Community Announcements - kisguri
Environmental Station Alpha is released!

Environmental Station Alpha is an action adventure platformer with a retro aesthetic and heavy emphasis on exploration. In the game the player controls a robot sent to investigate a mysterious, abandoned space station with the mission to find out what exactly took place there. Overrun by wildlife the station is immensely dangerous to explore, and on top of that earthquakes have made navigating the various areas very challenging. Over the course of the game the player must uncover secrets, fight loads of bosses and amass powerups in order to really figure out the fate of the space station. The game also features a wonderful ambient soundtrack to immerse the player into the gameplay.

The game's musics were made by Roope 'Noby' Mäkinen ( )
The SFX were made by Joonas 'Kissa3' Turner ( ) and Niilo Takalainen
Community Announcements - kisguri
Tiny Trek is now in Early Access

Tiny Trek is the latest Steam game released that is created using Clickteam Fusion. Tiny Trek creates a ton of procedually generated content using nothing more then excellent use of the event editor. The game makes unique planets, surfaces, aliens and ships on the fly. The final product should play as a open sand box universe with procedually generated episodes that hark back to classic sci fi television shows. Its also available on the Humble Store,

Check it out. More info below.

Are you ready to sit in the Captain’s Chair?

From the creators of Vincere Totus Astrum comes a universe of exploration and adventure. As the Captain of your own Starship begin your trek of literally endless worlds by first selecting and editing your randomly generated race and ship, then set out for the stars.

Encounter alien races and exotic locations as you travel in an endlessly procedurally generated galaxy. No two game are the same. As you explore, randomly generated “Episodes” will have you fighting hostile ships, helping aliens and exploring the surface of new planets.

How long can you survive the deep of space? How far can you travel? Who knows what is waiting for you! Your trek begins now!


Galaxy is big And when I say big I mean really big like a never ending Galaxy with stars, planets, nebula and other space phenomenon.

Do you have that ship in a different color? Yes we can do that with our procedural generation algorithms. Everything from the planets and stars to ships and races is created on the fly. And then to take it step further we provide you tools to edit your Ship and your race.

Lets fire blue particle cannons full... Engage in battles of one on up to three enemy vessels. Cool thing is with the Mission Matrix, a ship might jump out of battle and you may get the option to chase them, once you catch up you may finish them off or two of his friends might be waiting for you.

You think they have apples on an alien planet? I don't know if apples will be there, but the idea is that you can explore endless alien worlds and conduct various away missions. Planets will contain unique items that your science officer can scan, and your engineer can collect to bring back to the ship for trade.

Making Friends will be important Talk, trade and assisting other spacefarers will benefit you as each race you encounter will store an enemy, neutral or friend status. That will effect how your next encounter with them will be.

Episodes for everyone! In Tiny Trek we have worked on creating a generator that creates randomized missions or as we call it, episodes. Each episode last around 3-8 minutes on average and include everything from search and rescue, transport, battles and more. Imagine receiving a distress signal, then approaching a ship to discover it's a trap. After defeating them and searching the ship discover that the stranded crew is on a nearby planet. The unique Mission Matrix generates over a 100 different "episode" types and puts them together.

Stuff is cool... Player will be able to collect and store unique plants, materials and relics you discover on your journey. And trade them for other resources or information.
Community Announcements - kisguri
Clickteam Goes to GDC 2015

Clickteam will be present at this year Game Developers Conference in the Moscone Center, San Francisco, CA March 4th - 6th, 2015. If you are attending GDC let us know below! We would love to connect with any of our users attending. Will we be in booth #736. This year we plan on demoing all of the amazing games made with our beloved tool.

