Hello everyone! It's been a long time! Today, I have 3 exciting news to share! TLF Console Release The Last Flame is planned to release on Xbox, PlayStation and Switch (Switch 2 compatible) later this year! The porting and publishing on consoles is done by the amazing team at Nej
Hello everyone! It's been a long time! Today, I have 3 exciting news to share!
TLF Console Release
The Last Flame is planned to release on Xbox, PlayStation and Switch (Switch 2 compatible) later this year! The porting and publishing on consoles is done by the amazing team at Nejcraft! There will also be an update for Steam which will add controller support as well as Steam Deck Verified!
Roll with Splonk
I present to you Roll with Splonk, one of the new games that I have been working on. Roll with Splonk is a Desktop Companion - Dice - Incremental game. It lives in the corner of your screen, on top of everything else, happily rolling dice and printing money while you watch stuff, browse, or pretend to work. Check in whenever you feel like it, dump your winnings into new dice, relics and upgrades, then go back to what you were doing while the numbers keep climbing. Roll, get rich, buy better stuff, repeat.
Check out the trailer on the Steam Page:
View game pagePlease wishlist the game if it looks like something that you might be interested in, and to be notified when the demo drops! It helps a ton!
Project SBnS
While Roll with Splonk is a shorter game that I have been tinkering with lately, there's a larger game in the making that I have been working on since the 1.0 release of TLF. Its codename is Project SBnS! I am not quite ready to reveal a whole lot about it today but I will say the following for now: the focus of SBnS is build creation, just like in TLF! The game's build making is very flexible allowing its players to be extremely creative and build completely busted synergies! That being said, it is set in a different genre from TLF. It is not a roguelike, and it is not quite an auto-battler (not the main genre of the game although there is definitely auto-battling). Project SBnS will be revealed in the following months! For now, I will be posting some teasers on our Discord. If you are interested in that, feel free to join our community on Discord.
The Trap (Act 1 Event) Option #2 now offers 2 random choices of Relic (you see the random relics on the button) instead of the previous 2 Negative Attack Speed Relics (Shackles & Shamanic Mixture). Balance Changes
The Trap (Act 1 Event)
Option #2 now offers 2 random choices of Relic (you see the random relics on the button) instead of the previous 2 Negative Attack Speed Relics (Shackles & Shamanic Mixture).
Campfire - Rerolling Origins Rerolling Origins at the campfire, now also heals for 8 Flame. This is to empower an option that is not used as much as the other options at the campfire. Half Speed in Combat x0.5 speed is now available as a Fight Speed. You right click on the speed
Campfire - Rerolling Origins
Rerolling Origins at the campfire, now also heals for 8 Flame. This is to empower an option that is not used as much as the other options at the campfire.
Half Speed in Combat
x0.5 speed is now available as a Fight Speed. You right click on the speed button to enable/disable x0.5 speed.
Note: this was added in a hotfix a few weeks ago but wanted to mention it here so that players are aware of it.
Other Changes/Fix Powerful Staff, Hidden Blade, Healing Helm, Shielding Hood, Shell Ring, Demon's Ring and Mystical Spear had a Surge Slowdown of 5 (rares) or 10 (epics and legendaries) which was not written in the description. This Surge Slowdown has been removed which means tha
Other Changes/Fix Powerful Staff, Hidden Blade, Healing Helm, Shielding Hood, Shell Ring, Demon's Ring and Mystical Spear had a Surge Slowdown of 5 (rares) or 10 (epics and legendaries) which was not written in the description. This Surge Slowdown has been removed which means that all these items received a buff and that Surge overall got buffed. I will keep a close eye on these items and Surge for the next balance update.
The Race (Event):
Option #2: 2x Tribal Necklace -> 2x Burn Orb
Option #3: 2x Pendant of Power -> 2x Shock Orb
Reborn Pinnacle Challenge The base difficulty of this challenge has been changed from Impossible to Flame Master.
Hey Flame Masters! Working on The Last Flame as a solo dev has been one of the most fulfilling journey of my life, and I couldn't be more grateful for everyone that helped with the development and the community which has been extremely supportive! Thank you, y'all have been amazi
Hey Flame Masters! Working on The Last Flame as a solo dev has been one of the most fulfilling journey of my life, and I couldn't be more grateful for everyone that helped with the development and the community which has been extremely supportive! Thank you, y'all have been amazing! Without further do, let's jump into what's new in this MEGA update!
The Reborn system allows you to choose one hero per run to Reborn. The Reborn of a hero greatly vary between heroes. Some will have perks that help the hero thrive in parts of their build that were secondary in the past, some will have perks that allow them to be played in totally different ways, some will bring team wide perks, and some will interact with the party or support it.
