A grid-based roguelite survival dig where time only moves when you do. Every step advances monsters and hazards. Collect fossils, unlock permanent upgrades, and choose when to take risks.

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Hva utviklerne har å si:

Hvorfor tidlig tilgang?

«Flarebound is a handcrafted solo project I’m building mostly nights and weekends. Early Access lets you play while the game is still flexible, so I can iterate quickly based on how real runs play out.

If you enjoy helping tune game feel, progression variety, and difficulty spikes—and shaping the “one more run” loop—this is where your feedback can have real impact. Early Access is also a cheaper entry point for early supporters, and it helps fund more content and polish on the road to 1.0.»

Hvor lenge antas det at dette spillet vil være i tidlig tilgang?

«I’m aiming for 3–6 months.

Scope is intentionally controlled, with small, focused updates. The goal is a strong 1.0—not drifting into endless Early Access.»

Hvordan er det planlagt at fullversjonen skal være forskjellig fra versjonen i tidlig tilgang?

«Time only moves when you do. That rule is the soul of Flarebound. Version 1.0 is about pushing it further—more situations where each action truly matters, and more ways to play each run.

Planned additions include:
  • More monsters and behaviors: New patterns that punish careless choices and force smarter pathing and flare use.
  • More biomes and level themes: Not just new visuals—new problems and tradeoffs.
  • More upgrades and build paths: More run identity. More “this is my setup” moments.
  • More traps and hazards: More routing pressure and more meaningful detours.
  • Optional light meta framing: A little structure between runs, kept simple and readable.
  • More polish: Improved visuals, audio, and overall game feel.

Nothing is promised beyond what I can ship cleanly. The target is simple: more depth, more variety, same time-stop rule—tense, but without real-time pressure.»

Hva er nåværende tilstand for versjonen i tidlig tilgang?

«The Early Access version includes a fully playable core experience with:
  • The complete time-stop and path-drawing mechanic
  • Procedurally generated levels in the dark
  • Several enemy types, including spiders and snakes
  • A light upgrade and progression system (flares, helmet light, etc.)
  • A minimal but atmospheric art style and audio direction
  • The game is stable and fun — but still evolving in terms of content depth, polish, and balance.
»

Vil spillet være priset annerledes under og etter tidlig tilgang?

«Yes. Early Access is available at a lower price to reward early supporters. Once the game leaves Early Access, the price will increase. The Early Access discount will not return after full release, though occasional event-based sales may apply to the full price in the future.»

Hvordan planlegger dere å involvere samfunnet i utviklingsprosessen?

«I’ll be listening closely to player feedback on Steam forums, social media, and through direct messages. I will send out surveys from time to time to make data-driven decisions about game features, what is fun gets improved and what isn't gets cut. »
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Om spillet

Time Only Moves When You Do

Flarebound is a grid-based survival dig built around one simple rule: time only moves when you do.

Every step, dig, or detour advances the world. Monsters move. Lava spreads. Danger closes in.

Move one tile and the cave responds.
Dig through sand and you spend two units of time (harder tiles cost even more).
Stand still and everything waits for your next decision.

Plan your route, manage your light, and move at your own pace.

Key Features

  • ⏱️ Time-stop tactics — the world only acts when you spend time.

  • ⛏️ Grid-based survival digging — movement, digging, and detours all have clear costs.

  • 🔦 Darkness and flares — limited vision turns exploration into risk management.

  • 👾 Monsters with patterns — learn behaviors and plan safe routes.

  • 🌋 Lava pressure — hazards expand on their own schedule as you act.

  • 🧭 Procedural runs — new layouts each descent, with consistent rules and timing.

  • 🦴 Fossils and progression — collect fossils, earn coins, and buy permanent upgrades.

Progress Beyond a Single Run

Each run helps you progress.

  • Collect fossils to complete museum collections.

  • Completing fossils yields coin rewards.

  • Spend coins on permanent upgrades that improve future runs.

Along the way you’ll also learn monster patterns, timings, and safer routes—each attempt makes the next one easier to read.

Every Action Has a Cost

Flarebound runs on one clear rule: time is the currency.

Not turns—time units, charged the instant you spend them.

  • Monsters advance one tile per time unit.

  • Lava creeps every two time units.

  • Explosions move as fast as you do.

  • Digging costs more than walking, so every shortcut has a price.

Even hitting a tile you can’t dig through can waste valuable time.

Learn the System—or Your Run Ends Early

There’s no reflex-driven combat and no randomness to bail you out.

When you die, it’s fast and fair—and you’ll know exactly why.

Flarebound rewards:

  • Situational awareness

  • Route planning

  • Knowing when not to dig

Darkness Is a Threat

The caves aren’t fully visible—light is limited, and information is scarce.

Darkness isn’t just mood. It limits what you can see and forces decisions with incomplete information.

Time may stop when you do, but the darkness won’t reveal what’s ahead on its own.

To see deeper and plan safely, you’ll need to rely on flares.

Risk Is Optional. Rewards Are Not.

The best loot usually isn’t on the safest route. It’s deeper down, where monsters are closer and mistakes cost more.

  • Taking detours means spending extra time.

  • Going for rewards means pulling more danger toward you.

Do you push deeper for better upgrades, or play it safe and head back to the escape pod?

Dig deep. Make smart choices. Be bound by the flare.

Opplysning om AI-generert innhold

Utviklerne beskriver hvordan spillet bruker AI-generert innhold slik:

As a single indie developer I had to use AI to help with creating some of the assets for store pages and logos.

Systemkrav

    Minimum:
    • OS: Windows 10 (64-bit)
    • Prosessor: Intel Core i3-7100 or AMD FX-6300
    • Minne: 4 GB RAM
    • Grafikk: Intel UHD Graphics 620 / NVIDIA GT 1030 / AMD Radeon R7
    • DirectX: Versjon 11
    • Nettverk: Bredbåndstilkobling
    • Lagring: 500 MB tilgjengelig plass
    • Lydkort: DirectX compatible
    • VR-støtte: Not supported
    • Tilleggsmerknader: Requires a mouse
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