Flamberge is a tactics RPG featuring free movement and simultaneous turns. Players plan out their moves ahead of time, then during execution, both allies and enemies will act at the same time.
All Reviews:
Very Positive (58) - 93% of the 58 user reviews for this game are positive.
Release Date:
Mar 25, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Flamberge is an adventure that will hopefully span 7-10 hours. All the RPG systems are made from scratch, and so a lot of them are pretty unstable to be honest. The game is gonna require a very very large amount of QA/bug testing, and Early Access allows us to have that going throughout development.

We also are really interested in mechanics/content feedback, because this game is for tactics RPG fans, not just us! You all have a say in what goes into the game! Let's make it as good as it can be!

Early access allows a simple method for publishing builds to both my Kickstarter backers, and anyone new who wants in on the development process.”

Approximately how long will this game be in Early Access?

“As a full-time student, with a soundtrack artist who is a full time worker (we're a 2-man team), development has been brutally slow, and unpredictable. Peoples' continued support is always encouraging, but unfortunately I can't make promises about when we will leave Early Access.

How is the full version planned to differ from the Early Access version?

“The early access version will be iterated until it has all the features and content of the full game, then is released. The plan is to have approximately ~5 chapters that make up a large singleplayer campaign, as well as a multiplayer that has several gamemodes and maps to choose from.”

What is the current state of the Early Access version?

“Currently, the game features three polished chapters (18 battle missions total), running at about 3-4 hours of gameplay (with minor replay value due to equipment, different strategies, etc)”

Will the game be priced differently during and after Early Access?

If the price will change, we will make an announcement far in advance.”

How are you planning on involving the Community in your development process?

“Hydezeke posts frequent updates via Twitter, and only major updates on Kickstarter and Steam.

Feel free to leave feedback for other Steam users, but if you (as a player) would like a quick response from the developers, please contact contact@hydezeke.com”
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Recent updates View all (11)

August 19

Orlando iX 2018; Upcoming Patch

Hello everyone! It's been just five days since pushing FLAMBERGE's latest build, and we've been thrilled with your reception so far!

Feedback and Forums

We're very pleased that y'all have taken our in-game feedback forms so seriously; we've received over 70 submissions that are helping us to nail down problems and create a much smoother gaming experience overall.

Some players have even written in multiple times to give us updates on their playthroughs. To those of you who have been submitting feedback, thank you so very much! ALSO, a huge shoutout to the great folks on the forums, who I will be responding to shortly.

Upcoming Fixes

Going forward, we'll be pushing out hotfixes and patching things up on a problem-by-problem basis, so expect a few smaller updates to the game rather than one fully bug-free push. These will be rolling out over the next few weeks.

In Other News...

Michael and I spent the weekend demoing FLAMBERGE at Orlando iX! It's always a priviledge to experience players' first interactions with the game. For those of you we met, thank you again for your support, and welcome to the FLAMBERGE community!

This event was a bit last-minute for us, but in the future we'll be notifying the community about FLAMBERGE showcases. If you live near the venues we visit, please swing by! We'd love to meet you all.

That about wraps up this update; for those of you still waiting for a totally bug-free experience (or as close as you can get, anyway) we'll post another community update when all of this build's documented problems have been addressed.

Much love,
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August 14

GAMEPLAY UPDATE - August, 2018

It's time, everyone. Chapter 3 is officially live! We've got tons of revamped features coming your way. Michael's detailed the scope of the update below; read on to learn about our latest build from the man himself.
Hey all! Michael here. I'm proud to present our newest version of Flamberge! Thanks for the wait- we're back in business!

This update contains a new, smaller chapter, but is mainly a giant overhaul to the UI and presentation of the game. Future updates will contain much more content than this one; we recommend playing the game from the beginning to experience all of the cool new stuff.

  • One new chapter of mainly story-focused content.
  • Minor changes to chapter one.
  • Totem powers, new abilities that can be unlocked after finishing chapter one. There are 7 available in the current version.
    • These are unlocked by spending skill points, which are earned after each battle.
Presentation/User Interface
  • Entirely new title menu.
  • New cinematic intro when starting a new game.
  • New settings menu allows toggling of various features, setting of resolution and audio levels.
    • Yes, this means the Unity dialogue on startup is goooone.
  • Entirely new battle UI.
    • More visible ability details, including damage and cooldowns.
    • Better sound feedback on everything.
  • Refurbished party menu.
    • Everything should feel a bit more satisfying.
  • New tip system
    • More direct than the previous tutorial window. This system will be used to introduce players to any new mechanics that need explanation.
  • New controls in peaceful areas
    • Pathfinding was creating problems, so peaceful areas just use directional movement now.
  • Partial joystick support!
    • You can play 90% of the game with a joystick now, aside from any typing.
    • So far, I’ve only tested this with an Xbox 360 controller. Other controllers may not work.
  • Units now ‘bleed’ points from their total health if they aren’t healed quickly.
    • This is to make the medic/healing items more desirable on the frontline.
  • Scoring after each battle. Players will be scored based on three things:
    • Red Score: % of enemies defeated, and how quickly
    • Gold Score: Health of the party, avoidance of damage
    • Blue Score: Stealth (based on how many turns your team remained spotted)
      • Blue scoring is much, much kinder on levels where stealth isn’t an option (e.g. bosses)
    • These scores will earn red/gold/blue skill points, which can be spent on totem powers.
  • Slightly reworked promotion abilities.
  • Various balances to early abilities. Some examples:
    • Archer ‘shoot’ can no longer use auto firing mode.
    • Swordsman ‘lunge’ can now pierce multiple enemies (in a small line).
Feedback Menu
A feedback menu is available from the system menu (ESC). It can be opened pretty much anywhere in the game. I’d like to get people’s thoughts in the moment of using a feature/playing a level. Does the new totem menu feel unwieldy? Was a level fun, but you know just the thing that would improve it? Let me know! You can send a message directly from the menu, without ever tabbing out of the game.
  • Feedback I’m looking for:
    • Bug reports (as always!)
    • Usability of the new UI
    • Balancing/usability of the new totem powers
    • Fairness of the battle scoring
    • Overall improvements that could be made to battles
Starting now, I’m focusing very hard on making sure the battle progression in Flamberge makes sense and has a proper difficulty curve. As I start making content for chapter four, I’d like to keep revisiting and reworking the battles for chapters one through three.