Here are some examples of what you can expect from the Hero Reborn system:
Joanna:
Karina:
Eslo:
Atreos:
Naomi:
The reborn of heroes is done at the Campfire, and becomes available once you beat the Act 1 boss. Reborn does have a cost, the currency used to Reborn is actually up to the player. The player can mix and match any of these 3 currencies: flame, gold and trophies to pay for the reborn.
One of the main benefit of the Reborn system is that it allows you to plan in advance as Reborn is a static mechanic. There's no RNG related to this system, and it allows you to heavily invest in some aspects of your synergy which might have been more tricky to do in the past. It opens thousands of new build possibilities, and will allow you to make even crazier synergies!
You can preview the hero reborn from the hero card at any time (button at the bottom of the card).
Unlocking Reborn The Reborn system is unlocked in the Reborn Unlock (8/8) as it increases the complexity of the game by quite a bit; and therefore, I believe should be unlocked at some later time when the player is already comfortable with the basics of the game.
New Challenge: Reborn Pinnacle Reborn pinnacle allows you to Reborn as many times as you wish, the cost to Reborn is free and you can Reborn starting from the very beginning of the run. The enemies are a lot stronger.
Balancing Reborn There will be a balance patch to properly tune the Reborn's effects as soon as we get enough data statistics from players to pin point what is too powerful or too weak. You can expect this patch to come in 1 to 2 weeks.
🌎 5 New Languages
We added the following languages to The Last Flame:
Spanish
Portuguese
Korean
Japanese
Russian
I hope that this allows the game to have more reach throughout the world so that more players can enjoy making awesome builds!
To report issues/typos regarding the new localizations, please write a message in the localization channels on Discord. Thank you so much for your help!
⚔️ New Content
Thank you Celerity for playing and showing the game to your community! This first item is for you:
👓 Retromation
For those who don't know Retromation is a content creator that makes amazing content on the newest indie games and roguelikes that are worth checking out! I enjoy his content and he enjoys The Last Flame so what better opportunity to bring him to life in the game! I am thrilled to present you: Retromation, The Dicemancer! This hero focuses on the hybrid balance of Spell Power and Attack Damage to deal godlike amounts of damage and chain killing enemies!
🐸 Improved Hero Models
Karina, Arya, James, Zanmar and Cora have new and more epic models! (yes Zanmar is now a 🐸)
🎟️ New Events
Act 1 was the act with the least act specific events which made events very repetitive for this act. 3 new events have been added for act 1!
💾 Multiple Save Slots
Multiple Save System added to the game. From the main menu, you can now change your save slot from a total of 4 available.
🧙 Quality of Life
The Surge Gauge is now displayed in the fight recap.
Added the ability to mouse wheel through the difficulties and challenges in the level selector (no more smashing your mouse to go from one challenge to another).
The Fragment toggle will now flash when you are past Act 2 - Floor 4 as a reminder to toggle it if you wish to go to Act 4.
The codex has been re-organized by archetype.
You can now use "hero dropped" taunting by clicking on heroes even when the fight has already been started. Previously, you were not able to change their position (unchanged), so you couldn't drop then to use the "hero dropped" taunt.
Added 3 Tip Windows in the main menu that give guidance about the different unlocks (Surge, Reborn and Custom Game Mode) and additional difficulties available beyond Flame Master.
⭐ Hero Mastery
The Hero Mastery is a new system that keeps track of what heroes you have won a run with and your play rate with each hero. It also keeps track of what reborn heroes you have won a run with. The statistics in the main menu now include your challenge completion and the new hero mastery.
Additionally, the One Man Army and the Cloned challenges now keep tracks of what heroes you have completed the challenge with!
🎖️ New Achievements
17 new achievements are available ranging from dealing a lot of damage in a fight to speed running a run. You can preview all the achievements here.
🔒 Unlocks have been restructured
The Summer, Halloween and Winter new content are now for the most part unlockable through the Unlock system. This will reduce the amount of content that a new player has to deal with at first, making the learning curve less steep. Unlock #8 which was very empty until now, now contains most of the hybrid build and On-Dealing Ethereal Damage content.
⚖️ Difficulty Balance
Throughout updates, the game has gotten overall easier due to many buffs. I decided to slightly increase the difficulty (on all difficulties) to keep the game more engaging!
In Act 2, the enrage timer starts 2 seconds sooner and 4 seconds sooner on boss fights.
