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Free/Libre Action Roleplaying Engine

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2012/06/25

Flare v0.16 RC 1 It’s still early in the release process — we have a good amount of game data, art, bug fixes, and translations before actual release. But enough of the core features are there for testing. Download Flare

Clint Bellanger June 25, 2012February 6, 2018 Uncategorized No Comments Read more

2012/06/24

Code-Feature Freeze The code features for v0.16 are complete. We have the next two weeks to focus on bugs and game data/art. String Freeze is still scheduled for June 30th. I placed a wyvern on the island in Frontier Plains.

Clint Bellanger June 24, 2012February 6, 2018 Uncategorized No Comments Read more

2012/06/22

v0.16 Progress Version 0.16 nears! A suite of very nice engine polish is just around the corner. Some things to look forward to, if you aren’t already playing from source: Much improved enemy pathfinding New! Enemies move around each other,

Clint Bellanger June 22, 2012February 6, 2018 Uncategorized No Comments Read more

2012/06/19

Weapon Design Flare’s current alpha art (called “fantasycore”) is limited. If you’ve been following the blog you know that we’re working on higher scaled art. In the current art each tile represents about 1.5m x 1.5m; the new art will

Clint Bellanger June 19, 2012February 11, 2018 Uncategorized No Comments Read more

2012/06/17

RSS Feed Fixed the RSS feed. Had an unescaped ampersand in a blog post. That’s what I get for using a roll-my-own ultra minimalist blog software. How minimalist? Let me show you.

Clint Bellanger June 17, 2012February 11, 2018 Uncategorized No Comments Read more

2012/06/02

Liberated Pixel Cup! Yesterday kicked off the Liberated Pixel Cup! I’m excited to see some of my favorite organizations (Free Software Foundation, Creative Commons, Mozilla, OpenGameArt) team up for this game jam. The style guide and base assets provide great

Clint Bellanger June 2, 2012February 11, 2018 Uncategorized No Comments Read more

2012/05/29

Developer Discussion on v0.16 Flare devs/contributors, time to discuss the upcoming release of v0.16. Let’s put together a TODO list, figure out what can wait until v0.17, and assign remaining tasks. A note on Wandercall Wandercall is the name of

Clint Bellanger May 29, 2012February 6, 2018 Uncategorized No Comments Read more

2012/05/23

On Diablo 3 The last two weeks have been a blur for me. Conference, funeral, lots going on at the office, and Diablo 3’s release. I’m itching to get back to Flare development soon, but taking a break to enjoy

Clint Bellanger May 23, 2012February 6, 2018 Uncategorized No Comments Read more

2012/05/07

Conference I’ll be away on a work conference the rest of the week. If this space goes quiet for a while, that’s why. In the meantime, check out the latest master branch for interesting new features. Launch flare with the

Clint Bellanger May 7, 2012February 6, 2018 Uncategorized No Comments Read more

2012/05/03

Jabberwocky ‘Twas brillig, and the slithy toves Did gyre and gimble in the wabe; All mimsy were the borogoves, And the mome raths outgrabe. “Beware the Jabberwock, my son! The jaws that bite, the claws that catch! Beware the Jubjub

Clint Bellanger May 3, 2012February 6, 2018 Uncategorized No Comments Read more
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Latest Blog Posts

  • AppImage issue with version 1.14 December 26, 2022
  • Flare 1.14 December 10, 2022
  • Flare 1.14 Release Candidate 1 November 17, 2022
  • Malicious link on Android wiki page July 17, 2022
  • 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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