- Patch #6 is out! - 28 December 2021
Hi everyone! Version 1.2.0.1 has been released. This version contains an updated export from the newest version of GameMaker Studio 2 to help with stability and performance. This update also fixes a wrong collider for the blacksmith's building. Steve
- The Monument Update Has Arrived - 25 May 2021
Hi everyone, István here! Its been a long time coming but version 1.2 is finally here and there's a lot to cover so lets get right to it! Monuments Version 1.2 is dubbed the "Monument Update" because I've added 5 monuments to the kingdom of Anceps. Without spoiling too much These monuments grant the player passive buffs, such as health regen or longer shields. A monument can be found on each of the main levels of the game. By default the monument menu can be accessed with TAB or clicking the Right Stick on the controller. Stat reworks How the player's stats (HP, Mana and Stamina) are modified throughout a gameplay session have been changed. Previously by defeating bosses the player would gain stats and when igniting bonfires would lose mana (this mana was regainable after defeating the area boss). This system is now completely replaced with a leveling system based on enemy kills. This s…
- Update notes for 04.09 - 9 April 2021
Hi everyone! This is a small patch and it chances a few things: Fixed an issue with key bindings not being saved If you die with less then 3 potions you'll be at 3 potions Archer's health has been reduced by 10, to make them more fragile That's all for this quick patch, stay tuned for upcoming content teasers! István
- Patch #5 is out! - 6 April 2021
Hi everyone! I'm happy to announce that an Italian translation has been added to the game as well. This version also contains a small amount of bugfixes with the save system that could have made the players stuck in Castle Road map. Stay tuned for future updates, because soon we'll delve into devblogs with added contents, starting with something... monumental. István
- Hotfix for Patch #4 - 1 April 2021
Hey everyone! Today I've uploaded a hotfix the fixes a crash when fighting different kind of ranged enemies. In this hotfix there's also updates for the Bogre enemy, his rock throws now follow the player. Thank you everyone for supporting and playing the game! István
- Version 1.1.2 is out! - 29 March 2021
Hi everyone! To celebrate Blue Flame's 2 month release we're releasing a new patch, Patch #4 (version 1.1.2.1). This patch mainly focuses on graphical updates Including shadow updates, as well as regrouping sprites to the correct texture groups to improve loading times and performance. This patch also contains various smaller bugfixes. This updates apply to the demo as well. I feel like the game is now in a stable state and so, I'll slowly begin to transition from the updates to dev blogs. I hope you're excited as I am to see what the future holds for Blue Flame! Thank you for playing Blue Flame, if you have any kind of feedback just let me know in the community hub! István
- Patch #3 Hotfix #3 is live! - 19 March 2021
Hi everyone! Recently I became aware of a game breaking bug with the save system. This now has been fixed, but In case you find anything, please let me know. I deeply apologise for this issue being present in the game for 1.5 weeks. This update also contains Hungarian localization in the game as well. In the future I'll be rolling out more localization updates, to all major languages. István
- Patch #3 Hotfix #2 is live! - 9 March 2021
Hi everyone! Today I've uploaded a patch the fixes some issues with potions not being permanent. For example if you had 4 potions when activating a checkpoint and then you gained 3 more but died you'd go back to 4 potions while it should have been 7. Another fix that happened was now taking screenshots with F12 while Steam is active it doesn't creates two screenshots anymore. These updates - as well as any previous ones - have been applied to the demo as well. Keep being awesome, István
- Patch #3 (v1.1.0.7) is out! - 1 March 2021
Hi everyone, István here! It's been one month since the release of Blue Flame and today is new patch time! Scattering Flame Replacing Blinding Light is a new spell, called the Scattering Flame. This spell is an evolution of the Fireball, when hitting an enemy it breaks into smaller pieces. Can be found in the Last Battlefield. See it in action: @fssblueflame You Died This updates also adds a new achievement based on an existing mechanic. Without telling too much about how to reach this achievement, here is it's unlocked picture: Smaller updates The following updates have been applied to the game as well: Attack Dog's depth have been updated Crypt of the Royal Blood now contains enemies other than Sktons Sktons received visual updates Spell icons have been updated Save system have been updated to be more robust Gawain's theme have been updated In the next update we will have localization…
- Patch #2 Hotfix #1 is live! - 19 February 2021