If you have a game that you have released or are working on, let us know about it. We are looking for High Quality HD video to display of your games. And Demo / Full Version titles to allow attendees to play. This is great way to get added exposure for you title. You can contact me at ccarson at Clickteam dot com or use the below link. Remember I need for video HD quality downloadable video files. Youtube or like services will not work.
Community Announcements - kisguri
So we didn't win the Community choice vote on sunday BUT you can still get Clickteam Fusion 2.5 for yourself or a friend at 66% off, thats a $100.00 piece of the most versatile software creation tool for less then 35 bucks! WOW

Community Announcements - kisguri
CALLING ALL USERS! I need your help, We are now in Steam's Community Choice vote as part of the 2014 Holiday Sale, if you want to see Fusion 2.5 at 80% off we need your vote on Steam now! DLC will also be heavily discounted should we win!


Please also share on your social media channels, Any and all help would be greatly appreciated!!
Community Announcements - kisguri
The Steam Winter sale has begun, Get Fusion Standard on Steam for 1/2 off only $49.99!! Developer upgrade is also 50% off. All exporters 33% off. Check it out!

Standard and Dev 50% off
Clickteam Fusion 2.5:
Dev Upgrade:

Exporters 33% off
Android Exporter:
iOS Exporter:
HTML5 Exporter:
Flash Exporter:
Dec 11, 2014
Community Announcements - kisguri
Have extra steam inventory items like cards, emotion-cons or backgrounds you want to get rid of, trade em in for gems to use towards bidding on a copy of Clickteam Fusion 2.5 on Steam holiday auction!
Community Announcements - kisguri
Fusion users! Come check out our new officially state sanctioned Steam group for Clickteam Fusion 2.5. This new group will share the latest developments of Fusion 2.5, news on games made with it and giveaways! Help us build a strong community of users on Steam. Join in now!

Community Announcements - kisguri
A new update has been published for Clickteam Fusion 2.5. Update 283.5 brings a ton of new fixes across all exporters and the core product. Read on for details!

Build 283.5 - Change log


- Editor: images were no longer compressed when you load a MMF2 MFA file and save it twice
- Editor: when loading a MFA the missing file dialog was displayed if a Flash preloader file didn't exist even if the preloader option was unchecked
- Editor: the editor toolbar was incorrectly positioned if it was on the left of another toolbar ans you switch between different editors.
- Editor: if the property window had a different size than the default one, its size could change when switching between various editors.
- Editor: tabbed toolbars were disabled after running the application
- Editor: when you save a project file (.mfw) and by mistake set the extension to .mfa, CF now forces the .mfw extension to avoid you to overwrite a mfa file
- Build issues when external sub-apps are automatically built when you build the main application
- Properties: the edit text property has been improved (Ctrl+A can select everything and it has an horizontal scroling bar).
- Properties: you couldn't just add or remove space characters from value names when you rename them.
- Properties: the HTML5 Preloader Type property was not immediately re-enabled when you select the "Include preloader" option
- Event editor: the names of the alterable values and strings of objects are now diplayed in their behaviors, as well as the names of their custom animations.
- Event editor: the event line number was clipped if there was more than 10000 events
- Event editor: the Animation selector is now resizable
- Event editor: the file selector for file parameters is now resizable and the Use Expression button is now correctly sized and positionned
- Event editor: the frame name is now displayed in the text of the Jump to frame action
- Event editor: crash when you open 2 event editors on 2 different frames, open 2 action editors and close one.
- Event editor / Physics Engine object: incorrect text for "Prismatic joint / Joint two objects at position" action.
- Event editor: the names of the custom animations weren't displayed in the behaviors.
- Event editor: Internal Application Error on MacOS under Wine with the latest version of Wine when you paste text in the expression editor.
- Event editor: when you select a movement with an expression the title now says "Enter an index between 0 and 1023" (instead of 1 and 1024). Also the movement names in the frame editor start at Movement #0 (in new movements only, not easy to change them in existing movements).
- Event List editor: vertical scrollbar problems when the frame contains more than 1000 or 2000 events.
- Event List editor: crash when an event line contains the maximum number of actions (128).
- Expression editor: crash when you press the Format button in Compare With Global Value dialog box.
- Expression editor: wrong colored syntax when the expression contains line breaks
- Workspace window: now automatically scrolls when you move an object.
- Workspace window: object icon now updated when you undo resizing or rotating the object in the frame editor.
- Picture editor: in alpha channel editing mode the fill tool was not using the exact selected color.
- Picture editor: text was cleared when you click the bold/italic/underline buttons after the edit box is closed.
- Picture editor: controls are now disabled when the animation preview is open
- Picture editor: now displays an "unknown format" message if you drag & drop an unsupported graphic file to this editor.
- Picture editor: bug in undo selection resizing
- Picture editor: you can now move the selection with the arrow keys (press Shift for a faster move)
- Picture editor: the old MMF quick shortcut keys for the hotspot and action points are restored (press C for the center of mass)
- Picture editor: scrolling with the spacebar was too fast when zoomed in
- Animation editor: the animation speed in the preview window should be a little more accurate, although it can't be identical to the animation speed in the runtime as this one depends on the instant movement speed.
- Physics Engine object: its "Create before frame fadein transition" option is now forced.
- Physical objects/movements: the maximum value for the friction has been increased to 300.
- Physical objects/movements: the maximum value for the density has been increased to 200.
- Path movement: conversion issue from MMF 2.0 applications, the movement structure was not correctly terminated causing issues with the Reverse command (note: editing the movement fixes the issue for already converted apps)

