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FlamecraftNewsFlamecraft Dev Chronicles Episode 2
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Flamecraft Dev Chronicles Episode 2

Flamecraft · published 24 Sep 2025, 17:01 UTC

All newsPlayers around this dateRead on Steam

We’re back with Episode 2 of the Flamecraft Dev Chronicles! First of all, a huge thank you to everyone who read the very first entry - we hope you enjoyed it! If you missed out, you can read the previous chapter here. 

We’ve seen some amazing feedback already - thank you! Your excitement gives our team all the energy they need to keep working their magic! 

It’s always incredible to watch a game take shape and evolve from the early drafts and concepts to the “Oh wow, it’s alive!” moment, where all the pieces are starting to come together. And each piece deserves its spotlight. 

Last time, we looked at the art and animation that are breathing life into Flamecraft Digital. Today, we’ll be taking a deep dive into shops! Shops you might know - but never from the outside!

The cozy heart of Flamecraft lies in its shops. We’ve gone from rough concept sketches and placeholders to beautiful 2D drawings, and finally 3D assets you’ll actually see in the game.

We started by gathering information: we looked at the shop cards and took inspiration from the official Flamecraft Art Book. Soon, we had our first shop to put in the town, which became our placeholder while figuring out the perspective, environment, and building placement.

Below, you can see the bare, concrete roads of the first Flamecraft Digital town with very limited shop competition. Life was easy, the streets were empty, but we wanted more.

We knew that concrete does not feel like Flamecraft. The world we wanted to build had to be sumptuous, sparkling with colours, and full of whimsy. Our art team came up with many brilliant ideas, went through a long road filled with tweaks and iterations, but the direction was clear. Here, you can see one of the first concept arts of the town:

The first shop we made was very much an experiment, which, after some tweaks and renovations, ultimately became Potable Potions you’ll see in the game. It gave us answers to questions we knew and didn’t know we had, taught us how we want to work on future models, and showed us possibilities of an art direction we wanted to achieve.


The second fully-fledged building was the Critical Rolls - it made us particularly happy because of the cozy and hearth-warming mood it emanates. And its wings turned so mesmerizingly! We felt it instantly that even for such a small detail, it introduced so much life and charm to the game.

A shop can be as big as you want it. Draco Bell fit for the giants? You’ve got it! But even the most whimsical of towns needs a touch of reality (but just a touch). That little human you can see next to the shops below helped us scale the buildings to better fit in the lively streets, and to match heights while creating 3D models. We made these rules, and it’s very likely we won’t respect them fully in the future, but they helped a lot. Also, it’s a sneaky way to put more shops you haven’t seen yet into this update.

Something we’re still working on is the many ways of adding life and dynamics to the shops. Chimney smoke and fluttering fabrics are some of them, and they already work wonders. Of course, it wouldn’t be a Dev Chronicles entry without some behind-the-scenes of animations!

Chimney Smoke Sketch

Final Smoke Animations

I asked our lead senior artist, Ulvar, to shed some light on the creative process behind the shops’ design and the artistic direction they came up with:

One of the first things we had to consider was a compromise between the whirlwind of color in Sandara's art and the technical limitations that arose during development. We've landed on the versatility of timber-framed buildings mixed with contemporary elements and a touch of Flamecraft's whimsy. 

Each building needed to be recognizable, containing elements from the original artworks, but at the same time, it had to fit the overall aesthetic and tight constraints of the technical realm. We've settled on simple shapes and a warm color palette for the ultimate cozy experience.

Concepting the shop buildings was both challenging and fun at the same time. The toughest shops were the ones where the original artwork gave almost no clues of what it may look like from the outside (I'm looking at you, Gnome Depot), so it was extra hard to make them recognizable. 

From the other side, I came to love the Wild, Dragon, and Coin shops as they gave me the most freedom when it comes to shapes and color palette, and I think they best show the whimsical atmosphere of the game. As a crafty person, I may have a soft spot for Sew Cute and Draggin' Tail Roost. Or maybe I just want to become a tiny bread dragon and live my best life there?

Before we end our shopping journey, we wanted to share some of the finished models you’ll find in the game. Which one is your favorite?

Fragile Reptile

Smith Mart

Draco Bell

Potable Potions

Flamecraft Digital is packing its bags and flying to Japan!

We’re thrilled to announce that we’ll be showing off the game at Tokyo Game Show as part of the Polish Game Industry booth!

It’s a dream come true to bring Flamecraft Digital to such huge stages. If you happen to spot the Polish stand there (Hall 11, stand no C04), snap a photo and tag us - we’d love to see your Tokyo Game Show adventure!

While we won’t be in Tokyo in person this time, we can’t wait to meet face-to-face to see your reactions and share your excitement! We might have a chance to see some of you really soon at a very special event happening in Poland this October!

As always,  make sure to follow Flamecraft on Steam so you’ll never miss a dev update, event, or (eventually) release announcement.

You’ll also find a dedicated Flamecraft Digital channel on the Cardboard Alchemy Discord, where we’re chatting about the project, features, art, and everything in between. We might have some testing planned for the near future, so if you’re not yet part of the Flamekeepers, now’s the time to join in! 

We’d love to hear your thoughts, questions, and even the wildest ideas - come hang out with us!

That’s a wrap on the second entry of our Dev Chronicle! Thanks again for being part of this journey - your support really makes all the difference.

Let us know what you think of this episode, and tell us what you’d like to see in future updates. 

Until next time - stay cozy, enjoy the first days of autumn, and remember to check your tea supplies!

See you soon (maybe in person!),
Monster Couch Team

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