Hey everyone! Hotfix #1 for patch #2 (v1.1.0.3) is now live. This contains an update to the tutorial text near the first bonfire. Now this text tells the player that lost mana can be regained by defeating bosses. I also found an issue with high refresh rate monitors decreasing the framerate of the game. This is a GameMaker Studio 2 bug, and the only way to address this until the bug is fixed is to decrease the monitor's framerate to 60Hz. This fixes the issue of the game not running at 60 FPS - as it should - even when the recommended specifications are met. I fixed an issue where you can get the Fight for Your Honor! achievement without actually killing the Champion of the Battlefield. István
- Patch #2 (v1.1.0.3) is out! - 17 February 2021
Hello everyone, István here! It's time for another regular update of Blue Flame and this time it's a reworked first level. Reworked Last Battlefield The Last Battlefield was the first level ever created to the game and so it needed an update greatly. The new version retains the level's original premise, but makes it harder to get lost, while still having an open battlefield to explore. Due to changes in the structure and accessible places in the first level, old saves will not load the new Last Battlefield. To reach the new Last Battlefield you have to start a new game. Fixes and Updates The following fixes and updates have also appeared: Autosave have been disabled as it could cause issues with being spawn-killed (Spawn killing is bad, m'kay?) Archers have received updates to their depths and directions, and they won't face east now every time. Texture prefetching in loading has been s…
- Patch #1 (v1.0.5.2) is out! - 4 February 2021
Hello everyone, István here! It's been barely a week since the release of Blue Flame, but we're already here with a small content update and a major gameplay improvement. Here's whats new in version 1.0.5.2: - Added wisdom to the cracked out wall kitten. Now the kitten will tell a different wisdom every day of the month. Contributed by the Oh Glorious Cracked Out Wall Kitten facebook page. - Improved the collision system in a way that makes the player unable to be stuck into the enemies. In turn this does mean the player will be able to walk through enemies once in their collision, but it's a small sacrifice for improved gameplay. I'm also looking forward to see how the speedrunning community could use this "phasing" thing. Next patch In the next patch I'll try to bring in Hungarian localization and a reworked first level of the game. Until then, hit us up on Discord, Twitter, Facebook…
- Blue Flame 1.0 Is Here! - 29 January 2021
Hi everyone, István here! It's been a long journey, but we finally reached the end. Or the beginning? The time has come for Blue Flame to be released and I'm super happy to share it with everyone. Blue Flame has been a passion project of mine for years and it's finally here for everyone. I would like to thank everyone who's been part of the development process, be it anyone from the development team or from the community for their amazing work so that Blue Flame can be release. What's in the release? Blue Flame 1.0 contains seven levels each with their own bosses. The base game should be around 3-4 hours long from start to finish. What do you mean base game? As explained in the roadmap post, Blue Flame will be updated through the year. First up is an update that will bring a lot of quality of life changes as well as balance changes. After that we're planning content updates that are yet…
- Roadmap for 2021 - 20 January 2021
Hi everyone István here, your friendly Blue Flame developer. In my last post I started a devlog series, that quickly turned into nothing, because as it turns out raising a puppy (look at her, omg so cute) working 8 hours a day, developing a game, maintaining a social life and a devlog is kinda hard, I talked about what's still left to do in the game. Well, some of that is still left to do, but today I'm here to talk about what can you except from the game post launch. Here's the roadmap: Let's break this image down. Let's start with the obvious, the game launches on the 29th of January. Update 1.1 Update 1.1 is gonna be a patch that will contain a lot of player feedback. Since this is a solo project and while I have a clear vision of the game, I got limited feedback regarding some aspects of the game. This patch's aim will be to get more feedback an incorporate that into the game as wel…
- Devlog #1 - The Road Ahead - 11 December 2020
Hey Everyone, Steve here! It has been a while since I wrote any kind of Devlogs, so a quick recap: I'm a solo developer from Hungary, working after work hours on my first commercial project, Blue Flame, a top-down action game in which you play as a pyromancer in a world where flames only emitt cold. I've been at this project for on and off - mostly off - for around 5 years now, but over the last 1.5 years I started to take the whole project seriously. Fast forward 1.5 years, small amounts of work every day and the game is nearly done. It's both exciting and frightening at the same time. There's still some stuff left to do, so let's see how my faithful Hack'n'Plan milestone is doing. The reason I like to look at this board is because it actually calms me down. It's nice to see that it's only basically a work week worth of work (try to say this many times fast), but this doesn't cover the…
