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Free/Libre Action Roleplaying Engine

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Year: 2013

2013/07/15

Modern Style The art for Wandercall will have a significantly higher quality bar than Flare’s “Fantasy Core” set. Assets will require finished textures, normal maps, etc. to make use of the pixel density. To get used to this new quality

Clint Bellanger July 15, 2013February 11, 2018 Uncategorized No Comments Read more

2013/06/30

Today’s the last day of June. My June project, SRS Archangelle, won’t be done in time. I’ve been a little burnt out lately and decided to slow down over the last week or so. Even though I made and released

Clint Bellanger June 30, 2013February 6, 2018 Uncategorized No Comments Read more

2013/06/25

Wandercall women base models Wandercall will use the Flare engine but will feature almost entirely new art. Here is a peek at the base female models. Players can choose their heroine’s size (small, medium, large) and skin tone (light, medium,

Clint Bellanger June 25, 2013February 11, 2018 Uncategorized No Comments Read more

2013/06/13

Building and Running Flare Games Lately we’ve added some powerful, flexible options for running Flare games. But it could make building and running complex. So we’ve added some basic instructions to the Flare-game README. The Simplest Setup If you are

Clint Bellanger June 13, 2013February 6, 2018 Uncategorized No Comments Read more

2013/05/28

Teaser Wandercall — when the fates curse someone to leave their home and go on an adventure.

Clint Bellanger May 28, 2013February 6, 2018 Uncategorized No Comments Read more

2013/04/30

Heroine Dusk My April One Game A Month game is complete! It’s called Heroine Dusk. The sun hasn’t risen in days and creatures are swarming towards human civilization. You’re a serf who takes up arms agains the darkness.

Clint Bellanger April 30, 2013February 11, 2018 Uncategorized No Comments Read more

2013/04/17

Flare Minions I recently approved code (contributed by Ryan Dansie) that adds basic Minions support in Flare. This will allow Flare games to have summonable creatures, tamed enemies, or simple allies. This may be the last major new game feature

Clint Bellanger April 17, 2013February 6, 2018 Uncategorized No Comments Read more

2013/04/12

Upcoming Tasks Everything is coming together for the Flare engine. It’s an exciting time, and there’s so much to do! If you are interested in helping in any way let us know. Beta Engine tasks Convert internal map units to

Clint Bellanger April 12, 2013February 6, 2018 Uncategorized No Comments Read more

2013/04/05

Change in the flare-game repo We made a big change to the flare-game repo today, hopefully to help distributors/packagers in the future. The repo at https://github.com/clintbellanger/flare-game no longer contains source code. It only contains the mods (and supporting data sources)

Clint Bellanger April 5, 2013February 6, 2018 Uncategorized No Comments Read more

2013/03/31

Flare v0.18 Released Release Summary 10 Equipment Slots, up from 4 (and easily configurable) Starting “Class” choice (beginner’s power/item kit) Environmental/Ambient Sounds on maps Much improved handling of Animations, Effects, and Sounds New Powers: Stealth, Traps, Thrown Weapons New Item

Clint Bellanger March 31, 2013February 11, 2018 Uncategorized No Comments Read more
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Latest Blog Posts

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  • I Love Free Software Day 2022 Presentation February 21, 2022

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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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