

Bonfire Peaks
Corey Martin · 2021 · Puzzle, Sokoban, Difficult, Indie, Adventure
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About Bonfire Peaks
Move onwards, move upwards, and leave nothing behind.
Bonfire Peaks is a puzzle game about closure, by Corey Martin and published as well as co-produced by Draknek, creator of A Monster’s Expedition and Cosmic Express.
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Navigate expertly designed puzzles in a breathtakingly lovely voxel-based world. Filler content has been burned away to create a perfectly fine-tuned experience, filled with richly rewarding challenges and surprising new mechanics that’ll keep sparking your interest right through to the end.
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Created by Pipe Push Paradise and Hiding Spot developer Corey Martin, co-designed with Alan Hazelden, and with art by Mari Khaleghi and Zach Soares.
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What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Players praise the clever puzzle design with unique mechanics that build well across levels, creating that satisfying moment when a seemingly impossible puzzle suddenly clicks. However, some criticize the camera system and 3D depth perception as frustrating, arguing that solutions sometimes rely on trial-and-error discovery of hidden mechanics rather than logical deduction, which can feel more tedious than rewarding.
Great puzzle game in the spirit of Steven's Sausage Roll. Clear inspiration here with the box sticking out in front of you and fire involved in the puzzle goal. The game still stands on its own here with some unique mechanics that surprise me periodically. The progression of levels give a clear intro to each new mechanic or new way to use existing pieces, and then gets harder. Definitely a bunch of levels I've had to skip because I just can't figure it out yet. I've had multiple instance of coming back to puzzle and then quickly seeing the trick that I missed before (I love puzzles that seem impossible until you get the trick and then they seem obvious).1 found this helpful
Draknek supports woke politics1 found this helpful
It's a lot of fun and some of the levels are crazy hard.
I do acknowledge when I've been beaten by a puzzle, but the horrible camera paired with 3d puzzles kill it completely. The art direction can't transmit depth at all, and while you can move it around if you want to gauge depth correctly, it turns the map into 2d. It wouldn’t be an issue if depth, sizes and how tall certain stuff is relative to other wasn’t vital to later puzzles. You can’t have a complete view of a stage. Much of the “hard” part of finding a solution comes from the author being unable to design a puzzle that can be solved with only 1 single point of view. And the insistnace of keeping the stages as small as possible. Leading to these claustrophobic boxes that are unsolvable until “see” what the author tried to hide somewhere in the stage. Stephen Sausage Roll understood that meddling with depth beyond what is comprehensible at a glance is a waste of time. In that game I never felt the need of moving the camera.
This game always amazes me about how the puzzles in this game require you to use an element in a way you never thought of utilizing the element and keeps every puzzle fresh and difficult.
The puzzles are solid but at some point the additional mechanics don't feel as good - sometimes the solution is very obvious but there is something the game did not show you and you had to trial and error your way to understanding. That said, it is well put together, definitely one of the better puzzle games out there.
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