- What can You expect from the demo? - 7 October 2020
Enter an atmospheric medieval kingdom in which you play as a pyromancer. In this world you are the only one with warm fire. Blue Flame is a top-down action game set in a medieval fantasy world, inspired by the Souls series. It is a game that encourages exploration and experimenting. Some things are purposefully left to the player to figure out. This demo contains the first two levels of the game with one being the hub zone of the game. After the Game Festival the demo will be regularly updated with content as well as a few more levels when we get close to the release date. The game is set to be released in January 2021 with three free content updates coming post-launch exploring new areas of the Kingdom of Anceps. If you find any bugs, issues or you have some general feedback don't be shine to join our Discord server and let us know! Steve
- Version 0.5 is out! - 19 August 2020
Hello everyone! I'm excited to bring you the newest update of Blue Flame, version 0.5! Let's jump right into it with the main course. The Forgotten Docks V0.5 opens up a new area called the Forgotten Docks. While currently not implemented this area will unlock the fast travel mechanic of the game that will enable you to travel to the Crossroad Tavern or to the Road to Sikla Castle. This level also feature a new spell, the Firemine that's perfect for players who would like to lure enemies into traps. Champion of the Battlefield A new boss has arrived to the game! This boss replaces the Daeodon at the beginning of the game and serves as a tutorial boss that teaches the players the importance of blocking and dashing. Additions and updates The following have been added/updated in the game: Options menu have been added. It's not fully completed yet, but a lot of options (such as particles, s…
- Patch 0.4.9.1 Is Out! - 29 July 2020
Hey everyone! Version 4.9.1 is out and while it's only a small increment from version 0.4.9.1 it feels like it should be a whole new, much bigger patch. Let's get right into it and start with the biggest change, the controller. Controller input We are now confident enough in the controller input to remove it from experimental status. While the prompts still show the keyboard input you can now seamlessly switch between using the controller or mouse and keyboard. Further refinements for the controller input (such as rumbling) will arrive in following patches. The controller layout: Updates and Polishes In the latest patch the following things have been updated and/or polished: UPDATED MAIN MENU - The menu now contains the new key art and switching to full screen snaps the buttons to the lower left corner EXPLODING SKELETON - A new enemy appeared in the Cemetery of the Ignoble, a skeleton…
- The Cemetery Of the Ignoble - 19 July 2020
Hello everyone! I'm pleased to let you all know, version 0.4.9.0 is now out. This area contains a brand new level called the Cemetery of the Ignoble. The Cemetery of the Ignoble East of the Forsaken Village lies The Cemetery of the Ignoble engulfed in fog and in it's center the Crypt of the Royal blood with it's fearsome protector. The Cemetery is a place full of undead skeletons ready to attack anyone who enters. The graves of this cemetery are long abandoned and contains souls that drain you sanity. Do you have what it takes to conquer this area? Fixes, improvements and new things In this new version the following things have been updated, improved and added: Mass Grave and Cemetery of the Ignoble areas New Logo! Full screen in-game now does not letterbox, but extends the view Skeleton Swordman and Skeleton archer have been added If dashing with less than 50% stamina the player now gr…
- The guys behind Blue Flame - 9 June 2020
Let's get the obvious out of the way: Blue Flame is a top down action game where you play as a pyromancer. It is heavily inspired by the Souls franchise (specifically 1 and 2). The game The idea of the game came to mind a few years ago as a small game consisting of a few levels. It was actually going to be a platformer and was called Bond of a Pyromancer, but by nature a platformer is more disconnected from reality than a top down game, so the perspective was changed quickly. After a while the development stopped, but around a year ago the project was reignited. (See what I did there?) The graphical direction of the game was changed, thanks to Tom, who created a system with which we can use Blender models to create the animation, akin to the one done in Dead Cells. This immensely cuts down costs on developing and creates smooth 24 FPS animations. It can be turned up to 60, we'll see abo…