In Act 3 and beyond, the enrage timer starts 5 seconds sooner and 10 seconds sooner on boss fights. (this is the total, which includes the Act 2 enrage changes)
In Act 2, the damage and HP of enemies has been increased by about 4%.
In Act 3 and beyond, the damage and HP of enemies has been increased by about 5.5%.
Skeleton King's (Act 2 boss) Max HP increased, and poison rain damage increased.
The Orc Shaman enemy now heals for 10% of his Max HP instead of a Spell based value. This is mainly a buff to Orc Shaman in Endless, where Spell Based values are capped pretty low to prevent one shots on heroes. But this made Orc Shaman's ability extremely underpowered in Endless. This enemy should now be more balanced and aligned with other enemies power.
🎵 New Music
Act 3 music (combat and out of combat tracks) was changed to be more epic and vibrant.
Act 4 (and endless) now has new music tracks unique to Act 4! Previously, it had the same track as Act 3.
🕹️ What was added during the Early Access
If you haven't played the game for a long time or want to know what was added during the Early Access (other than this update), here's a very condensed list of the changes. If you want more details, I would recommend to check the patch notes of the 12 updates that has been done during Early Access.
Recipe Locking system and Soft Ban Automatic System which increases the chance to see items, heroes, relics and origins that you are more likely to be interested in
Unlocks now give perks. The perks are not direct hero power, they were added to balance the item pool getting bigger with each unlock. The perks are things like hero rewards now show 4 heroes instead of 3. This is to balance the item pool getting bigger so that the player is not negatively affected by the unlocking more content.
Custom Game Mode allowing you to tweak the difficulty to your liking, add any challenges, select your unlocks sets, and customize a dozen of other settings
Expanded Act 4 with a small map and 2 new bosses
Improved Combat Recap
6 New Heroes
22 New wildcard passives
23 New Items
12 New Sacrificial relic
5 New Origins
Events revamp, 26 out of 27 events have received modifications, balance changes and totally new options
Hundreds of new fight variations
6 New challenges
Performance improvements
Adjustable keybinds
400+ balance changes and reworks on items, heroes and more
Improved active description
New resolutions for the 16:10 screen aspect ratio
You can now restart a run after completing it, and abandon a run from the main menu
🎯 What is next?
You can expect continued support in terms of bug fixing, balance changes, text improvements, and improvement to the game's systems. There will be a balance patch in the following weeks to balance new and old content with a focus on Reborn.
As for new heroes, items, relics and origins, this is a bit more controversial as most of the negative feedback and reviews are complaints that there's already too much stuff which can cause item dilution. There has already been multiple updates and changes to help with this issue. I think overall, the problem comes from the fact that some players do not understand how valuable and cheap rerolling can be, and are not utilizing it properly; or simply do not understand how flexible items and synergies can be in The Last Flame. That being said, I think the game already has a pretty considerable amount of content with 65 heroes each with their reborn version, 325 items, 150 relics and 60 origins, the amount of unique builds that you can come up with is pretty much infinite. Could it benefit from having more? Honestly, I have mixed feelings about this. I think new content within the existing archetypes could appeal to some players while not appealing to others. I haven't really decided yet if there will be new heroes, items, relics and origins. You can let me know what you think about this in the comments of this post or on Discord!
Controller support and console release is not yet confirmed one way or another. Adding it has been on my mind for a long time but controller support and console porting is a tedious and long process and during the Early Access, I had to focus on the other updates. I will soon evaluate the situation and see if this is something that can be done.
If you have any suggestions for the game, feel free to share them with me! I do read each and every single one of them, and try to reply to as many as I can!
Finally, I love making and designing games so you can definitely expect more games from me in the future!
✍️ Review the game
If you are enjoying The Last Flame, the best way to help is to leave a review! I really appreciate your support!
💬 Join the community
Join our community on Discord! It's the perfect place to share your best builds, talk strategy, ask questions and give feedback! I am very active on Disc, and I am trying to participate in as many discussions as I can!
💖 Thank You
Hello! I am Hotloop, a solo dev from Canada! This journey has been totally unexpected.. after graduating from university, I started working on a game to put in my portfolio to apply for jobs. My plan was to spend 1 to 2 months on the project. Well, it has now been almost 4 years and a half that I have been working on this "quick" 1 to 2 months project. There has definitely been a major change in plans. I would never have expected that this random project would have gone so far, and I am very proud of how much the game has evolved and got better throughout time. This would not have been possible without the help of an amazing community which has been helping out since February 2023 (about 1 year prior to the Early Access release). The community has helped with suggestions, feedback, bug reports but the most important was seeing them discussing and having fun playing the game which gave me the motivation to keep working hard to deliver the best possible version of The Last Flame! It hasn't always been easy. The amount of stress, hard work, and financial risk that this took to achieve was pretty insane but I am extremely grateful that I kept going and was able to complete my vision for the game. Thank you so much for your support and for being part of this journey!
