
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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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
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.
About 20 hours of content. Was worth the money. Nothing special. Being able to control deck bloat more would be nice to really have different builds/runs. Most of the runs I had to repeat were due to back deck drawing from unpreventable deck bloat I could easily see room for this game to expand with playing as the different races and continuing the story (like as the aliens defending against the humans)
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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
The core gameplay (the underlying card game) seems absolutely amazing, but the way you engage with it really doesnt do it justice. So while I feel like it could unironically easily be one of the best CCG's on the market, atm its just kinda meh unfortuantely. The two available game modes are Campaign and Campaign (someone needs a thesaurus), and the big problem with both is that theres not really any traditional deckbuilding, which would be ok as a secondary game mode but with so many fun cards and obvious builds, I hate that being able to build a fun deck is either time gated (story) or based on RNG (adventure). These deck building restrictions are a useless attempt to reinvent-the-wheel. If you dont want it to be a TCG, make it a Deckbuilder where you unlock entire sets of cards, such as "Human - Pirate" or "Human - Invention" which are both real sub categories in the game with thier own unique mechanics. Taking half the fun out of a card game is not clever or rewarding. The Story mode is WISOTT, Human only ATM it seems, and you do deckbuild a little but youre very much on rails for the most part and it opens up VERY slowly. Its reaching a lot higher over all than the writing can carry it, thats for sure. If the characters continued the GUNDAMN esque style (instead of what ever disgusting style it is) that is used for all the other non-character cards it would be perfect, because those other cards have really good art. Otherwise the writing is very amateurish and the pacing is incredibly drawn-out, those two things making it very very difficult to stick with the story. The other mode which should be called Adventure but instead is called "Standard Campaign" (*shrug*) is interesting. The combination of card game mechanics and its adaptation into a rougelike mode work really well together as something refreshingly different, though it would still be better if it used a more deckbuilder-like system instead of pure RNG it would hands down be better, or even if you at least could start with a custom deck that has at least some kind of basic synergy or theme. Not having any MP game mode seems pretty wild. I think it goes without saying that it definitely needs to have some kind of MP game mode added ASAP. Be it 3v3, 1v1, or prefereably both, every cool looking card art or interesting mechanic or wild synergy combo, its all wasted without PvP and if this were just some shovelware game it wouldnt matter, but the gameplay is there, the card art is there, the combo's and synergies are there, so its incredibly disapointing that they are locked away as they are, even outside of the lack of MP. The audio is very basic. I dont think anyone took its creation seriously, which is a shame as you can imagine instantly how much better the experience would be with some more detail and additions like unit barks on summon. Visually its a mixed bag unfortunately. The human forces have an interesting and distinct aesthetic that I feel like instantly fits into GUNDAM, to the point I wonder why there are no mech units, but the alien forces are a bit boring. Also it would look infinitely better if it were isometric rather than this classic Flash style of JPG's sliding around, and obviously even better if it were 3D, and the fact that at least with the human units being so good looking on the cards, makes this even more unfortunate that outside of the card art they look so horrible and are literally flat. Speaking of the other factions, while its hard to tell without getting your hands on these factions, they do seem to be mechanically interesting and seem like well balanced asymetrical factions that games have failed creating competently for 20+ years, but coming from SC i guess this game had a good role model in that regard. Thats the game as it is, as i see it. I can seriously see this game being massive, or maybe a sequel of it. Potentially the next DOTA level of success from a Blizzard custom map, but if they leave it as is it will just be a Red Solstice at best. Also I would love to see the game potentially leave its strictly space restricted theme so that ground vehicles, infantry and aircraft could be added to increase the depth of the game, be it in there being more room for interesting card designs or layering unit interactions, and another personal wishlist item is a grand strategy meta game mode. I have a personal fondness for the Battletech TCG, and feel like some similarities can be drawn between this game and that.
The demo as i have played was quite fun and also extensive. Noble of the dev.. For that reason, and small indie games need all the visibility they can get, i will give a positive review. If i change my mind, i may change my review.
I HOPR MORE IS ADDED IF NOT ITS BEATABLE ON BOTH MODES IN UNDER A COUPLE HOURS, PLEASE META
Really excellent game. Very quick to pick up and lots of depth. Plays a bit like mechabellum but with card game mechanics.
Broken balance, the missions are literally unbeatable
Launching the game on the last day of the steam sale without a launch discount is a bold strategy, but I hope it works out, as it does seem like the game is built for future expansion. It's a neat evolution from Keystone, which is a Starcraft 2 Custom map the dev previously made. I have hundreds of hours in Kestone and I have about 10 hours from the demo, but from the end of the demo I finished the story campaign in about 4 hours - the roguelike mode is definitely the main appeal here, and that's pretty good!
Fun chill card based autobattler with a decent story!
Time to write a Steam Review (I don't normally do these.) Flaregate Network is a rare breed, a card based game in an SF Setting, where the cards you play represent fighters/ships, fighting another fleet of ships. Most card games of this style are fantasy themed, or based around people fighting people, so this was a welcome change. The gameplay itself is pretty straightforward. On your turn, you draw a card, pick a resource to add to your income, and may then play as many cards as your resources allow. These cards (mostly) add units to the battlefield, which run off and autobattle. Some cards might mess with your income, draw cards, have special effects, or mess with other cards in your deck. The goal is normally, (But not always) to blow up your opponents stuff before they blow up your flagship. The difficulty curve is pretty steep. It's not a mountain, but those who are unused to this style of game might struggle. Fortunately the story missions allow infinite replays, and give you a way to get used to all the games content before moving onto the meat and potatoes of the experience - The roguelike mode. In this you're given a random selection of simplified missions from the story mode. Starting with a tiny deck, you win a new card, and a little bit of resources every game, which can be used to give you unique perks (not found in the main game.) Successful competition of a run gives you access to a new, harder difficulty level. The two real downsides to the experience are 1) A lack of multiplayer. As this was the Dev's first project, they opted for something buildable without the complexities of multiplayer. This is a great choice to ensure the project was actually delivered (look here it is!) but the game has such obvious multiplayer potential, you'll find yourself wishing for an opponent. And that's because... 2) No fully customisable decks. The way this experience works is you start with a (small) predefined pool of cards, win games, and add to your deck - But the cards you add are random. There's no option to build a fully formed deck, taking advantage of all the cards and synergies to meet a challenge on your own terms. You're always improvising on the fly, which always leaves you wondering what more you could do with actual choice. The game is also clearly 'unfinished'. Starting the story and the roguelike mode gives you the unavailable option to play as one of the games other two alien factions. (Content TBC?) The story mode ends on a rather abrupt cliffhanger and doesn't resolve the main narrative points, and the third alien faction features for a blink-and-you'll-miss-it length of time. If this means DLC, or lovingly created free extra content patches is, at this moment, unclear. All in all, in an hours of content vs price, I found this an excellent and enjoyable buy, with the potential to offer another few rounds of gameplay with further patches. If you like cardgames or autobattlers, there are much worse places to spend your money.
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