Fixes in 3rd party extensions, available in the extension manager

- Advanced Menu object: various fixes
- Calendar object: display issues in the frame editor in Picker mode
- Color Selector object: was not displayed in the frame editor in Direct3D mode
- IconView object: Unselect Icon now works, as well as the Find expression (you have to edit the expression and replace Find by ivFind or delete and recreate the expression)
- Masked Edit object: was not displayed in the frame editor in Direct3D mode
- Progress Bar object: was not displayed in the frame editor in Direct3D mode

Windows runtime

- Windows runtime: incorrect thick frame after restoring a maximized application with the "no thick frame" and "resize to screen" options.
- Windows runtime: if the "Resize display to fill window size" option is selected and the "Keep screen ratio" is not selected, then the runtime can now go to full screen even if the largest resolution available on the monitor is lower than the resolution of the application.
- Windows runtime: if the Language property of the application is set to Neutral Language, the texts sent to and retrieved from non-Unicode extensions are converted using the language settings of the current user.
- Windows runtime: crash when you add a backdrop and delete the active object if the active object has a shader.
- Windows runtime: distance expressions give wrong result when coordinate differences are huge.
- Windows runtime: the VSync Off action now works correctly
- Windows runtime: performance issue in standard graphic mode if you set an angle to 0 with high quality.
- Windows runtime: collisions with backdrops remain active in the physical world even if the backdrop is destroyed.
- Windows runtime: the text returned by the key$ expression no longer contains garbage at the end when used in expressions.
- Windows runtime: collision with backdrop issues in some cases when you resize the frame at runtime.
- Windows runtime: incorrect clipping in maximized mode if the "heading" option is selected and the "heading in maximized mode" is not selected.
- Windows runtime: on a secondary monitor the application couldn't be maximized at a size greater than the size of the main monitor.
- Windows runtime: objects with extension movements like Circular or Vector could disappear at coordinates above 32767.
- Windows runtime: some objects were duplicated during one frame in Direct3D mode when a layer was wrapping.
- Crash when you create backdrop objects in the physical world and you jump to another frame
- Active Backdrop object (Windows runtime): the object was not correctly located in scrolling apps
- Active/Background System Box objects (Windows runtime): border not displayed in Sub-Applications with the Display As Sprite option.

Complete list at
Community Announcements - kisguri
Fusion made Five Nights at Freddy's 2 has been released on Steam. The sequel to the highly successful first iteration of the same name, promises more scares and extra features during this recent work week of horror gaming!


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