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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-platform game-developmenttoolsvisual-programmingcreative 1993–present

Overview

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

ProductYearInnovation
Klik & Play1994Visual game creation
Games Factory1996More powerful
Multimedia Fusion1998Extended capabilities
Fusion 2.52013Modern features
Fusion 3OngoingContinued development

From AMOS to Visual

The evolution of Lionet’s approach:

AMOS/STOSClickteam Products
BASIC syntaxVisual events
Typed codeDrag and drop
Text-basedGraphical
Same philosophySame 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:

ConditionAction
When player collidesDestroy enemy
When timer reachesSpawn object
When key pressedMove 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