Hey Flame Masters! I am excited to announce that The Last Flame will leave Early Access on January 9th at 1pm EST! The full launch of the game is not a mere change of version number, it is also the LARGEST PATCH that The Last Flame has ever seen! Here is an overview of what will
Hey Flame Masters! I am excited to announce that The Last Flame will leave Early Access on January 9th at 1pm EST! The full launch of the game is not a mere change of version number, it is also the LARGEST PATCH that The Last Flame has ever seen!
Here is an overview of what will be added in the 1.0 update:
🏹 Reborn (Reborn is a system that allows you to specialize your heroes in completely new and creative ways! This impactful system is an amazing tool to make even more legendary builds and have more control over your runs!)
🌎 5 New Languages (Spanish, Portuguese, Korean, Japanese, Russian)
⚔️ More Content
🐸 Improvement of some Hero Models
🎟️ New Events
🧙 Quality of Life
⭐ Hero Mastery
💾 Multiple Save Slot
🎖️ New Steam Achievements
⚖️ Difficulty Balance
🔒 Unlocks Restructuring
🎵 New Music
When the game releases in 1.0, the full patch notes will be posted! This is just a brief summary of what you can expect!
Thank you so much for being such an amazing community! With your help and feedback, The Last Flame improved a lot during Early Access, and I can't wait for everyone to try The Last Flame 1.0!
I am thrilled to announce that The Last Flame will be featured in TGAGWCAGA 2024—The Game Awards for Games Who Can't Afford the Game Awards! This one-of-a-kind indie showcase is streaming this Friday, December 13th! TGAGWCAGA highlights incredible indie games that truly deserve m
I am thrilled to announce that The Last Flame will be featured in TGAGWCAGA 2024—The Game Awards for Games Who Can't Afford the Game Awards! This one-of-a-kind indie showcase is streaming this Friday, December 13th!
TGAGWCAGA highlights incredible indie games that truly deserve more attention while also poking a little fun at the exclusivity of The Game Awards.
Subscribe now to TGAGWCAGA’s YouTube channel so you don’t miss out!
📅 TGAGWCAGA 2024
🕔 Friday, December 13th - 5:00 PM UTC / 6:00 PM CET / 12:00 PM ET
📺 Watch the stream here: https://www.youtube.com/@TGAGWCAGA
The Last Flame will also be part of the TGAGWCAGA Steam Event running from December 13th to December 22nd, featuring tons of amazing indie games!
Make sure to join us this Friday, tell your friends and wishlist your favorite titles!
Balance Eagar's active ability's cast speed now scale with Attack Speed. Leave a review ✍️ If you want to help me, the solo dev behind The Last Flame, make sure to leave a review! It helps tremendously with discoverability on Steam! And this way, I can concentrate on making updat
Balance
Eagar's active ability's cast speed now scale with Attack Speed.
Leave a review ✍️
If you want to help me, the solo dev behind The Last Flame, make sure to leave a review! It helps tremendously with discoverability on Steam! And this way, I can concentrate on making updates instead of marketing the game! Thank you so much for your support!
Passive stats gained from rank up changes: • Spell Power: 25 -> 30 • Attack Speed: 15% -> 12% • Critical Strike Chance: 15% -> 12% • Magic Steal: 12% -> 10% Bug Fixes: • Abandoning a run from the main menu was bugged when the save file was broken (because of new updat
• Abandoning a run from the main menu was bugged when the save file was broken (because of new updates) which would cause to never finish the loading and never abandon the run. It has now been fixed. • Previously, there was an issue that turned OFF all challenges in a Custom Game when "playing again". This has been fixed
Join the community!
If you want to talk about TLF with other players, discuss strategies or ask me and other players any question, the discord is the perfect place for that!
*These currencies are NOT affected by the price increase: CNY, HKD, TWD, IDR, INR, THB, VND, UAH, RUB, BRL, CLP, COP Hello Flame Masters, The Last Flame is currently planned to leave Early Access in early early 2025, and with that we will launch our biggest update yet! To reflect
*These currencies are NOT affected by the price increase: CNY, HKD, TWD, IDR, INR, THB, VND, UAH, RUB, BRL, CLP, COP
Hello Flame Masters, The Last Flame is currently planned to leave Early Access in early early 2025, and with that we will launch our biggest update yet! To reflect all the updates that have been made on the game so far and with more to come prior to 1.0, The Last Flame's price will be increased from 17.99$ to 19.99$* (or the equivalent in your country’s currency).
