick up items directly when your inventory is full - a feature that I'm finding extremely useful in Fate, a (15 year old!) game that I'm playing at the same time.
You instead have to transfer an item to the dog to make room, pick up the new item, transfer back the old item, then finally move the new item to the dog (making sure you keep one free square the whole time to give you space to move things). The only upside to this cumbersome system is that finding an inventory expanding pouch in game actually feels like the astounding reward it's meant to be.
That's a shame because there's very little writing in the game and, between the quilts and rare NPCs, everything you DO find is written in an appealing writing style that fits the setting and makes the tiniest piece of text feel like a refreshing aside.
One reason I can think of for why the game is so insistent that you hold buttons down is that the world doesn't pause when you're in menus, meaning that any time spent looting or reorganizing your bag is time that things can go wrong in an INSTANT. I underestimated the danger of a boar being in the general vicinity as I crafted items and after a broken bone, two lacerations, and having to use up all my hard earned healing items I definitely didn't make that mistake again.
There'd been no mention of saving (either automatically or an option to manual save) and everything about the game's set-up (the genre, the randomly generated islands, and the dog carrying over items from a nameless skeleton) had made me think it was going to be a perma-death roguelike experience. That did turn out to be an optional setting for hard or endless modes but I'm very glad it wasn't a case of having to redo everything from scratch because runs in this game are LONG - at least 10 hours before I first saw credits.
The game is split into 10 distinct areas and (after starting out deep in the countryside) the third sees you ride the currents into ruined cities and urban sections which, despite being gorgeous to look at, are too large. Every single island starts to take such a long time to explore when there are so many cars and houses to loot and around the fifth region it all started getting a bit too routine, with nothing new being introduced to keep up variety.
Luckily area 5/10 isn't the halfway point of the game (as you'd be forgiven for assuming) and the latter leg of the game is punctuated with short story-based segments, so the island-hopping never gets a chance to feel too long in the tooth, but by this point I was so well stocked with items on my little floating home that stopping at ANY island felt like more of a risk than it was worth, leaving my last few hours confined almost entirely to the rafting half of the gameplay.
Crafting things in a certain order with rabbits in your inventory that lets you make a pouch from their skins before skinning them (and therefore not using any materials). The free inventory upgrade is much appreciated but probably not intended.
As often as not when I disembarked the raft my stick and pack would duplicate themselves and float on back in mid-air and the raft is also a deceptively dangerous ride; getting caught on a single obstacle and being unable to steer away because of the current can leave you smashing into it over and over with no way to break free.
When you hear a thunderstorm coming and run to shelter to sleep it out you'll often wake up and walk back outside only for the rain to last just a millisecond before it becomes sunny again but completely drench you anyway, like you'd been trying to avoid by seeking shelter in the first place.
Upgrading your starting clothes unequips them without telling you - best hope you're paying attention or your newly insulated boots won't do much to stop you freezing while you walk around barefoot.
Most of those are easy enough to overlook but, as bad luck would have it, the worst one came right at the end of the game. Having the quick menu open as you enter the final area's cutscene trigger makes you lose all control of your raft which (combined with a manically flickering horizon) steals all impact from what should be a fantastic moment of finally hearing the game's climactic title track and then leaves you stranded, unable to dock, right before the end of the game. After rebooting the game and going through the unskippable cutscene a second time I found out it'd locked up in what was literally the final MINUTE of the game.
The Flame in the Flood has a beautifully unique atmosphere (excepting the possible contender, Where the Water Tastes Like Wine), and lots of heart serves as a charming distraction from mundane gameplay, but the jankiness and repetition wear it down long before the game draws to a close.
Microsoft from Deutsch
Microsoft from Deutsch