Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Undying FlameNewsUndying Flame Is Out Now
Steam news

Undying Flame Is Out Now

Undying Flame · published 8 Sep 2026, 21:16 UTC

All newsPlayers around this dateRead on Steam

When the fire dies, so do you.

Undying Flame is out now on Steam.

You have one job: keep the fire alive.

Creatures come out of the darkness and head straight for your campfire. Shoot them, collect the fuel they drop, and feed the fire before it dies.

There is no normal health bar. The fire is your health. A strong fire is bright, loud, and full of embers. A dying fire shrinks, turns red, and goes quiet. Learn to read it or lose the run.

The fire does not stay a fire

A full campaign carries one build through three different forms.

  • The Fire is built around Wood, light, structures, manual feeding, and holding back the dark.

  • The Star replaces Wood with Hydrogen and brings faster enemies, cosmic weapons, new build paths, and Star Blast.

  • The Void changes the rules again. Feed a black hole, control matter, spend Antimatter, and survive unstable cycles.

Each phase has its own resources, enemies, controls, and priorities. The build carries forward, but the way you keep it alive changes.

Choose a build and commit to it

The upgrade shop presents three cards after each wave. Those cards stay in place for the whole shop visit. Buying one does not immediately reveal another answer to your build's weaknesses.

  • Choose three build families during the Fire phase.

  • Gain a fourth family slot when you reach the Star.

  • Gain a fifth family slot when you reach the Void.

  • Reroll the shop or lock one card for the next wave.

  • Complete a family's branches to earn its mastery effect.

  • Unlock endlessly scaling upgrades at wave 15.

A good run can still become ridiculous. Getting there now takes a real build instead of buying a little of everything.

Relics, classes, and permanent progression

There are 90 relics to find, stack, and combine. Some pairings reveal hidden synergies with effects that are not available anywhere else.

Build around rapid fire, multishot, piercing, explosions, turrets, fuel effects, darkness, cursed bullets, or cosmic upgrades. Unlock six classes, finish challenges, earn permanent perks, and climb from A0 to A10 Ascension.

Campaign leaderboards record Ascension rank with wave progress, so harder runs are ranked above easier ones.

Four ways to play

  • Campaign takes one build from the Fire to the Star and into the Void.

  • The Void is a standalone mode about dragging, breaking, combining, and feeding cosmic matter.

  • Idle automates combat and feeding while the enemies grow with your build.

  • Daily Challenge gives everyone the same seed and one attempt each day.

What changed for release

Players sent us long recordings, screenshots, save files, and crash reports. We used them to fix problems that only appeared in real runs.

  • Movement, shooting, and enemy behavior now account for elapsed frame time instead of depending on monitor refresh rate.

  • Late wave spawn and effect limits reduce slowdown at 2x and 3x speed.

  • Explosions now resolve around the enemy that was actually hit.

  • Wave Trials show the objective, current progress, result, and reward.

  • Turret kills award fuel, and turrets collect nearby Wood or Hydrogen.

  • Turret upkeep appears in the wave summary instead of looking like damage.

  • Star Blast charges more slowly, deals real damage, and clears nearby threats.

  • Campaign completion records progression before showing one final recap.

  • Wave, combo, relic, legacy, and phase messages wait their turn instead of covering each other.

  • Leaderboard submissions retry once after a temporary network failure.

  • Demo crashes caused by removed Void cleanup and cosmic screen effect code have been fixed.

Larger menus and better controls

  • Archives, Bestiary, Relics, Stats, Skins, Run Log, Leaderboards, and Settings use more of the screen at higher resolutions.

  • UI Scale uses left and right controls with 0.05 steps from 0.85x to 1.50x.

  • Mouse, keyboard, touch, and controller navigation work across the main interface.

  • Camp and Play navigation has been repaired for controller users.

  • Windows players can turn off click to feed.

  • The soundtrack player can be hidden.

  • The music player will not repeat any of the previous five tracks.

  • Tutorials and enemy health feedback now match the current game.

English and 27 additional interface languages

The full interface catalog has been completed across English and 27 additional language files. Every current interface key has been checked for missing text, stale entries, broken placeholders, and damaged formatting tokens.

Those checks catch technical mistakes. They do not replace feedback from native speakers. If something sounds wrong in your language, please report it and we will correct it.

The demo is staying available

The demo includes Normal and Hungry Dark, with runs capped at wave 50. Other campaigns and modes can be seen, but they are clearly marked as Full Game content.

Star and Void runtime systems and the soundtrack player are removed from the demo package. Other full game features are clearly locked.

The official wiki is live

The official Undying Flame wiki covers controls, modes, campaign progression, builds, upgrades, relics, synergies, classes, Ascension, enemies, the Void, achievements, challenges, and common questions.

Open the official Undying Flame wiki

Thank you

Thank you to everyone who played the demo, tested long runs, reported crashes, and told us when something did not feel right. You helped make the game better.

Undying Flame is out now. Keep the fire alive. Ascend and become number one!