We really wish that we could schedule the price increase closer to the 1.0 launch; however, this won't be possible because of a 30 days of no discount rule after a price increase. We plan to run sales during the Seasonal Steam events (Autumn and Winter Sales), and have a 1.0 launch discount; therefore, right now is the only period window when we can make the price increase.
We're going to publish the new price of 19.99$ on October 18th. The game is now on sale for 20% off until October 17th.
As always, thank you so much for the continuous support, feedback and love for the game, it truly means a lot to me!
What's Next?
The Halloween Update is planned to release in less than a week, which will add new heroes, recipes and relics to the game. And sometime in November, the Winter Update will release adding even more new content! There's also a balance update planned for the near future.
Performance Loading time (average) reduced from ~16.1 seconds to ~8.8 seconds (83% improvement) RAM utilization (average) reduced from ~3.9 GB to ~3.3 GB (18% improvement) Game Storage on Disk reduced from 6.25 GB to 4.62 GB (35% improvement) *The performance improvements might b
Performance
Loading time (average) reduced from ~16.1 seconds to ~8.8 seconds (83% improvement)
RAM utilization (average) reduced from ~3.9 GB to ~3.3 GB (18% improvement)
Game Storage on Disk reduced from 6.25 GB to 4.62 GB (35% improvement)
*The performance improvements might be different from one system to another.
Challenge Balance
Survivors: Enemy have 250% -> 225% more HP.
Flame Bearer: Buff increased from 50% to 80% Attack Speed, Heal Received and Shield Received.
Relic Squad: Base difficulty increased from Challenger to Flame Master.
Enemy Balance
Xea Gods (Act 3 boss): HP increased by 10%.
Vizera (Act 4 boss): Attack Damage increased by 10%, Spell Damage increased by 40%
Corruptor (Act 4 boss): HP increased by 12%, Attack Damage increased by 6%
Join the community!
If you want to talk about TLF with other players, discuss strategies or ask me and other players any question, the discord is the perfect place for that!
This update brings 5 new challenges to conquer; all come with new Steam achievements to obtain! Note that a sixth new challenge will be available when the Hero Leader Update releases. One Man Army (unlocks at 3/8) Team size is reduced to 1. Your hero can now equip up to 9 items a
This update brings 5 new challenges to conquer; all come with new Steam achievements to obtain! Note that a sixth new challenge will be available when the Hero Leader Update releases.
One Man Army (unlocks at 3/8)
Team size is reduced to 1. Your hero can now equip up to 9 items and they gain a duplicate of each one of their passives. You choose the hero and they gain 600 Max HP and 20 Defense. Additionally in Act 1, your hero gains 100% Damage Dealt, but in ACT 3 enemies gain 115% Max HP.
Survivors (unlocks at 5/8)
All enemy damage taken is dealt over 4 seconds instead of being instant. When the fight starts, heroes gain 100% Damage Dealt, Life Steal and Magic Steal. Heroes convert all their Bonus Defense and Max HP at these ratios: 1% Life Steal per 3 Bonus Defense and 1% Magic Steal per 30 Bonus Max HP. Enemies have 250% more HP, and enrage right away when the first starts.
Timed Out (unlocks at 4/8)
Every 11 seconds, your highest DPS is stunned for the remainder of the fight. (This effect targets a different hero every 11 seconds and will occur up to twice per fight).
Hyper Surge (unlocks at 7/8)
The chance to find surge items, passives, heroes and origins is increased by 3x. The default Surge Cap is increased from 12 to 1000. Surge Slowdown penalty is reduced by 5 times. Enemies have +20% Max HP, Attack Damage and Spell Damage per Act.
Super Random (unlocks at 8/8)
Super Random is a challenge that completely alters how you play the game, and brings a lot of new things to the table! It's definitely one of the most unique challenges there is! This challenge starts in endless, and within the first minutes, you will quickly assemble a full build. From there, it's all about improving your build against the odds of extreme RNG. You must reach Floor 35 to complete the challenge.
Here are the major differences in Super Random: • Passive II and III are double passive (when the fight starts, your hero receives another copy of them). • Items cannot be removed or swapped between heroes. • For convenience, recipes are separated from heirlooms in this mode, in order to easily be able to lock them. • Mythic Heirlooms (RED background) are a new addition in Super Random. They give twice as much stats as superior heirlooms. Mythic Heirlooms have a 10% chance to be rolled. • Trophies are not used in this mode, gold is used for pretty much everything. You start with 1400 gold , and gain 800 gold every Shop.
