[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 LocationReroll 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 locationsElites 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 2Hero'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]
MushroomanGoes 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.
LichSummons 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 BalanceWith 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.
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