





🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
This patch fixes a handful of reported issues: * A certain portrait not loading in an Act 2 flashback cutscene * Missing crowd asset in that same flashback * Story flag not showing up on Lightning Ruins * Lightning Ruins interior area black screen/softlock * Gear stats not showing up on game load
Hello adventurers! We've been quiet in 2025, but not for lack of progress: we've just launched the first MAJOR post-update patch for Flowstone Saga! The change list is way too big to itemize, but here are some of the highlights:
Once the Bistro is built and you begin getting to know eight of the villagers better by seeing their side stories, you can now Buddy Up with one of them to unlock a special BFF Perk! For example:
Gon will toss you a random fish buff at the start of every battle
Deja boosts your elemental damage
Christine increases your damage multiplier from large clears
Pari gives you mana regeneration every X pieces dropped
These perks grow in strength as you deepen your relationships, and are perfect for players that want more ways to customize and complement their playstyle/build.
You can now purchase & upgrade better rods and fishing bait from Gon in town to unlock higher rarities of fish, and make your struggles with them easier! Higher-rarity fish have even more potent buffing effects!
For those that have conquered all the game had to offer, you can now play it again with increased challenge across the board! In NG+, you keep things like your experience level, stats, perks, and gear, but battles become tougher in several ways:
Monster health and damage values are scaled up, especially if you are particularly high level
Monsters take less time to wind up and execute their basic attacks
Monster charge abilities take less time to charge, and require a minimum of two hits to interrupt
When talking to players, we learned that the Demolitionist Frog Spirit was considered the most difficult to use, mainly because of the randomness of the position TNT drop. Previously, the TNT block could drop anywhere on the board with potentially disastrous consequences.
We've revamped this mechanic so that now, the TNT block alternates between the left edge and right edge of the board. This predictability makes things feel much less frustrating without the Frog becoming overpowered. It should be nicely in line with the others now.
Without giving away story specifics, the consensus was that the last few bosses of the game were a letdown in terms of their difficulty. We've gone over these and reworked their stats, skill loadout, and AI, which make them more challenging and appropriate to their place in the game.
The Arena is a great way to both earn rewards and flex your battle prowess. However, the difficulty was inconsistent, with some early fights (even in the first tier) being way harder than fights even in later tiers, some boss fights being too easy, and others being simply too repetitive.
We've gone over every single Arena encounter and boss to make sure there things actually scale in difficulty as intended from the first fight of the first tier, all the way to the very end. This has involved adding and removing monsters from some fights, adjusting stats, adding and changing abilities, tweaking AI, etc. It feels much better!
With a game as big as Flowstone Saga, lots of minor and not-so-minor bugs have been reported. We've fixed about as many as we were able to find.
In working on the Switch port of the game (which is about 98% done) we went over many areas of the codebase to optimize memory/CPU usage and various other unexciting, but still important, engine things that should benefit all players on all platforms!
Though the game hasn't sold as well as we had hoped, we're very happy with the reception its received, and we're proud of our 5+ years of work. We have a 2nd major patch on the drawing board right now, but no concrete ETA yet, as our development team has been transitioning to work on Tangledeep 2. We're also working on finalizing the Switch port (with Switch 2 compatibility) here.
We'll be watching our Discord in the coming weeks for any bug reports that we can fix rapidly, and of course, if you have any other feedback we're all ears and will track + discuss.
Thank you for enjoying our game! (And don't forget to check out our first title Tangledeep!)
