
A stylized action-platformer set in a world consumed by eternal thorns. Explore handcrafted zones, unlock new flame-forged upgrades, and face brutal bosses as the Young Emberhost in a desperate attempt to reach the Heart of the Briar.
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About
Briar Flame is a hand-crafted action-platformer inspired by Metroidvania structure and Soulslike world design.
You play as the Young Emberhost, one of the last beings whose white-hot ember-blood can burn through the Briar — a colossal, world-spanning thorn growth that has suffocated the land for ages.

Stylized hand-drawn visuals
Soulslike level design with interconnected zones & shortcuts
Tight action-platforming with air-dashes and directional mobility
Boss-focused progression
Atmospheric soundtrack featuring zone themes from professional composers
Minimal UI, immersive world-driven storytelling


Venture through atmospheric zones, each layered with shortcuts, secrets, and environmental storytelling. Descend into dark ruins, climb ancient battlements, and push toward the Heart of the Briar.
Master tight movement, air mobility, and a unique directional “ember dash” that lets you strike, dodge, and traverse with fluid precision. Every weapon consumes stamina, rewarding timing, spacing, and resource management.
Challenge deadly foes, from corrupted warriors to giant executioners. Learn their patterns, adapt your loadout, and ignite your ember powers to survive.
Discover relics, tools, and upgrades that reshape your playstyle. Enhance your vitality, empower your strikes, or unlock new weapon options as you grow your ember’s form.
Can you reach the Heart of the Briar — or be consumed by it?



Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Hollow Knight by Kyle Thompson is the overall aesthetic here. The game starts you off with jump, wall jump, omnidirectional airdash, a sword and shield that use stamina, a shuriken that uses magic, and that's before you get to the charms. So far the best phrase I could use to describe it is "rough-hewn", there's a lot of ideas and ambition here but they're buried by blind mimicry and unfocused design in a way that seems to be missing more than polish. I've certainly played worse and for what it's worth I'm bemused by the overall clumsiness, but come into this with a little more patience than you might otherwise. -- I beat the game in one sitting, which on the one hand means I clearly found it compelling but it's also quite short at under 4 hours for a fairly completionist playthrough. I'm not sure whether to count the fact that it's very easy to pour resources into leveling up your damage and then use the axe and caltrops to absolutely churn through bosses as an upside or a downside. I wish the enemies weren't very shallow reskins of Hollow Knight enemies because the times when the bosses were more unique there were some cool designs even if the fights themselves boiled down to 'big guy rushes you with sword' or 'big guy teleports around shooting fireballs at you'. Overall it's definitely more of a soulslike than a metroidvania given all your movement abilities are available from the start and the overall emphasis on combat, but it's a short game by a solo dev. There's going to be limits in scope and scale. There's heart here, but there's also serious gaps. If you're the sort of person who managed to see this game's store page it's probably in your wheelhouse and you can definitely do worse.
