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Genre: Role-playing (RPG), Indie

Lost Flame

10.7 is out on default branch!

Hi all!
After some testing on beta branch the new content arrives on your standard, default branch. This update includes:

New content



  • A bunch of new monsters, and minibosses
  • expanded poison vaults, which now sometimes can appear instead of Castle Istimid (including 2 new bosses)
  • much more variety in early levels (Hungry Caverns)
  • some new achievements

Bug fixes



  • fixed bug with throwing readied items crashing the game
  • fixed a number of mapgen bugs
  • fixed bug which would allow opening inventory and game menu at the same time
  • fixed plenty of bugs that were added with the new content:P
  • a bunch of other bugs that I haven't noted down



Thanks everyone for helping with testing on beta branch and plenty of great ideas.

If you haven't done this already I encourage you to join our discord server: https://discord.gg/QpZ2aH7d

Cheers,
Bartek

Lost Flame update and Discord server

Hi all,
It's been some time. Check out Official Discord server.
There are new changes on beta branch:

New stuff



  • New side level with new environment, enemies, boss and new item type
  • New elite monster in Istimid
  • Hythe monastery map generation slightly more varied
  • all axes get a new skill - "hit&swap with enemy"
  • all sabres get a new skill - "hit&jump away"

Bug fixes



  • fixed a bug with autopicking consumables when full inventory
  • fix for lunge and jump over bugging out and hitting yourself in some scenarios
  • fix for missing path between Secluded Underpass and Annora Rise
  • there should be much less "teleport traps" (you shouldn't get stuck in some remote space if you use teleport scroll which could happen, for example, in overworld and Tower of Mirth)
  • duplicate grab and pull for some axes removed
  • some bug fixes - honestly I don't remember, I fixed them some time ago and didn't note it down
  • some fixes to high res play - fixed some visual glitches and adding graphics scaling, so you should be able to play normally in 4k

Balance changes



  • throwing rebalanced - heavy weapons have very short range for throwing
  • first Royal Warden has ~25% more hp


If you have any questions feel free to ask them here or on Discord.
Cheers,
Bartek

Lost Flame update 12.01

Hi all,
The newest update is on live branch. It contains some bug fixes and some new stuff.

New stuff:

  • 5 new early game mini bosses
  • 2 new monsters
  • improved Hungry Caverns 3 generation a bit (some more variety in the level layout)
  • 9 new items (rings/amulets) some with completely new effects and builds possible,



Bug fixes:

  • Fixed (hopefully) ladders, campfires glitching from time to time randomly
  • Numpad can be used to navigate main menu
  • Hungry Caverns 3 should no longer generate the stairs in the middle of water
  • Current equipment popup only appears when looking at items with mouse fixed


For the next update I want to focus on high resolution issues (problems with full screen and UI not scaling)

Cheers,
Bartek

Lost Flame update - 23.12

Hi all,
Live version is updated. Last week I didn't manage to polish the end game as much as I wanted, it's a little better but still needs more work.
Patch notes:

  • new optional end-game area - obsidian mine
  • 4 new achievements
  • 2 new alternate ways of winning the game
  • fixed game crashing when you throw a shield
  • fixed one of the causes of "random" game crashes
  • Abysm levels are much smaller now
  • Hungry Caverns 1 are smaller now
  • Petrification debuff will stop any long actions (like ctrl-move or mouse-click move)
  • Fixed monsters not always getting agroed by bottle knight
  • Specters are petrification resistant now
  • Fixed Giant shaman summoning too many Living Rocks


In the next week I will focus on early game variety - items, areas and monsters.
Cheers,
Bartek

Lost Flame update - ladder mode in live branch

Hi all,
I have updated the default branch, changes are following:

  • added ladder mode
  • added another skill for 2 weapons combination (small axe/short sword) - Grab and Stab, you pull the enemy towards you with your small axe and stab him with your short sword; my aim is to have all possible 2 weapon combinations covered
  • added auto pick up for potions, scrolls and any ammo that you are already carrying
  • fixed Grand Hall of the Candles 1 generating without stairs to next area (I am like 86% sure it is fixed, if you ever encounter it again, please let me know)
  • all grabbing skills (grab and pull, grab and stab) won't work in melee anymore


Main plan for next week is to have 1 new late game area, 2 additional possible endings and polish the current ending (mostly make the boss fight more interesting). I have already done some work for this (most of the new area is done, I have recorded the VO for involved characters).

