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🔥 Solo Dev plays The Last Flame!

[h2]What are you waiting for? Grab the free demo now![/h2]

[h2]About The Last Flame[/h2]
Recruit special heroes, fight deadly encounters, loot and craft powerful gear, discover and create unique synergetic builds! The Last Flame is an endless roguelike auto-battler in which you guide a righteous party of heroes through many challenges.

[previewyoutube][/previewyoutube]

[h2]Key Features:[/h2]
  • Own Your Build: Assemble a team of unique heroes with distinct abilities to lead you to victory. With over 55 heroes, 250 items, 120 relics, and 55 origins, there are thousands of possibilities for creating synergistic character builds.
  • Tactical Mastery: Face off against deadly foes in epic battles that test your strategy and decision-making skills. Turn the tides of battles by aptly positioning your heroes to outmaneuver lethal encounters.
  • Survival of the Cunning: The Last Flame features challenging gameplay that rewards clever decision making over metagaming. Manage your resources, make strategic choices, and lead your heroes to victory with tactical thinking.


[h2]Wishlist The Last Flame and its Prologue![/h2]
https://store.steampowered.com/app/2517810/

https://store.steampowered.com/app/1830970/

More info on the prologue: https://store.steampowered.com/news/app/1830970/view/3680055739382487933?l=english

ENDLESS AND CHALLENGE MODES NOW AVAILABLE!

[h2]Patch Available on: [/h2]
[h3]Closed Beta: Now!
Demo: October 9th for Steam Next Fest![/h3]



[h2]Content Creator Items[/h2]
To show my gratitude to content creators that have showed The Last Flame to their communities, I made some very cool legendary items and relics referenced to them! Thank you Retromation, Sifd, Maxim and Wanderbot for playing The Last Flame!




Note: Only the Ascension Mode is available in the demo. But all other updates do apply to the demo as well. For instance, the gameplay changes and the 5 new content creator referenced relics and legendary items is available in the demo as well!

[h2]Endless Mode is now available![/h2]



Endless starts after you complete a normal run, and goes on forever until you lose all your flame. The endless act is very fast faced as there is no map, and mainly consists of back to back fights. This is the perfect game mode for players who wish to push their builds to their limit, and go for the ultimate run!

Special Ruleset in the Endless Act:

Flame:
  • You no longer lose flame when a hero dies.
  • You lose 30 flame when losing a fight.
  • You can no longer replenish flame by any means.
Map:
  • There is no map in endless.
  • Every 5 victorious fights, you will have access to a special shop.
  • All floors are encounters, and every 5 floor is a titan encounter (all enemies in this fight have 50% more Max HP, but 25% less Attack Damage and Spell Damage).
  • You only move up a floor when you defeat an encounter.
  • The encounter's rank scales with your current floor.
Special Shop:
  • The Endless Shop doesn't have heroes for sale.
  • Instead it offers new possible actions:
    • Swap Passive - 200 gold
    • Reroll Passive - 200 gold
    • Swap a relic: Swap one of your fight relics for a new relic between 4 random choices. - 400 gold
    • Sell: Sell a heirloom or recipe for 50 gold or 1 trophy, or a forged item for 100 gold or 2 trophies.
    • Reroll Items: Rerolls the available items in the shop. - 150 gold
  • The Endless Shop only has superior heirloom, and epic and legendary recipes.
  • Dismantle is still available.
Rewards:
  • You no longer gain any rewards after a fight.
  • Upon entering the special shop, you are granted 800 gold.
Augment Relics:
  • Your 2 augment relics are disabled in endless.
  • Augment relics is the first relic obtained in the starting phase, and the one granted by the first boss. All other normal relics work in endless. This is to balance out the augment relics so that you don't feel forced to go for specific ones, since most are not relevant in endless (augment relics deal with mechanics such as flame healing, map locations that are not available in endless).


[h2]Challenge Mode is now available![/h2]
Challenges are fun new ways of experiencing The Last Flame! They add challenging and/or beneficial modifiers to your run!

[h3]15 challenges will be available for the Early Access Launch! 8 challenges are now available:[/h3]

WILDFLAME: Heroes gain 100% Critical Strike Chance, Spells and On-Hit can now deal a Critical Strike and Max Mana is reduced by 50%. Enemies have 200% Max HP + 100% Max HP per act.

MEGALODON: Team size is reduced by 2 (Default: 5 ->3). Heroes can now equip 6 items instead of 3. Additionally, you start with an extra 1000 gold, heroes in ACT 1 gain 40% Attack Speed when the fight starts, but in ACT 3 enemies gain 85% Max HP.