In order to help improve these earlier levels, Flamberge will send me small amounts of battle performance data. This can be turned off in the new settings menu. This data will contain no identifying information. What I receive on my end looks kinda like this:

“Victory: Nochwood – Red Score: 80, Gold Score: 50, Blue Score: 77 – Hommel Death (217,48) (Turn 6) – Vulnerary Used (400, 250) (Turn 7) – Party: Logan, Hommel, Arberine”

“Defeat: Hilt – Hommel Death (155, 55) (Turn 3) – Logan Death (188, 33) (Turn 3) – Arberine Death (222,15) (Turn 4)”

Features I’m working on:
In the interest of time, I opted not to add some of these features to the current build. They’re well within the works, so expect them soon.
  • Visions. These will be optional side quests involving other characters who are not in your party.
    • Regular side-quests are still being planned.
    • The vision menu will also allow players to replay battles (this feature will take a lot longer to set up, though).
  • Player-influenced stat progression. Every 5 level-ups or so, I’d like to give players the choice of which stat point to give to their party member.
    • First, though, I need to make sure that each stat is balanced (VIT, STR, DEF, SPD, RNG). Right now, DEF (defense) is way better than all the rest. I’ll be changing this soon.
  • Visible ability formulae.
    • When stats change, they change various things in each ability. Some abilities even change based on defense/vitality! I want to make this information visible. Not sure how- maybe a guidebook of some sort where I can put a lot of extra words.
  • Fixing up the challenge editor
    • I had planned on making changes to the challenge editor for this build, but it’s still a bit old and clanky. I’ll be touching it up soon.
  • Difficulty modes
Long-haul content/features I’ve started working on:
  • Chapter four. This chapter will be a long arduous journey up into the mountains. I’m still brainstorming what kinds of mechanics will be introduced there, but it’ll probably get pretty interesting.
  • Side-content intermittent throughout the current chapters.
  • Heavy improvement to current stages/levels.
    • Difficulty balancing
    • More interesting variation/mechanics (instead of just easy enemies -> harder enemies)
    • Beautification
  • Support score/conversations
    • As allies cooperate closely, I want to start fleshing out their personalities one-on-one. This will involve skits between one-on-one pairs, as well as a ‘support/coordination’ score of some sort, which if earned, may improve their abilities when used closely with each other.
    • This will involve writing hundreds of conversations. I’ll put some in the game once I have a good first batch.
Thanks for reading, everyone! As always, please sound off in the comments or on our discussion page. We love hearing your feedback, and couldn't be doing any of this without you!
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Report bugs and leave feedback for this game on the discussion boards

How much content is there?

About 3-4 hours. 3 out of 6 chapters are done, and multiplayer will come later.

Want to follow the development?

Follow me on Twitter - https://twitter.com/hydezeke. I post a lot there.

About This Game

FLAMBERGE is a tactics role-playing game featuring simultaneous turns. The player must plan out movements and attacks for each of their heroes, and then execute the turn. When the turn is executed, both heroes and enemies will move and attack at once. The player must anticipate enemy actions in order to win.

Join a diverse array of heroes seeking to save their homeland from an invading force. Command your allies, instructing them to carry out various class abilities and utilize interesting items. Always think one step ahead.

System Requirements

Mac OS X
    • OS: Windows XP or higher
    • Processor: Intel Pentium IV @ 2 Ghz
    • Memory: 1 GB RAM
    • Graphics: 512 MB graphics or higher
    • Storage: 500 MB available space
    • OS: Windows XP or higher
    • Processor: Intel Core i5 @ 2.5 Ghz
    • Memory: 2 GB RAM
    • Graphics: Intel 4600 HD+ or higher
    • Storage: 500 MB available space
    • OS: OS X version Leopard 10.5.8, or later
    • Processor: Intel Pentium IV @ 2 Ghz
    • Memory: 1 GB RAM
    • Graphics: 512 MB graphics or higher
    • Storage: 500 MB available space
    • OS: OS X version Leopard 10.5.8, or later
    • Processor: Intel Core i5 @ 2.5 Ghz
    • Memory: 2 GB RAM
    • Graphics: Intel 4600 HD+ or higher
    • Storage: 500 MB available space

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