The Shop: • The Shop allows you to buy new full build heroes (4 recipes, 4 heirlooms, 5 passives (Passive II and III are double passive)). • Buying a hero costs 20 gold. • You can reroll the heroes in the shop to see a new set of 4 heroes. • The Shop will offer your first 2 Origins and 10 Relics. You will then be able to reroll them. • The price to do an action such as rerolling your Relics increases additively. • All prices in the shop are RESET when entering a new shop.
The Hero Panel: • In the hero panel, you can reroll your heroes build. • Recipes, heirlooms and passives can be rerolled separately and you can lock any recipes or heirlooms which you do not want to be rerolled on a reroll. • The price to do an action such as rerolling your Passives increases additively, is NOT reset and is specific to the type of action and to the hero. • Tip: Since the price of heroes and initial rerolls are cheap, it is recommended to roll a bunch of heroes. Hard rerolling and focusing on a single hero can very quickly cost you a lot of gold.
Join the community!
If you want to talk about TLF with other players, discuss strategies or ask me and other players any question, the discord is the perfect place for that!
Leave a review ✍️
If you want to help me, the solo dev behind The Last Flame, make sure to leave a review! It helps tremendously with discoverability on Steam! And this way, I can concentrate on making updates instead of marketing the game! Thank you so much for your support!
Improved Combat Recap In the combat recap menu, if you hover on a meter. The new improved combat revamp will be displayed. New: You can now analyze where your damage, heals, shields are coming from. This includes, all actives, passives, items, relics, origins, Ethereal Infused Au
Improved Combat Recap
In the combat recap menu, if you hover on a meter. The new improved combat revamp will be displayed.
New: You can now analyze where your damage, heals, shields are coming from. This includes, all actives, passives, items, relics, origins, Ethereal Infused Auto-Attacks, auto-attacks, burn On-Attack procs, summons' auto-attacks, summons' burn On-Attack procs, Life Steal, Magic Steal, Shield from Overhealing. Hopefully, this will allow beginner players to figure out what works and what doesn't more efficiently, and allow experienced players to dive deeper into their theorycrafting adventures.
Improvements: Damage types only show up if the hero dealt some damage of that type. Debuff damage amplificators (bleed, frost and burn) only show up if it amplified some damage. Previously, everything would show up no matter what; making it harder to analyze what the hero was actually doing. A bunch of lines with zeros at the end is not helpful information so now only the important info will be displayed.
Tip: The combat recap is ALWAYS available, not only after a fight. You can open it with its keybind (Default: R).
Keybinds
You can now set up to 2 keybinds per action in SETTINGS (ESC) -> KEYBINDS.
This includes the possibility to keybind to a controller (but that doesn't make it fully controller supported). After 1.0, I will see if controller support + console ports is a possibility!
Additional Screen Resolutions
A handful of new resolutions are now available for the 16:10 aspect ratio. No more black bars on 16:10 laptops nor on the Steam Deck!
Limitation: the main menu is still only available in 16:9.
Quickstart a new run
You can now quickstart a new run after ending a run, which will restart a run with the same settings as the last run.
Abandon run from main menu
You can now abandon a run from the main menu. I am aware that it takes quite some time as it has to load the run in order to properly save the run to the run history and give the proper amount of Unlock XP and unlocks (if any). The loading might be improved later on.
Improved Active Descriptions
The actives' description are now shorter as they use bullet points and only states the necessary information. Hopefully, this decreases the barrier to entry for new players.
Join the community!
If you want to talk about TLF with other players, discuss strategies or ask me and other players any question, the discord is the perfect place for that!
Leave a review ✍️
If you want to help me, the solo dev behind The Last Flame, make sure to leave a review! It helps tremendously with discoverability on Steam! And this way, I can concentrate on making updates instead of marketing the game! Thank you so much for your support!
Act 4 has been expanded! It now offers the choice between a campfire or a shop followed by 2 new bosses (witch do not give any reward other than passive XP) and then finally the Final Boss (hands). Act 4 will require a well rounded team now more than ever as the new bosses will r
Act 4 has been expanded!
It now offers the choice between a campfire or a shop followed by 2 new bosses (witch do not give any reward other than passive XP) and then finally the Final Boss (hands).
Act 4 will require a well rounded team now more than ever as the new bosses will require specific strategies to be taken down!
Balance Changes
Mana Regen is now capped at 150 (down from 1000).
All enemies' HP and Damage have been increased by about 2-3% depending on the Act (on all difficulties and modes).
