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The wall-running warrior who fled Unity's runtime fee

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ALWAYS FREE ON STEAM

No deadline: it stays in the catalogue until the store pulls it.

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Twelve levels of wall-running, a grappling hook and slow-motion gunfire add up to a project its own creator says they won't keep updating.

From Unity to Unreal, alone, in four months

Fire&Fly comes with an unusually candid admission from LazyDonkey, the studio behind it, written straight into the store description: the developer explains that they walked away from Unity after the engine's runtime fee episode and spent four months teaching themselves Unreal Engine, with no team. This training project is what came out of that, and the same text warns that no further tinkering with what shipped is planned.

You play an AI warrior who runs up walls, shoots on the move and swings from platform to platform with a grappling hook; land a clean shot and time slows around the bullet, opening the gap that full speed keeps hidden. Twelve training stages and a final boss round out the challenge, in a single-player indie action game — library cleared for Family Sharing, Windows only.

For anyone fine with a rough draft that admits it's one

Nobody opens Fire&Fly without knowing what they're in for: you're putting someone else's new engine through its paces, not playing a polished release from a big studio. Twelve short run-and-gun stages, with no promise of fixes after launch. It works for a quick action session, as long as you don't expect the finish of a major publisher. Anyone after long-term support, an active community or a track record of updates is better off moving on: the creator has already said they won't come back to this one.