For people who have not checked beta branch, here is how ladder works:

  1. It tracks your performance across many games
  2. It is unlocked after you complete the tutorial at least once
  3. It plays on hard difficulty
  4. You get points based on how far you get in your current game
  5. You cannot save game when in this mode
  6. When you start a new game in this mode you lose 10% of your current score and when you die/finish the game you get points based on how far you got. Basically the more points you have, the further you need to get each game to get more points.


Cheers,
Bartek

Lost Flame update

Hi all,
I am testing a small fix for leaderboard display bug and it should be available on beta branch within like an hour.
My main aims for next week will be to:

  • polish the leaderboard a little bit and make it good enough for live branch
  • write dialogues for end game and find voice actor to record them

I don't want to promise any big changes soon, but I want to get back to the habit of regular updates, thank you for all your patience.
Cheers,
Bartek

Leaderboard in beta branch

Hi all,
I've been playing around with a leaderboard system for Lost Flame and I have pushed a very rough version of it to beta branch.
The system is inspired by the ELO rating system and it measures your performance across multiple games, here is how it goes:
1. Starting a ladder game reduces your score by 10%
2. When you finish the game (die/win) your score gets increased by a number of points (currently mostly based on your total experience gained)

So basically the higher your overall score/rank is, the better you need to play to gain more points, since first you need to 'gain back' the lost 10%. Losing very early could even reduce your overall score if your score was previously high. I've used a similiar system in one of my previous games "Madness of Little Emma" and I think it worked quite well there.

To try it out you need to be on the beta branch of the game and start a new game with 'Hard (Ladder)' difficulty.
The ladder is very rough right now, so use it at your own risk. Although I would really appreciate some feedback on the system.

Some remarks:
1. Top 10 of the ladder is shown when starting new game/loading previous game. Full ladder can be viewed via Steam.
2. Your rank and score is shown in the bottom right corner of the menu
3. If Lost Flame crashes during ladder then you might lost your initial 10% of points and gain 0.
4. Ladder games cannot be saved/loaded for obvious reason.

0.8.3 update

Hi all,
It's been some time but there is a new update going live. List of changes is below:


  • changed mouse controls a little - now RBM anywhere on the screen performs the current default action (same as 'enter' key), LBM on character performs 'wait' command
  • added a large version of mini map - press 'm' or access it via clickable menu in the 'advanced' section in the bottom menu
  • added a slight red glow to identified cursed item, so it's easier to see what is cursed at quick glance
  • changed kb controls when managing inventory, let me know what you think about it
  • changed 'r'eady to be the first/default action for arrows
  • added some missing skill icons
  • rebinding movement keys will affect the controls for aiming
  • changed Tyrannical Stompers so they only play the 'stomp' sound when you damage an enemy with them


Sorry for a long break, things will be better in the next months.

Cheers,
Bartek

0.8.2 patch notes

Hi,
Version 0.8.2 is live.
Patch notes:

New stuff



  • new dialogues and voice overs for 3 NPCs in the later part of the game
  • more flavor texts added to items
  • new mini boss that can randomly appear
  • 19 new achievements
  • new powerful magical affixes that can appear on staves
  • from level 20 all items are identified right off the bat
  • being stunned/confused produces a message in message log until the effect ends
  • muckling shamans have a limit on how many mucklings they can summon
  • changed the color of some wands due to visibility issues (black->gray)
  • magical effects which are based on % of dealt damage are limited by monster hp now (if you overkill a monster, the % will only be taken from monster hp not full damage)
  • shield decays much quicker for very high values of shield
  • you can rebind more controls now (using options.config file in the game folder, it is generated when you start the game)


Bug Fixes



  • you should no longer receive experience for nothing on mainland (previously it happened from time to time)
  • cursed amulet of saving is now properly getting destroyed after proccing the effect
  • summoned mucklings no longer give experience
  • the Pestilence long sword now works properly
  • the game should no longer crash when in offline mode


Cheers,
Bartek

Lost Flame Free weekend

Hi!
This weekend you can try out Lost Flame for free and get it 20% cheaper as well!
Have fun!
Bartek