

Flaregate Network
Keycard Studio, LLC · 2026 · Roguelike Deckbuilder, Card Game, Space, Military, RTS
PC
Mostly Positive76% · 41
This game is free to play. Get it on Steam →
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About Flaregate Network
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.
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Uber unique deckbuilding rpg, the story's cool, but the roguelike is where it's at1 found this helpful
So far so good, although it's feels very early in development stage, would love to actually play the alien factions. One thing I'd like to see added is ability to check what cards my opponent played, the card that spawns an anarch and shoots missiles was very confusing and annoying, seemed like a bug until I checked discord to see that's how its supposed to behave1 found this helpful
This is a neat game, it has some promise, but the card design, a few mechanics and especially the proposed challenge in front of you fails to celebrate anything exciting you do but only seems to underline any weakness in your deck and strategy, like when the game decides that structures are basically useless when you've aimed for a structure heavy strategy. The game in story mode attempts to show you that you can "choose your own strategy", by showing you cards that scales off tags like pirate, and soon after giving you a card that scales off having filled the board with structures. But you not only don't get enough pirate cards to make them worthwhile, aiming for a singular strategy is also immediately punished by the game in front of you, and the tools to refurbish your deck is severely lacking, you can't go back and repick cards that would help against the challenge. - So it comes off as a roguelike, then twists itself into being a puzzle game with low information given to the player, and very few tools to deal with the puzzle elements save drawing the perfect and and hoping the ai doesn't shoot your missiles off into the beyond. In the roguelike mode, the game attempts to…
This game has really good bones. i had been waiting for this since the moment i saw that the maker of Keystone was working on a full game. Overall good stuff in here. The standard campaign is great with just some oddities in the draw rate on some things. NOW. the issue. the story campaign will make you want to tear your hair out. most of it works great, however you will run into missions, bunches of them, where you just have to keep restarting the mission until you get the perfect hand because half your cards are useless and the AI is going to come at you hard and fast.
Disclaimer: I have played the previous Creator's Work on "Starcraft 2" called "Keystone Card Game" which was the inspiration for this game. Great things I enjoy: - Love the overall gameplay of combo things together. - Campaign is very straight forward on how to teach you things and progression. - It is fairly clear what is going on. - Great to add Fast-Forward feature. When combat is absent, this speeds up the game progression. [Comparison] I prefer the increased 10-hard hand-size versus 8. This also includes utility cards such as card-draw being better. Good Things: - For Campaign/Roguelike Card Removal via Reserve is nice. It makes it significantly less punishing to recruit/add a card early that has high-synergy with a playstyle but no immediate benefit for a deck. Later on, you can swap out other cards that are no longer needed. - Game works pretty similarly to everything I liked in Keystones. - I like that you can choose where you want to build a structure. It also enables you to manipulate the enemy forces this way to (placing it on them or away for delaying tactics). Things that I'd like to see: [Note: I have a lot of expectations, but that just goes to …
Wildly unbalanced and lacking content. Devs seem to have little to no idea what a CCG game is.
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