Lost Flame is a modern roguelike game featuring unique and challenging turn-based combat. Explore the ruined kingdom of Hiraeth, fight against legendary warriors of the past and discover the reasons of the cataclysm.
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Release Date:
Aug 2, 2019
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Early Access Game

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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?

“Lost Flame is a big project with lots of interactions and unpredictability. The game is mostly developed by myself in my spare time, so I would like the community to help with ironing of all the elements and systems to make Lost Flame a better game. Also I enjoy interaction with players and getting feedback is something I look forward to.”

Approximately how long will this game be in Early Access?

“I plan to finish the 1.0 version somewhere around Q3 2020. Most probably I will continue providing updates even after that (just like I did with my previous roguelike platformer Madness of Little Emma - regular, monthly big updates for almost a year after 1.0 release).”

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

“Current version of the game has the majority of the main locations implemented (5 bigger locations and 6 smaller 1-map locations). Full version will have at least 2 more big locations and at least 1 more small location. Other than that I plan to implement a number of optional side locations and other ways to make each gameplay more varied.
Current version focuses on the gameplay, so the story elements will be much more fleshed out, there will be more NPCs, more dialogs, more ways to learn about the story. It will still be optional, listening to NPCs and reading stuff will be barely required to complete the game at all.
Full version will also feature a number of alternate endings, current version has only one.”

What is the current state of the Early Access version?

“Current version is definitely playable and has something like 20-30 hours of gameplay. Lost Flame has most crucial systems implemented, majority of sound effects and music for the currently implemented content is here. The game is linear in progression right now (no optional/side areas), it has around 80 monster types (most are quite unique) and around 80 unique item types (not including multiple types of the same item iron short sword/steel short sword/etc).”

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

“I don't plan to change the price at the end of Early Access. However this might change depending on, among other factors, the amount of content added in EA.”

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

“I plan to do regular weekly updates on the beta branch + biweekly or monthly stable updates. I will engage the community on Steam forums, in the in-game chat, on twitter and on the Lost Flame subreddit.”
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Recent updates View all (4)

August 20

0.4 on stable branch, 0.5 on beta branch and vacations

Hi,
0.4 was deployed to stable branch and 0.5 was deployed on beta branch.

The patch is not backwards compatible for saves. If you want to finish your previous game you need to switch to 'oldstable' branch. This branch wll always be one version behind main branch. After that don't remember to switch back to default branch!

Patch notes for 0.4:
New stuff:
  • added description for some monsters
  • you can now "win" the game, added a first and very rough version of last area (Royal Dungeons) - later there will be some more stuff between dungeons and Annora Rise
  • added a little challenge before Annora Rise
  • added a very rough first version of second mini hub location
QoL changes:
  • added a sound effect for petrification (the sound is played when you begin to petrify+every 10 ticks - you will hear it 3 or 4 times before you die)
Balance changes:
Nothing

Bug fixes:
  • Royal Guardians' weapons are always magical
  • Sand Dragons lightning AOE does not hurt monsters to which the dragon is not hostile
  • fixed some spelling mistakes+ring descriptions
  • fixed wrong enchant description when hovering over a weapon with elemental damage

For the 0.5 version on the beta branch the new stuff is 10 new magical rings with unique effects, for example 1 ring harms all nearby enemies when you heal (from whatever source, lifesteal, phial, etc). Some new builds should be viable:)

roadmap can be found here:
https://docs.google.com/spreadsheets/d/1nYjSvi_5SJ7kMHYnjgDv0l1yzBHBvgTB7wBZ7nrAlRA


I will be going on a vacation soon, so there won't be any updates in the next 2 weeks.
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August 11

0.3.2 released

Hi,
0.3.2 was deployed today morning on beta branch and in an hour or two I will deploy it to main branch without waiting, due to the fact that it fixes some critical bugs.

The patch is not backwards compatible for saves. If you want to finish your previous game you need to switch to 'oldstable' branch. This branch wll always be one version behind main branch. After that don't remember to switch back to default branch!

Patch notes:
New stuff:
  • Annora Rise almost completed - it's definitely playable right now, I will add some more details to the map in the next days - this is right now the latest area in the game
  • one new ring
  • one new late game monster (also found in Annora Rise)
QoL changes:
  • current pyre is no longer shown in the list when attempting to travel
  • unvisited pyres are marked in yellow colour (there is one event which unlocks a pyre in a different area)
  • new option in in-game settings - 'exit to menu'
  • nothingness in the Abysm has different tile (no longer looks the same as fog of war)
  • improved logging a lot - crashes will always leave a separate file, which is not overwritten by starting a new game, also crashing will always attempt to save the current game (you might be able to restore the save and continue the game and if not, you could send the save to me with the crash report)
  • tutorial becomes optional after reaching level 3 (previously was 4)
  • global chat notification for level up is every 4 levels now (starting level 8), instead of every 5. Previously level ups pretty often aligned with killing bosses, which made them kind of pointless
  • when you receive 0 damage it is not shown in chat anymore
Balance changes:
  • Effect of Obsidian Handguards of Infinite Rage is longer now (70 ticks, instead of 50)
Bug fixes:
  • fixed crash when trying to enter Grand Hall of the Candles 2
  • fixed some spelling and formatting issues
  • when entering chat or pyre no longer moves the selected option if entered directly from top or bottom
  • fixed not getting death pop up and not sending global notification when dying from acid or petrification, right now it temporarily shows "killed by something" - will be changed later
  • Inventory is limited to 150 items now, previously picking too many items caused the inventory to bug out
  • Royal Guardian's wield 1-handed weapons only (it was a bug for them to wield 2-handers)


roadmap can be found here:
https://docs.google.com/spreadsheets/d/1nYjSvi_5SJ7kMHYnjgDv0l1yzBHBvgTB7wBZ7nrAlRA

Bartek
0 comments Read more
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About This Game

Lost Flame is a modern roguelike game featuring unique and challenging turn-based combat. Explore the ruined kingdom of Hiraeth, fight against legendary warriors of the past and discover the reasons of the cataclysm.

Key Features

  • turn-based
  • permadeath
  • quite flat power curve
  • tons of different viable builds
  • different weapons require different strategy in combat
  • active development and regular updates
  • cinematic music and rich sound effects
  • unique pixel art
  • procedural content

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 7 or newer
    • Processor: 2.5 GHz
    • Memory: 2 GB RAM
    • Graphics: integrated GC with OpenGL support
    • Storage: 150 MB available space
    Minimum:
    • OS: Ubuntu or compatible
    • Processor: 2.5 GHz
    • Memory: 2 GB RAM
    • Graphics: integrated GC with OpenGL support
    • Storage: 150 MB available space
    • Additional Notes: java 1.8 (open JDK or JRE)

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