HARDCORE: Heroes' deaths are permanent. Items equipped are retrieved. You gain 2 additional trophies per fight.

BOOM: Enemies and heroes explode on death, dealing 150 damage and applying 30 Corruption to surrounding heroes.

CLONED: You choose a hero from all heroes, you get copies of that hero to fill a full party (Default: 5). You can no longer obtain heroes. Additionally, if your team size increases, you will obtain another copy of the hero.



TWINS: Whenever you receive a heirloom or a recipe, add another copy of it. The shop now allows you to sell items for gold or trophies.

RELIC SQUAD: Team size is reduced by 1 (Default: 5 ->4). You start the run with 3 additional combat relics and 1 additional augment relic.

IMPOSSIBLE: Flame Master is too easy? Ok we got you covered! Impossible is the ultimate difficulty in The Last Flame! Enemies have a lot more HP and Damage.


[h2]Gameplay Changes[/h2]

Star Location
Reroll and Swap normal locations have been changed to Star Locations. Star location gives a "choose your reward" reward. You can choose between a Swap Passive, a Reroll Passive, or a Hero Reward. It gives more opportunity to the player to make a strategic choice about what he needs the most.

Removal of hero rewards at some locations
Elites and Event fights no longer award a hero reward. The event fights reward will soon be balanced to give more rewards to accommodate for this change.

3 Passive choice instead of 2
Hero's Rank Up now offers 3 passives choices instead of 2. Rerolling a passive now offers 3 passives choices instead of 2.


[h2]Enemy Changes[/h2]

Mushrooman
Goes into a Defensive form for 4.5 seconds. While in this form, it stops attacking, and gains 25 % Damage Reduction. Additionally when it gets attacked, the attacker is damaged for 3% of the hero's Max HP, and gets inflicted 3 Corruption*.
Cap: Damage capped at 30% Max HP and 30 Corruption per hero per cast.

Corruption: Increase the damage taken by 1% per stack from all enemy damage.

Lich
Summons an orb at the furthest corner from the Lich's position, the orb sends two interceptable beams towards the furthest and the closest hero each dealing X Spell Damage, and inflicting 30 Corruption.

*Corruption: Increase the damage taken by 1% per stack from all enemy damage.


[h2]Difficulty System and Balance[/h2]
The difficulties numbers & its coding have been revamped to be a lot more simple to understand and tweak.

Before, difficulties were based on 3 different difficulty factor: Enemy Base Power(affected ALL enemies), Elite and Boss Power and Rank Scaling Power (affected normal rank (number) encounters).

Now, difficulties are based on a single difficulty factor: Enemy Base Power(affects ALL enemies). In other words, each difficulty increases the Max HP and Attack and Spell Damage of ALL enemies by a percentage depending on the current act the player is on.

A lot of these changes, might not seem very relevant as a player, but being able to balance the difficulties more easily means that it will be easier to tweak to perfection as well as being more understandable for the player. Before it was nearly impossible to explain how Adept was harder than Novice. While now it's really easy to explain (check table for more info).

Difficulties Balance
With the new system in place, I had to change a bunch of values and tweak around some stuff. So there will be more changes than the ones I mention below, but these are the main desired changes:

Novice and Adept elites and bosses difficulty increased.
Elites and Bosses were weak in lower difficulties. They will now feel more challenging and actually harder than normal encounter.

Challenger and Flame Master are now easier in act 1 (10%), easier in act 2 (5%) , and slightly harder in act 3 (3%).
The very rough early game in harder difficulties often forced players into safer early builds, instead of having the full flexibility which the game intends to have.





ACT 1

ACT 2

ACT 3



Novice

0%

0%

0%



Adept

1%

3%

5%



Adventurer

2%

6%

10%



Challenger

3%

9%

15%



Flame Master

5%

12%

20%



Impossible

15%

25%

40%



Note: The true % difficulty increase is the percentage squared since Max HP and Damage are multiplicators. For example, Act 3 in Flame Master (20%) would be 1.2 x 1.2 =1.44 = 44% harder than Act 3 in novice for comparison.

[h2]Bug Fixes, Balance and Typos[/h2]
There has been a LOT of bug fixes, balance changes and 200+ typos and inconsistencies fixed since the last patch. For now these won't always be written in the patches, in order to keep them more concise on the major changes! As we get closer to the release, Bug Fixes and Balance will definitely be well documented and included in the patch notes!