[Enraging Death] (Final Boss (hands) passive): On death, increase the attack speed of all other enemies by: 50% -> 75%.
New Content: Quality of Life: By default, a newly forged item now stays on the hero that has the heirloom (if the heirloom is on the item bar then the forged item goes on the item bar). Added an option in "Settings -> Gameplay" to "Forged item goes on the item bar" for those t
New Content:
Quality of Life:
By default, a newly forged item now stays on the hero that has the heirloom (if the heirloom is on the item bar then the forged item goes on the item bar).
Added an option in "Settings [ESC]-> Gameplay" to "Forged item goes on the item bar" for those that preferred how it was before the update.
Balance changes:
Regeneration Ring:
Every attack, the wearer has a 7% -> 8% chance to fill their Mana to full. [NEW] Cooldown: 5 seconds.
Mana Book (Alec's Passive):
Every attack has a 15% -> 20% chance to generate 1/3 of the Hero's Max Mana. [NEW]Cooldown: 2 seconds.
Hundreds of new fight variations Hundreds of new fight variations have been added so that every run feels even more unique! Fight variations refer to the positioning of enemies, what the enemy types are, what star level, how many enemies are in a fight. It does not mean that ther
Hundreds of new fight variations
Hundreds of new fight variations have been added so that every run feels even more unique! Fight variations refer to the positioning of enemies, what the enemy types are, what star level, how many enemies are in a fight. It does not mean that there are new enemies. *Note that balance changes will follow up if some fights are too hard and too easy.
Integer overflow fixed and new attributes caps**
Effects and spells can now deal damage / heal / shield up to a very very high number, previously this was capped by the Integer32 which is ~2.1 billion.
The damage meters have been fixed to now work with higher numbers.
**This generally only impacts very high floors in Endless.
New caps added in the game:
Attack Damage, Spell Power & Max HP are now capped at 1 billion (this takes into consideration the total Attack Damage and Spell Power, and not flat Attack Damage/Spell Power and +% Attack Damage/Spell Power individually)
Critical Strike Damage caps at 100,000%
Mana Regen caps at 1,000
Max Mana caps at 10,000
Max Debuff application: 100,000 (per debuff, per enemy)
Join the beta!
The beta branch is a version of the game where we test future updates!
This allows you to play updates that are not yet live to the public, and it allows us to find and fix bugs/issues before they go live! For instance, the Summer Content Update is now already testable on the beta with 2 new heroes, 8 new recipes, 4 new relics and 5 new origins.
Being a Beta tester helps me tremendously! Since I am a solo dev working on the game, I do not have any team but myself to internally test the game. Finding all the bugs and issues by myself would slow the development of the game by a LOT! This is why I need you!
Note that at all times you are able to switch between the Live Branch and Beta Branch!
To join the beta, join our discord and follow the instructions in the #⭐join-beta channel.
Overview: 26/27 events revamped and buffed! On average, events have about ~1.5 new option! some "basic" fights (The Trap, Dark Cave and Karaka) have received a new flair to make them more unique and special! Events now have new systems such as the merchant, relic swaps, hero clon
Overview: 26/27 events revamped and buffed! On average, events have about ~1.5 new option! some "basic" fights (The Trap, Dark Cave and Karaka) have received a new flair to make them more unique and special! Events now have new systems such as the merchant, relic swaps, hero cloning, passive sharing, and more!
Event Quality of Life: 1v1 & 2v2 fights now shows which heroes will partake in the fight, and event buttons that have X charge(s) remaining will now show the number next to their button.
[REVAMP] Lockbox Relic All enemy damage taken is dealt over 4 seconds instead of being instant. When the fight starts, heroes gain 25% Life Steal and Spell Steal. Heroes convert all their Bonus Defense and Max HP at these ratios*: 1% Life Steal per 3 Bonus Defense and 1% Magic Steal per 30 Bonus Max HP. *Their bonus Defense and Max HP are lost in the conversion.
EVENTS IMPROVEMENTS
Dark Cave
Option 1 (Fight): Fight has a new flair (see image). Difficulty increased accordingly.
[NEW] Option 3: Gain the Lockbox relic (which has been reworked, see above).
Yeti's Milk
[BUFF] Option 1: 500-> 700 gold
[BUFF] Option 2: 500-> 700 gold
[NEW] Option 3: Lose Flame down to 1, choose a hero, when the fight starts all heroes (including the chosen hero) gain the default passive of that hero.
The Trap
[BUFF] Option 1 (Fight): 200 -> 380 gold, Fight has a new flair (see image). Difficulty increased accordingly.