There's always a risk of jank when you buy a low budget 2D soulslike, briar flame is no different. The biggest culprit is as usual the controls which feel rather cumbersome most of the time. This isn't helped by the fact that the default controls are very unnatural and there's no way to rebind them. Some other aspects also feel rather clunky like the wall climb and automatic movement when you use attacks. I personally prefer my character to not move on its own simply by attacking but at least there's no contact damage in this one. With it i think i would have probably dropped it right away at the start tbh. This doesn't mean the game is easy though, it's actually brutal as hell from the getgo. Luckily the progression is pretty solid, especially in terms of stat level ups as the game's economy is very well balanced. Enemies drop enough currency to make them worth killing but not enough to make farming a vital strategy. Unfortunately it does that thing soulslikes are known for, corpse running which is brutal in this game because the runbacks themselves are agonizing. Not only do you not have a map, thus relying entirely on memory but you also just have to traverse a lot of space to get back to where you died. There's not even checkpoints before the bosses, a thing that even fromsoft themselves have come around on. Runbacks suck and this game is no exception which really detracts from the level design which is otherwise decent enough. I must add though that while the level design does have some metroidvania aspect this game as a whole is NOT A METROIDVANIA so buyers beware if that's what you're looking for. There's no ability gating or movement upgrades you unlock, the only reward for exploration is flask charges and (sub)weapons. That being said exploration does feel rewarding exactly because of these new tools. First off for such a short game there's actually an impressive array of weapons, much more than i would have thought. The flask upgrades also help a tremendous amount combined with the stat upgrades. Eventually you will start feeling stronger as these upgrades add up but enemies remain pretty tanky throughout as they scale along with you. Speaking of enemies there's not that many different types so you'll see a lot of repeat but their designs are cool and some are fun to fight. Others aren't though and they often swarm you with 3 or more at once which feels pretty unfair and chaotic. They do have a little quirk though where they often run of the platforms and fall down lower in the levels. This happened a LOT actually which can also sometimes work in your favor. Still though combat as a whole isn't as good as a soulslike would demand, especially due to their tankiness and poorly telegraphed attacks. Bosses are mostly better than that but unfortunately a third of them summon ads constantly which really clutters the fights and adds artificial difficulty. The runbacks also make them a lot less fun to retry but most of them are optional so you can come back later when you're a lot stronger already from exploration. I missed an early boss and 6 shot it near the end, the game allows you that flexibility. The same can't be said about the stamina system which feels pretty restrictive especially as it doesn't regenerate in the air. Probably because wall climbing drains your stamina, which makes the clunky wall jump not that fun. This also makes getting trapped in a spikepit sometimes turn into a garanteed death sentence, not fun especially as it drops your corpse in the same pit. Luckily the range to pick it up again is pretty large so it's not often you'll actually lose them this way. Other than clunky combat, brutal difficulty and cumbersome platforming the game is alright i guess. The visuals are minimalistic but i found them to be rather charming, especially for character designs. The music was pretty good, fitting the vibes well with some melancholy tracks in the hub and more adrenaline fueled ones for the bosses. Story was okay but the dialogues flashed way too quickly making me miss a handfull, and i'm a fast reader too... Finally there were a couple of technical issues too, from some framerate drops at times despite the low detail art style to a very unresponsive menu to swap gear due to ignored imputs. The game isn't of a very high quality but yet the price would lead you to expect more especially for this short runtime. The main appeal for games like these is the combat and it doesn't execute this well enough to warrant this price/lenght ratio, an unfortunate no from me :/
Please please please give us a map. Navigation is very confusing
A thorn apocalypse looms as you, a last Emberhost, fight through simple but fair combat, explore without a map, locate loot, and defeat ambush bosses in a straightforward action-adventure. The story revolves around an ancient evil, a thorny plant worshipped by the masses that is on the verge of covering the entire world in thorns, and the chosen one destined to stop it. You are one of several individuals born with the power to burn the plant, known as Emberhosts. However, you have become one of the last remaining hopes, as the others have failed, been slaughtered, proven too weak to continue, or ended up imprisoned in a dungeon like you. Your escape is straightforward, as it is designed to introduce the mechanics. Surprisingly, you begin with all the skills needed to overcome both traversal challenges and enemies. Aside from jumping, every action consumes stamina. Your basic abilities include a weapon attack that can be chained into combos and a forward dash that allows you to pass through enemies and hazards. There is also a secondary attack tied to additional weapons. You start with a shield bash, which can block incoming damage if you hold the button after executing it, though doing so steadily drains stamina. Later, you acquire a bow, which is useful for luring enemies or dealing solid damage from a distance. Fortunately, stamina regenerates quickly, so it rarely disrupts the flow of gameplay. In addition, you have access to a tool powered by a separate energy