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Companies & Studios

Clickteam

Game creation evolved

The company founded by François Lionet after AMOS, creating Klik & Play, The Games Factory, and Fusion - continuing the mission of accessible game development.

cross-platformgame-developmenttoolsvisual-programmingcreative1993

Clickteam is the game creation tool company co-founded by François Lionet after his success with STOS and AMOS. Starting with Klik & Play in 1994, Clickteam evolved the concept of accessible game development from BASIC-style coding to visual, event-based programming. Their tools have been used to create thousands of games, continuing Lionet’s mission of democratising game development.

Fast facts

  • Co-founder: François Lionet
  • Founded: 1993
  • First product: Klik & Play (1994)
  • Current: Fusion (active development)
  • Philosophy: Visual game creation
  • Users: Millions worldwide

Product Evolution

Product Year Innovation
Klik & Play 1994 Visual game creation
Games Factory 1996 More powerful
Multimedia Fusion 1998 Extended capabilities
Fusion 2.5 2013 Modern features
Fusion 3 Ongoing Continued development

From AMOS to Visual

The evolution of Lionet’s approach:

AMOS/STOS Clickteam Products
BASIC syntax Visual events
Typed code Drag and drop
Text-based Graphical
Same philosophy Same goal

Games Made With Clickteam

Notable releases:

  • Five Nights at Freddy’s - Massive indie hit
  • Freedom Planet - Acclaimed platformer
  • Undertale (partial) - Used in development
  • Thousands of indie games

The Event System

Clickteam’s approach:

Condition Action
When player collides Destroy enemy
When timer reaches Spawn object
When key pressed Move player

No coding required—logic expressed visually.

Educational impact

Clickteam tools have:

  • Introduced millions to game development
  • Featured in educational curricula
  • Enabled non-programmers to create
  • Bridged to traditional coding

Legacy

Clickteam represents the evolution of Lionet’s AMOS philosophy—that game creation should be accessible to everyone. From BASIC syntax to visual events, the goal remained constant: lower the barrier to game development without limiting creative potential.

See also

Not yet fact-checked. This entry was drafted by an AI and nobody has verified it. The dates, figures and technical details may be wrong. Use it to find your bearings, then confirm anything that matters against a primary source.