
A sci-fi deckbuilder with RTS-style fleet battles. Discover an epic space opera through a full story campaign, then pursue mastery in a separate roguelike mode.
Modeled estimate, not a reported figure. How we estimate →
About
Flaregate Network is a roguelike deckbuilder with RTS-inspired spaceship combat.

Gameplay alternates between two phases.
Play Phase: The battle pauses so you can play cards.
Take as much time as you need to find the perfect strategy!
Battle Phase: Fleets clash in real time!
No input is required, so sit back and watch the explosions!

Story Campaign: Play through an epic space opera.
Standard (Roguelike) Campaign: Infinite replayability! Use the tools you find to fight your way through a gauntlet of randomized missions.
If your flagship is destroyed, the campaign is lost!

Choose your cards wisely to build the most powerful deck you can!

Will you build a well-rounded fleet, ready for any situation?
Or will you double down on a single strategy with an epic payoff?

Learn the damage type system to counter the enemy fleet.
Explosive damage takes out big ships fast!
Laser damage goes through all defenses, even shields!

Humanity: The invention of the flaregate led to three generations of war, as governments fought to control humanity's expansion into new star systems. The Solar Empire emerged from this dark time as a shining beacon of order and innovation.
Unannounced 2nd and 3rd Factions: Spread across the galaxy as they are, humanity has encountered many forms of life... but none with the spark of intelligence. That will soon change.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 60 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A unique card game where you impact the battlefield by deploying units, structures or use Action cards for all kinds of effects. The developer previously worked on a free Starcraft 2 arcade game called KeyStone that inspired the creation of a stand-alone title. Good game.
A vastly original take take on a card game, you play an RTS / Tug of War with cards. Roguelike mode is thoughtful and challenging in many original ways, e.g. the order in which you undertake missions matters, scouting ahead for rewards matters, NOT taking the strongest card sometimes is the correct choice as is NOT playing a card - knowing when to do what based on what is going on on the battlefield is key. Multiple mechanics, multiple ways to win the game. Highly recommend for any card roguelike fan.
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Hours played at review time, across 60 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
it has very good feeling!! i loved slay the spire this make me think of it but at the same time it is different!
I've been waiting for this to come out ever since I saw it on the Keystone loading screen. Having played through a couple more hours of the full game after having completed the Demo several times I really want to say thank you for making this come true. As for highlights, ever since keystone I've been a big fan of Structure decks, so my views are gonna be slightly biased, but I love love LOVE Director Keys (His name is a Halo reference right?) because he basically doubles my structure's output. Him combined with some scaling up on Destroyer Factories and it's absolutely awesome how many ships I can get out. All this to say, I really like this game and look forward to playing more of it.
I think the game is priced too high at $15 [for anyone interested in the rogue-like runs, not the campaign]. The core gameplay loop exists, but the content to justify going through a new run is...lacking. Once you have beaten it once, you'll likely have seen what possible options exist for another run---and it isn't all that enticing. Build variety is too small, the tech tree not all that engaging, and anything "cool" you think you could pull off is buried by forced taking of cards and only one use per card. The game would be much better if cards could recycle in the deck, you could remove cards from your deck, and you weren't forced to take a card. You could argue that this is what makes the game "good" and "challenging" (it's not that challenging), but it doesn't make the game more fun for me---it takes away from its potential. If the game's core structure stays the same, then more factions are needed to justify the cost and increase the hours I'd be willing to put into the game tinkering. I will say the game does exist outside of your typical roguelike deckbuilder---and that was refreshing, but not refreshing enough to keep going.
This game is a lot better than i thought it would be. I played the demo and got hooked on it for a while, and decided to purchase it for the extra cards. I'm a huge fan of Auto-battlers, Rogue-like Deckbuilders, and just watching ships blow everybody up. I wish there were more cards, but i think the Dev is working on it. Campaign is a nice change of pace from constantly dying in the rogue-like mode. Give it a try if you are a fan of the genre.
Flaregate network is game whose gameplay originates from a Starcraft 2 arcade by the same creator. The game is advertised as rougelike, but the mechanics by which you actually play are quite different from nearly all other rougelikes on the market, and are in my opinion very fun once you get to know them better. The game, as of writing this review, consists of two main parts: - The campgain, which teaches the mechanics and goes over an alright story. From what I have seen heard should be maybe 12ish hours for new players. Currently consists only of one faction, final version should include 3. - The rougelike mode, this is the replayable experience and is quite fun in its own right, the structure of progression is similar to other rougelike games with winning the rougelike unlocking new difficulty level. From what I have played in final version, and before in demo, it is quite nice and if you enjoy other card rougelikes I think you may find this one refreshing and fun. Overall there are also some issues, mostly lacking some QoL features, but I have not experienced any bugs in the final release and can say that even if I mostly wanted to play the game for the rougelike, the campaign was also very enjoyable and I think this may be a more universal experience.
Wildly unbalanced and lacking content. Devs seem to have little to no idea what a CCG game is.
It's just bad. The story mode is billed as a learner experience, it is basically unplayable and outright hostile to a good game play experience. The rogue like mode is almost tolerable, but you are at the whim of RNG on card and ability draws between missions, which might as well be predetermined. This game was made by someone with no sense of fun or joy in their life, let alone any concept of game balance.
An interesting mashup of genres. Rough around the edges, but worth playing.
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