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Flare

Free/Libre Action Roleplaying Engine

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2013/01/03

One Game A Month 2013 I am participating in One Game A Month (along with a ton of other devs) during 2013. Flare will still be my main focus, and some of the games I make will use Flare. I’ve

Clint Bellanger January 3, 2013February 6, 2018 Uncategorized No Comments Read more

2013/01/02

The Witness quote Since Braid I have viewed programming as mostly pragmatic: I know what I want to do, and I know what kinds of things I have to type in to make it happen, but for the most part,

Clint Bellanger January 2, 2013February 6, 2018 Uncategorized No Comments Read more

2012/12/22

I’ll be traveling over the next week for holidays. Not sure if I’ll be touching Flare much during that time. I may actually use the down time to think about plot and story for the 1.0 game. Journey wins IGN

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

2012/12/18

Fun, and Soon Flare gets a mention in Bart’s dev-corner post over at Free Gamer: “You don’t know it, but your FOSS game project has a deadline”. The article talks about issues with seeing a game through to completion: make

Clint Bellanger December 18, 2012February 6, 2018 Uncategorized No Comments Read more

2012/12/17

Character Classes and Titles Flare doesn’t use a strict class system. On character creation there are five choices for starting class, but these are essentially default ways to buy level 1 equipment, attributes, and powers: Brute: +1 Physical, starts with

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

2012/12/16

Flare ponderings I earnestly think Flare is going to be something special one day. I appreciate everyone who is sticking around during Alpha, and especially the crew who is working on new features. If you also believe in the future

Clint Bellanger December 16, 2012February 6, 2018 Uncategorized No Comments Read more

2012/12/14

Magic Items We’re working on adding a core set of Magic Items to Flare’s fantasycore data set. The goal is to create unique-feeling items that have distinct names and flavor text. Also we’re expanding the variety of passive bonuses so

Clint Bellanger December 14, 2012February 11, 2018 Uncategorized No Comments Read more

2012/12/10

Games (n.) Over the last couple weeks I played through Dear Esther and Superbrothers: Sword & Sworcery EP. Both enthralled me. I can understand why some people wouldn’t like these. I can even understand why some people question whether these

Clint Bellanger December 10, 2012February 6, 2018 Uncategorized No Comments Read more

2012/12/07

Making Loot Less Random Almost every subsystem in Flare has been written twice: first a version that simply works, and rewritten to make it flexible for the engine. The Loot Drop system is perhaps the last major component of Flare

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

2012/12/02

From the Inbox Sometimes people send me great emails about suggestions for Flare. Some are good, some not so much. I wanted to share my favorite email so far about Flare. I love that he’s so passionate about the genre

Clint Bellanger December 2, 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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