[REWORK- BUFF] Option 2: Duplicate one of your heroes (the clone will be a rank 1 hero with no passives)
[REWORK- BUFF] Option 3: Lose half your gold to gain 2 relics: Shackles and Shamanic Mixture.
Treasure?
[BUFF] Option 1 (Fight): 350 -> 450 gold
[NEW] Option 2: Gain the Long Spear hextile relic.
[NEW] Option 3: Gain the Elvish Shoulders hextile relic.
[NEW] Option 4: Gain the Eye Scroll hextile relic.
[NEW] Option 3: Lose half of your current flame, you gain 1 item slot on a random hero +2 random epic recipes.
Six Urns
[BUFF] Reduce the cost to open each Urn to 8 -> 5 flame per urn
Smith God
[BUFF] The amount of options has been increased from 3 to 4.
[BUFF] Now, all options will have "smart" prioritizing to ensure as many good options as possible (Prioritizing Heirlooms/Rares as losses and Superior Heirloom/epic/legendary items as duplicates)
The Custom Game Mode is now available! Tweak the difficulty to your preference which includes individual act specific settings for both enemies' damage and HP. Turn on/off any of the challenges and/or endless. Additional settings available such as opting out of any unlocked set,
The Custom Game Mode is now available!
Tweak the difficulty to your preference which includes individual act specific settings for both enemies' damage and HP.
Turn on/off any of the challenges and/or endless.
Additional settings available such as opting out of any unlocked set, choosing your starting heroes, etc...
Code to share with friends and the community for them to attempt your custom game settings.
More Info:
The Custom Game Mode is unlocked at Unlock 8/8 (All In)
While you open the settings menu in a run, you can now see what difficulty (endless/ not endless) or challenge you are playing on. It's located at the top of the screen. If you are in a custom game, you can also click on the custom game code to see the current settings.
You can also preview the custom game's settings in the run history and in the post run window by clicking on the custom game's code.
Main menu: Improved UI (icon) for opting in and out of the Surge Set.
Other Changes
Winrate for Challenges is now available (has to be enabled from settings -> gameplay -> "Show Challenge's Winrate" ). Note that this feature is only effective from this patch (Your challenges' win and losses were not registered previously).
Improved the Swap Passive confirmation with a "?" info hover and change of the button with a glow visual and change in words "reroll new passives" -> "reveal passives"
Emily's active ability damage: 200 -> 180
Emily and Khiro abilites' videos have been updated to match their reworked ability from the previous update.
Savos' buffbots (summons) no longer block heroes.
Kris orbs can now count as attack critical strikes if they crit (requires omnicrit to crit).
Powerful Staff, Hidden Blade, Healing Helm, Shielding Hood now have full buff description. Previously, they just mentioned the amount of stacks.
The "Balance and Passives Update" (0.6.8) brings a lot of changes to the game! Here are a few things to consider: The game will receive follow up balance updates after some data analytics has been collected from the new patch. The majority of balance changes are buffs which means
The "Balance and Passives Update" (0.6.8) brings a lot of changes to the game! Here are a few things to consider:
The game will receive follow up balance updates after some data analytics has been collected from the new patch.
The majority of balance changes are buffs which means that the game may be easier now. The game difficulty has been slightly adjusted to be harder but more general difficulty changes might be needed. If this is the case, changes will be made in future patches. Also, keep in mind that the Custom Game Mode will be available in the next major patch (0.6.9), and will allow players that are looking for a harder than Impossible difficulty to create their own difficulties or pick from default new difficulties (Impossible +, Impossible ++, Impossible +++).
Frost Debuff - Nerf
The Frost Debuff which increases the amount of Spell Damage done per stack of Frost has been nerfed from 2.5% to 2%. The data analytics showed a massive unbalance regarding debuffs with Frost being the far superior one. The other debuffs might even still need a buff to be perfectly balanced with Frost even with the current nerf. This is still to be analyzed, nothing is confirmed yet.
Game Difficulty
Act 2 and Act 3+ have been slightly increased in difficulty (~2-3%).
New Passives
Enemy Balance
Hero - Buffs
Hero - Nerfs
Passive - Buffs
Passive - Nerfs
Legendary - Buffs
Legendary - Nerfs
Rare- Buffs
(Epic also affected)
Rare- Nerfs
(Epic also affected)
Rare- REMOVED
(Epic also affected) Very low playrate, and doesn't really fulfill the initial synergy goal of synergizing with gold & trophies relics. The Last Flame is all about synergies, and these were too general and often not related to any synergies.