bar that fills as you deal damage. You begin with a projectile, but later unlock various traps such as turrets and bear traps that can inflict extra damage. Combat lacks grace or finesse, often boiling down to button mashing followed by retreating or dashing through enemies when they signal an attack. Still, it remains fair. For example, when enemies perform multi-hit combos, dashing through their first strike will not cause them to suddenly turn and hit you with the follow-up. Instead, they continue attacking in their original direction. There is also an amusing knockback effect during combat. After attacking, your character is slightly lifted into the air, and by rapidly pressing the attack button, you can continue attacking before even landing. Enemies can be knocked back as well and may take damage from environmental hazards. These hazards are particularly dangerous, especially since invincibility frames are minimal. It is easy to lose all your health before escaping. As is common in similar games, you have a limited healing item that is replenished at save points or upon death. Death itself follows a familiar formula. When you die, you lose all souls collected from defeated enemies and must return to the place of your death to recover them. Save points take the form of large lanterns that you activate by striking them. This system is refreshingly simple, as it requires no menus. A single hit instantly saves your progress and restores your health and healing items. Enemies, on the other hand, respawn only when switching screens, and not with resting. The final two abilities, both stamina-based, are somewhat unusual because games of this type typically unlock them later. The first is an advanced dash triggered by pressing the jump button a second time. This displays an arrow that can be aimed in any direction, allowing you to dash a short distance when released. The second ability is climbing, which lets you scale vertical surfaces or cling to walls without sliding down. There is no world map or mini-map, so navigation relies entirely on exploration and memory. Although the backgrounds change, the level design mostly consists of dark platforms and walls, which can feel visually unremarkable. While some secrets, such as smaller lanterns that increase your healing capacity, are easy to miss, most loot is highlighted with a bright glow. Hidden walls, however, are frustrating, as they crumble when struck but show no visual distinction, forcing you to either guess or test every surface. Boss fights require particular attention. They are not announced and often feel like sudden ambushes when you enter an apparently standard room. While bosses do not gain new abilities as their health decreases, making their patterns predictable, the small arenas make it easy to take damage. Except for an achievement and souls, they don’t give you anything else. Character progression comes through equipment, stat upgrades, and relics. You can spend souls to improve vitality for health, destruction for damage, and fury for increasing your power capacity. Interestingly, these upgrades are not accessed directly from save points but through three characters sitting around it. You must discover them first to unlock them, but the damage-focused character is likely to appear early, allowing you to significantly boost your damage after defeating a few bosses. Upgrade costs increase with each purchase, so prioritizing damage early is the most efficient strategy. New equipment and relics can be obtained from glowing points in the environment or purchased from merchants. Equipment consists of different weapons, each offering unique combos, damage output, and knockback. Most are well-balanced, so you will likely settle on a preferred choice. Relics function as perks, granting bonuses such as increased energy gain or gradual health regeneration. Although you have a limited number of slots, each relic occupies only one, making it easy to equip the most useful combinations. In summary, while the game borrows certain elements from soulslike titles, it ultimately plays as a straightforward action-adventure. Systems like the damage stat and auto-healing relics reinforce this direction. Although later bosses may present a challenge, they can usually be overcome after a few attempts or by switching equipment. Achievements are also fair, although finding everything might be a problem without a map.
Decepcionado
I have clocked this game more times than I can remember at this point. I beta tested this thing to the point of knowing exactly how to kill each boss. I've played this game for over 100 hours up unto this point, my name is in the credits, I found most of the bugs you don't experience. I've touched just about every surface in this game, so I can say hole "heart"edly (pun intended) I could play this game 100 more the amount of artifacts, weapons and tools and the combinations of such leave an incredible number of possibilities for subsequent playthroughs. Hard to believe HappyDoodz is a one man studio created this fantastic game by himself, cant wait for DLCs and subsequent games to be released.
played and tested this game before release and spent a few more hours with it after the Steam launch. It’s very enjoyable and I’ve had a great time with it so far. I didn’t mind the lack of a minimap — it actually gave the game an old-school Risk of Rain feel that I really appreciated. I don’t usually play Souls-like games or this genre in general, but this one really clicked with me. The theme is used well, the controls feel solid, and I completed several runs using keyboard and mouse without any issues. Definitely worth a play.
Amazing game, the art style alone is very much worth it. While a little short, Briar Flame provides challenge and exploration. I went here for the playtest, stayed for the fantastic experience. Most bosses aren't too hard, and the difficulty curve is very beginner friendly. If you're looking for a short, but fun and a little challenging game, Briar Flame is here for you
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