[h2]Prologue[/h2]
The Last Flame will have a prologue which will have more content than the demo! Wishlist the prologue now to be notified when it releases!

https://store.steampowered.com/app/2517810/

More info on the prologue: https://store.steampowered.com/news/app/1830970/view/3680055739382487933?l=english

Patch 0.3.84

[h3]Balance and Changes[/h3]
  • (Hero) Kara no longer taunts her target with her active. She now also stuns her current target in addition to the enemies targeting her with her active.
  • (Hero)Layla now shares 125% of her Defense with her Bear. Layla's active no longer give 10 Defense to her Bear on cast.
  • (Hero)Savos' Buffbots now change color depending on what they are giving as a buff. Yellow = Attack Speed, Blue = Spell Power, Red = Attack Damage. Their buff tooltip also changes color accordingly.
  • (Enemy) Dark Shadow: Spell damage and Max HP nerfed
  • (Enemy) Hellguard attack speed and Max HP slight nerfed
  • (Enemy) Giant Bug Max HP and Attack Damage buffed
  • (Enemy) Changed Chainer Demon's chains spell to: Stuns and chains the highest damage dealer of the party. The chains have 20% of the Chainer Demon's Max HP, and all damage dealt to the boss is also dealt to the chains. If the chains are not destroyed within 6.5 seconds, the chained hero takes 99% of their Max HP as damage, this damage does not get mitigated by the hero's Defense.
  • (Enemy) Chainer Demon's Max HP heavily increased (due to the change of how his chain spell works)

  • 3 and 4 star level enemies have been slightly nerfed.
  • Enemy ranks now grant them a additional exponential Attack and Spell Damage

  • Buddy's Tooth relic's effect revamped to:
    Whenever a hero dies for the first time, you gain X trophies depending on the hero's rank.

    Rank 1: 2 trophies
    Rank 2: 6 trophies
    Rank 3: 12 trophies
    Rank 4+: 20 trophies

  • Cup of blood relic now has an additional effect (in bold)
    Your flame cannot be reduced below 1 during combat. Losing a fight makes you lose 5 flame . (You can't lose the run unless you lose a fight) Additionally, after each fight, if you have 1 flame , heal for 7 flame.

  • Some items and effects that scaled with amount of Summons or amount of debuff on the enemy have been changed to consider the highest amount of stacks during the fight instead of the current amount of stacks during the fight. For instance, the drake passives now considers the highest amount of Summons during the fight instead of the current amount of summons. This is also the case with items that scales with highest debuff amount. By doing this, it makes some effect a bit more predictable, and it also solves an issue that when the fight ends, some buffs would show no longer available values. For instance, when winning a fight, the highest amount of X debuff will be 0, since there are no enemies alive, and the buff tooltip of an item that scales with X debuff will show as giving 0 stacks. This is no longer the case!

    Note: when the game will be closer to early access release, these balance patches will be fully detailed.


[h3]Bug Fixes[/h3]
  • You can now open the map while in the starting phase (pick 2 heroes an 1 relic).
  • Fixed a bug that allowed players to open the map after a boss, and pick a position without proceeding from the fight rewards, which caused a soft lock.
  • Fixed a bug that allowed players to duplicate items in the hero panel.
  • Fixed a bug where heroes in the shop wouldn't update their "you already have the same hero, pick to gain 25 XP" when they would be dismissed.
  • Fixed a bug that would soft lock the game if a hero reached rank 10.
  • Fixed a bug that allowed players to drag items in the Offer Item Window (events)
  • Fixed a bug where stunned heroes wouldn't have navigation colliders, and enemies could go through them.
  • Fixed a bug that allows winning and losing a fight to trigger for the same fight.
  • Opening the hero panel now closes the hero/enemy card if one is opened. This solves an issue where 2 videos would be played on the same component which would result in a flashing mess.
  • Fixed some issue with dropping a hero on a hex when also hovering over a large enemy which resulted in being unable to place.
  • 100+ typos fixed, and improved and more consistent descriptions.



[h3]Enemy Rank & More[/h3]
Enemy ranks are now half as strong as before which allows for a much simpler level* creator system. I don't want to get into too much details, cause it could get confusing, instead please have a look at the table which shows how the level system used to work BEFORE compared to NOW.

*A level is an encounter level which includes what enemies are in the level, how are the enemies positioned, what is the enemy power level (stars).

