How to play Flarewren
A visual guide · Make your first flight
Your goal
Fly through three living worlds and beat every guardian.
Your little ship, the Wren, flies right on its own and fires on its own, so your whole job is where you fly. Thread the cave walls, star fire and crystal halls, collect Pods to power up, and beat the giant guardian at the end of each stage. Flarewren runs in real time and is a fixed run of three stages: clear the third and you win. A full clear takes about seven minutes.
These pictures are simplified teaching diagrams, drawn in the game's own colours with its real sprites. The three guardian pictures are captured from the game.
01Launch and fly
Click, tap or press Space to launch. On a phone, turn it sideways first. Nothing moves until you launch.
1. Put a finger down anywhere
2. The ship moves with your finger
- Keyboard: arrow keys or W, A, S and D fly the ship. Hold Shift for small, careful moves.
- Your ship fires all the time, so you never need a fire button.
- Esc, P or the pause button pauses. The pause menu has Resume and End run.
02Thread the terrain
Glowing edges and real walls
1. Amber means something is coming
2. Then it becomes solid
- Walls also block bullets, yours and theirs, so a wall can be cover.
- Some walls are made of cells you can shoot through, or thread through the gap.
- Fire arcs and flare walls let shots through but still cost a ship if you touch them.
03Collect Pods
Look for a gold rim
What each Pod does
- Swell and Lance change your weapon. If you like the one you have, simply fly around the Pod.
- A Pod you could not use becomes something useful instead, and a Surplus Pod when you already have everything.
- Every Pod you collect is worth 100 points, and a Surplus Pod 1,000.
04Build your Echo formation
Echoes are light copies of your ship. Each one follows the path you just flew, a moment behind you, and fires everything you fire. You can hold up to three, and nothing can hit them.
Fly level to focus
Sweep to spread
- Each Echo adds 25% to the points for every enemy: ×1.25, ×1.5 and ×1.75 with one, two and three Echoes.
1. A ship lost
2. Take them back
- You keep your weapon and your missiles when a ship is lost. You lose the Shield and one step of Thrust.
- If you still have no Echo a few seconds after coming back, a free Echo Pod floats in to help.
05Weapons and the Shield
Pulse, Swell, Lance and the Shield
06Beat each guardian
Three guardians, three gold weak spots
- Beat a guardian quickly for a time bonus: 100 points for every second left on its clock.
- If its time runs out, the guardian leaves on its own and pays a fifth of its points. The stage still counts as clear.
- Each guardian changes how it fights twice as it weakens, and lets out one Pod on its first change.
07Score and how a run ends
The stage tally
Formation wipe
Clear a whole formation for 500, 800 and 1,000 in stages 1, 2 and 3, times your Echo bonus.
Skim
Fly close to walls for 120, 180 and 240 points a second in stages 1, 2 and 3.
Extra ships
Earn an extra ship at 40,000 and 120,000 points.
- Tally lines: Stage clear 2,000 · Ships in reserve 1,000 per ship · Echoes 500 per Echo · Flawless 5,000 with no ship lost, times the stage number.
- Clearing stage 3 adds a finish bonus: Full clear 30,000 (the Starhusk defeated) · Guardian outlasted 12,000 (the Starhusk timed out) · Perfect flight 40,000 (no ship lost all run).
- The run ends when your last ship is lost, or when you clear stage 3, which is a win even if the last guardian timed out.
- To stop early and keep your score, pause and tap End run twice.
Opening this Visual Guide pauses the game. Close it, then press Resume when you are ready.