Hello adventurers! At last, after 5+ years of development, the day has arrived: the full version of FLOWSTONE SAGA is now available for Windows, Mac, and Linux! We hope you'll enjoy the unique battle system, charming characters, engrossing story, beautiful art, and epic 4.5+ hour soundtrack. And don't forget about co-op assist mode if you have another player who wants to help out :) During launch week, you can get the game at a 20% discount. This is the most crucial time for our visibility and we hope to have enough success to do lots of post-launch content and features. If you purchase (or have purchased) Flowstone Saga, consider writing a review on Steam to tell other players what you think. We really appreciate it! By the way, if you want to discuss the game, get help, or show off your awesome combos, feel free to join our friendly community Discord. From our entire team to all of you, thank you for supporting our game. - Andrew & the Flowstone Saga team
Flowstone Saga is now launching worldwide on Thursday, September 26th with the complete 4.5+ hour soundtrack available on the same day! ... Wait, didn't we say September 17th before? Yes, we just hit a minor roadblock. We submitted our release build to Valve on September 8th - time to spare, or so we thought. However, there was a hiccup where the dropdown menus in the game launcher were not clearly accessible via controller-only. Since we marked the game as "Full Controller Support", this was an immediate fail. We addressed the issue and verified those menus are now properly controllable with nothing but a controller, and resubmitted our build. However, since it's <24 hours to our original planned date and we still have not heard back, it's too risky for us to go forward with our scheduled launch day marketing. This includes sponsored streams/videos that are intended to go live when the game is actually available for purchase. To ensure that we have ample buffer time to make 100% sure we have the approval AND time to reschedule these promotions, we (Impact Gameworks & our publisher in China, Doyoyo Games) decided to pick September 26th as the launch date. We know this is disappointing for those looking forward to purchasing and playing the full version of the game tomorrow, and believe me, we're disappointed too. But we also don't want to waste our tiny (relative to major publishers!) marketing budget by fumbling on launch day, so this really does seem like the safest & right call. We hope you understand. In the meantime, anyone who wants to hear about our continuous updates & improvements to the game prior to launch, and even catch a live dev stream, can head to our Discord server. We hope to see you there!
Hello adventurers! As a great philosopher once said, "a good game is late until it ships, but a rushed game is bad forever". Or something like that. So it goes with game development! But we've confirmed with our Japanese & Chinese localization partners (the latter of which is our Chinese publisher Doyoyo games) that September 17th is our v1.0 release date. For real. There's another saying that the first 80% of game development is the hard part, but the last 80% is the really hard part. When it comes to QA, polish, and localization, that is absolutely true, especially in a game as text-heavy as Flowstone Saga. We've been setting release date targets based on predictions of when launch-critical tasks would be done, such as localization QA, and then evaluating the progress as those dates approach. But as of today, the localization is COMPLETELY done and everything left is simply QA. Fixing text, fixing bugs, polish, game balance, that kind of stuff. Which means we can confidently set a specific date without any external factors involved, which once again is September 17th. 2024, of course. We have taken every minute of extended time to make the game as good as possible for v1.0, and naturally we have plans for post-launch as well :-) We've been working on Flowstone Saga since 2018 and we cannot wait to truly release it to the world. THANK YOU to everyone who has supported and wishlisted the game, played the demo, supported us on Kickstarter... it has been a hell of a ride but the end is really and truly in sight.
Watch as we improve and expand Flowstone Saga based on YOUR demo feedback! You'll see what goes into creating a game like this "behind-the-scenes" with Unity, C#, Aseprite, etc. with narration for what we are doing and why.
We're thrilled to announce that the Flowstone Saga demo is now playable! You can download it for free right on the store page, and we'd love to hear your thoughts.
Featuring a small slice-of-life scenario outside of the game's main story, you'll get a taste of the look, feel, and gameplay that's in store in the full game. And once you complete the demo, you can even keep playing in a "New Game+" style loop that lets you find more treasure and fight a greater variety of monsters.
If you like what you see & hear, please share it with the world and wishlist the game - it makes a huge difference for us. We really appreciate it!
And just to whet your appetites for the full game, here are some hints of some truly awesome areas we have in store:
As part of Next Fest, the dev team will be showcasing Flowstone Saga gameplay! Not just the demo, but also content from the full game, featuring awesome skills, monsters, cutscenes, town building, and more. We can't wait to see you there!
As part of Next Fest, the dev team will be showcasing Flowstone Saga gameplay! Not just the demo, but also content from the full game, featuring awesome skills, monsters, cutscenes, town building, and more. We can't wait to see you there!
Want to be immortalized as someone who helped make Flowstone Saga the best game it can possibly be? Now through June 9th, you can do just that by backing the game on Kickstarter!
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