Fleshborn (alpha)
Posted February 28, 2026. Updated May 20, 2026. Played 2701 times for a total of 2513 hours.
description
Fleshborn is a short incremental game where you are tasked to clean a facility by burning down fleshy growths. Progress through several floors each having 5 rooms with increasing difficulty you have to clean. The progress is driven by upgrades and replaying the floors more efficiently each time.
steamlatest update
May 20, 2026
With the release of the Steam demo I decided to update the itch version as well. With that update comes:
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Balancing: I reworked some upgrades, deleted some, added some. The goal was to make the progression smoother and not end up with only half the tree completed when the floor was cleared.
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More Lore: I added the reports. These can drop from the growths and give some insight on what was going on in the facility.
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More QoL features: easier navigation, controller support.













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developer response: Thx for the feedback, I'm inspired by SCP in general but not one in particular (that I know off at least)
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In all seriousness, this is a great little demo. The Steam page is quite barebones and has my (common) pet peeve of showing no content past the demo (isn't that supposed to be the really exciting stuff?). But for what this is, it does it well. A few small notes:
The screen shake in the late game is pretty motion-sickness-inducing (especially fullscreen on a fairly large monitor). But I like screen shake, so I didn't want to turn it off completely. Give me a slider! (Or just tone down the max amount, I suppose)
It would be nice to see at a glance which skills require which resource to buy. It was a bit annoying to hover over each one to see this information.
Similarly, the "X bought/Y cap" for each skill is pretty easy to miss and the caps are lower than you might expect going in.
With how cramped the levels are and how big the fireball is, it's very easy for your fireball to instantly hit a wall/object when you use it. Surely it can just go 'over' the objects in the room?
It would've been nice to see a second variant flesh in the demo, you unlock the first quite quickly and there's no flesh manipulation after that, just amogus augmentation.
It feels like there's a lot of unused screen space. Perhaps there's a reason why in the main game, but seeing so much space at the end of this playable section is a little odd.
The writing is generally good, but there are a few small typos. (e.g. You bounce "off" walls, not "on". There was a dialogue snippet where a word (I forget which exactly) was pluralised that shouldn't have been. "Burning Aura" says 'flamethower' instead of flamethrower etc.) Just make sure you get someone to give the text a pass or two.
developer response: Thx a lot for your feedback, most of the points you mentionned are going to be fixed in the steam demo.
I recently had people asking me for sliders for various things, I'll add one too for the screen shake, thx for the suggestion :)
I agree with you that the steam page is barebone but I put it up once I had this itch demo available.
Concerning the unused screen space, as you pointed out, in the full game the rooms are going to be bigger and should take more screen space.
Thx again for the great feedback :)
Didn't constantly dangle "and THESE upgrades are locked behind the full game!" in front of me like some others do.
The upgrades in the demo could be changed cost-wise a little, since you end up with way too many of the oxygen bits and nothing to spend them on in the fireball upgrades (or at least, none that I noticed).