Author: Marc

  • Flarebound v0.6 released

    Here comes the 0.6 release, this time both web and windows builds. I have submitted this version as Demo build to Steam for review with the goal of having it live for the Steam Next Fest in October.

    This version is now very close to completion for my demo scope which includes 3 depth levels, a few collections to unlock and upgrades to purchase.

    There are a bunch of monsters crawling around this time, probably too many to have a fair gameplay. But balancing will come with the 0.7 version.

    If there are any bugs I would be super glad if you could report them via the Bug report button in the game and I will have them fixed in the next version.

    Thanks folks!

    • ​New features
      • Game start menu
      • Audio (Music and SFX)
      • Upgrades can be purchased (under the museum)
    • Polish
      • Path planning slows down time
      • Post effects (Bloom etc)
      • Better death effect (slow mo, black & white)
    • Misc


  • Flarebound v0.5 released

    Hey folks,

    here comes v0.5 of Flarebound, this introduces significant changes like the museum and 8px characters.

    There might be 1 or 2 more updates adding audio and more polish before the version is ready for a demo build I will share on Steam Next Fest.

    Technically there is everything in there required for the demo but I need a bit more polish and adding audio.

    Changes in v0.5:

    • New features
      • Museum is open now – some of the collections can be completed for a big reward
      • Full changed the look&feel of character, enemies and items to 8px size
      • Short start dialog on first lauch of the game, explaining the goal
      • End of demo goal also included (when reaching the lowest exit in the game)
    • Polish
      • Drawing a path is now much better, can backtrace to correct wrong selected pathways and there are no more gaps possible
      • Player leaves some lit tiles behind, easer to see if there are enemies chasing
    • Bugfixes
      • When drawing a path to the escape pod, the need for “overdraw” (draw more tiles) is fixed now (player will start moving immediately if the escape pod is part of the path)
      • Coins dropped by dead enemies can now be picked up

    Play here:
    https://42bytes.itch.io/flarebound

    Wishlist here: 
    https://store.steampowered.com/app/3780750/Flarebound/

  • Flarebound v0.4 released

    Big update! Flarebound v0.4 is out now.

    • Polish
      • Digging animation improved with particle effects and smoother movement
      • Better end of run success dialog that counts everything that was collected
      • Changed character and monsters to 8×8 px style for experimentation
      • Improved cursor handling
    • New features
      • Player leaves behind lit tiles so its more visible what path has been travelled which helps to spot chasing enemies – Added new enemy monster that moves very fast but in straight lines
      • Monster spawning improved and distributed
      • Collectables spawning improved and better distributed
      • Added museum screen (start screen) which will eventually host all collectables and upgrade tree
      • Lava ignites constantly at random places to keep the pressure on for the player
      • Camera zooms in/out during movement
      • Flares can be thrown with left click now, cursor has to be at a certain distance to the player
      • Flares stick exactly where they have been thrown at
      • Moved the UI to the bottom of the screen and included the collection bag there as well
      • For each death there will be a new tomb at the beginning grass area
    • Bugfixes
      • Bag collection fixed
      • Picking up things fixed
      • Bunch of other exceptions fixed

    Play here:
    https://42bytes.itch.io/flarebound

    Wishlist here: https://store.steampowered.com/app/3780750/Flarebound/

  • Flarebound Introduction

    Flarebound is a roguelite I’m building about descending into a volcano that doesn’t really want you there.

    You’ll be collecting strange relics, ancient fossils, and plenty of junk as you dig downward — but there’s pressure. Lava follows you down the path you dug. Gas pockets explode when coming in contact with lava. Things live in the dark. You won’t see everything in one run, but each attempt pushes a little deeper and brings something new to the surface.

    There’s a persistent museum where your finds are displayed, and the world gradually expands as you unlock new tools, upgrades, and biomes. Some of it’s eerie, some of it’s playful. It’s not trying to be a survival sim, but you will certainly die a lot in weird ways.

    I’m making this solo, mostly for the joy of it. Updates will show up here from time to time.

    Wishlist on Steam to get notified when I release an Early Access version: https://store.steampowered.com/app/3780750/Flarebound/