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Flare

Free/Libre Action Roleplaying Engine

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Month: September 2012

2012/09/30

v0.17.1 patch coming We’re working on an update that will fix the issues with using old save games and settings in the new version. If you want to play now, here are two things to try: When you run the

Clint Bellanger September 30, 2012February 6, 2018 Uncategorized No Comments Read more

2012/09/28

Flare v0.17 Released! Flare is charging through the remaining Alpha engine work, taking us to this latest and greatest v0.17 release. Release Highlights All menus now easy to mod/reskin! New Powers tree with traditional tabs and spendable points Shared Stash!

Clint Bellanger September 28, 2012February 11, 2018 Uncategorized No Comments Read more

2012/09/27

Dungeon Tileset comparison Lately we’ve been overhauling the classic Dungeon Tileset (which I started making 3 years ago!). I think the difference shows. Here’s a v0.15 screenshot vs. a v0.17 screenshot of the same location.

Clint Bellanger September 27, 2012February 11, 2018 Uncategorized No Comments Read more

2012/09/26

Desura Thanks to some solid help (from feillyne and protektor), Flare is now available through Desura! (Release announcement) If you’re just discovering Flare through Desura, welcome! I started F.L.A.R.E (Free/Libre Action Roleplaying Engine) 3 years ago to create a great

Clint Bellanger September 26, 2012February 11, 2018 Uncategorized No Comments Read more

2012/09/22

Dungeon Doors Continuing the theme of updating the really old Dungeon Tile Set. For the longest time I couldn’t figure out a good way (artistically and technically) to mark exits on maps. Since very early version of Flare we’ve been

Clint Bellanger September 22, 2012February 11, 2018 Uncategorized No Comments Read more

2012/09/19

v0.17 Dates There will be a String Freeze at the end of the day this Friday, September 21st. This means that no new or changed translated strings will be accepted, so that translators can perform their work. If you are

Clint Bellanger September 19, 2012February 6, 2018 Uncategorized No Comments Read more

2012/09/17

Separate Engine and Game Repos It’s time to separate Flare into two repos: Engine and Game. But exactly how to do that is unclear. Apologies ahead of time: I’m going to butcher git terminology here. We want just the engine

Clint Bellanger September 17, 2012February 6, 2018 Uncategorized No Comments Read more

2012/09/13

Ethics in Game Design: Respecting the Player’s Time [Cross-post from a thread on OpenGameArt] My opinion is going to be controversial here, but it’s worth sharing. There are things that players love, that are addicting, but are poor game design.

Clint Bellanger September 13, 2012February 6, 2018 Uncategorized No Comments Read more

2012/09/10

Dungeon Stairs I’ve been planning several key additions to Flare’s core tile sets — we want game designers to have the proper assets to create interesting maps. This weekend I created these Dungeon Stairs: Here are some various thoughts on

Clint Bellanger September 10, 2012February 11, 2018 Uncategorized No Comments Read more

2012/09/04

Bastion This weekend I was tempted to run out and purchase Guild Wars 2, but decided to stay in and give some love to my Steam library instead. In particular, I finally took the time to play through most of,

Clint Bellanger September 4, 2012February 6, 2018 Uncategorized No Comments Read more

Latest Blog Posts

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Flare: Empyrean Campaign

Flare: Empyrean Campaign

The Empyrean Campaign is a game made by the Flare team. The story begins with the player being exiled from their homeland of Empyrean, resulting in them embarking on a quest to regain entry. This journey takes the player through

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Demonic UI

Demonic UI

Demonic UI is a mod that adds a familiar ARPG interface to games based on the fantasycore assets (such as the Empyrean Campaign). HP and MP orbs are positioned in the bottom corners and the XP bar covers the entire

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HERESY

HERESY

HERESY is a community mod with the goal of more closely resembling Diablo I & II. Note: The “fantasycore” art style used is dark fantasy, and contains depictions of violence, blood, and mild gore.

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Polymorphable

Polymorphable

Polymorphable was originally created for the 2012 Liberated Pixel Cup. The core mechanic is the player’s ability to use different talismans to “polymorph” into different forms to reach new areas. Imagine being blocked by a pit, so you transform into

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