What does it change?
Since enemy ranks are now gained "linearly" across all parts of the game, this means that level creation based on ACTS and not based on PARTS since the game can now make entire levels dynamically scale depending on what part (floor) the player is on. For instance, before, if level XYZ was an ACT 2 PART 1 level, this level was only available in ACT 2 part 1 and you would never see it in ACT 2 part 2 or 3. Now all levels are based per ACT.
Overall, this change makes it easier to create levels since enemy ranks don't have to be changed manually depending on the act and the part. Now it's all done automatically in-game through code. It also increases the diversity of levels that you will see, since now a level can be seen in all parts of an act while before it was restricted per part. EG. before you could only see the level : Abomination 5 stars in ACT 2 part 1, now you can encounter this level anywhere in ACT 2, and his strength (rank) will scale accordingly depending on where you are in the act.

Same Balance/Strength
Some levels might have a slightly different balance, but overall this should not affect balance. Basically heroes gain ranks twice as fast as they did previously, but the strength of a rank has been reduced by half. This does not affect, elites, bosses and event encounter which have specific ranks & stats.

(old) Rank 1 = (new) Rank 1
(old) Rank 2 = (new )Rank 3
(old) Rank 3 = (new) Rank 5
(old) Rank 4 = (new) Rank 7


Level Maker Tool
I made myself a tool which allows me to make levels at a much quicker speed, this in combination with the last section (changes to enemies rank), will heavily increase how much levels I can make for the game.

Level Variations
With the level maker tool, I am now able to create level variations which includes 2 different positioning for the same level + its 2 mirror positioning (4 times the amount of variation). This gives every single level in the game a more unique flair!

Balancing the amount of enemies in the encounter
Previously, the game would only draw a random level from the pool of levels, and never check how many enemies are in the level, which means that it was possible to only encounter a low count of enemies (1-3) during one run, and then the next run, only encounter a high count of enemies (5+). Although, this was unlikely with the current amount of levels, it would have become a much bigger issue as the amount of levels increase in the future. Therefore, I made a system that allows me to adjust and guide the draw towards a desired percentage of 1 enemy encounter, 2-3 enemies encounter, 4-5 enemies encounter and 6+ enemies encounter. Currently this is set to 20%,20%,50%,10% respectively but it will most likely change in the future.

All these systems are going to be very beneficial to the upcoming Endless Mode (only available in the full game & closed beta)


FREE PROLOGUE

[h3]THE LAST FLAME IS GETTING A PROLOGUE
[/h3]
Thank you to everyone that played The Last Flame Demo! The demo had such an overwhelming positive reception that I decided to give MORE free content prior to the game's release!

[previewyoutube][/previewyoutube]

[h3]This game's free version will include:
[/h3]
  • 40+ heroes including additional ones that are unavailable in the demo
  • A ton of items to discover including many that are exclusive to the prologue
  • 2 difficulties
  • 6 bosses (2 new bosses that are unavailable in the demo)
  • Many many new encounter levels!
  • 2 out of the 3 acts
Additionally, if we can get enough wishlists, I will also include a completely EXCLUSIVE final boss that will only be available in the prologue version!


[h3]WISHLIST NOW AND PLAY IT FOR FREE ON TO BE REVEALED SOON
[/h3]
https://store.steampowered.com/app/2517810/

https://store.steampowered.com/app/1830970/






Patch 0.3.83.1

  • Trophy Mode has received some upgrades.
    • Keybind "T" is now a on hold.
    • You can now give trophies by middle mouse clicking on a hero (even while not in trophy mode).
    • Hovering over a hero will now display their current XP.
    • It is now harder to "miss drag" a hero while in trophy mode, which would result in giving him a trophy by accident.
    • A few seconds into the preparation phase, the trophy icon will remind the player if there's a potential hero that can be ranked up by using trophies. For instance, if the player has 2 trophies (10 XP), and the hero that is closer to a rank up needs 8 XP, it will notice the player, but if the hero closer to a rank up needs 13 XP, it will not notice the player. Notification UI: The trophy will flash and slightly bounce to notify the player.

  • XP required to rank up has been increased at higher ranks. It now increases exponentially instead of linearly.
    XP required per ranks
    • Before: 20, 30, 40, 50, 60, 70, 80, 90, 100
    • Now : 20, 30, 40, 55, 80, 120, 170, 250, 500
  • Fixed an issue that allowed dropping a hero to cause a bug which would not drop the hero on a hex, and all heroes would not be draggable anymore.
  • Fixed an issue that allowed the player to open menus while dragging a hero which would also cause the issue mentioned above.
  • 100+ typos fixed, and improved and more consistent descriptions (more to come).
  • Fixed an issue that caused visual bugs while previewing epic version of rare items.
  • Fixed an issue that caused some items in the enchant panel to be draggable.



And some other small minor fixes!