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Neon arcade roguelite Demo out now

The Stars
Are Not Ready

Surf the dark. Smash the stars.
Keep going ↓
The rule

Nothing here breaks unless you hit it hard enough.

There is no trigger to hold. You build speed, you pick a line, and you ram asteroids, towers, and hunters apart. Then you ride the wreckage into the next one.

And then

OVERLOAD.

Chain enough smashes and the core lights. For a while you are the most dangerous thing in the zone, and everything you touch comes apart.

Ten zones

You pick where the void opens next.

Rich zones for salvage. Bounty zones for elite kills. Calm zones to breathe. Six anomalies bend the rules of whatever you choose. Every card is a bet.

At the edge of the dark

Something is waiting in every one of them.

A guardian falls to the same rule as everything else. Hit its corners, at speed, until it shatters. Clear the tenth and the run is yours.

It is playable right now.

The demo is free on itch. The Steam page is live, so a wishlist is the thing that actually helps when the full game lands.

[01]

The run.

You are loose in a vast neon void, and the only way through it is speed. Build momentum, ram everything to dust, charge your core to OVERLOAD, and tear a path across ten zones to the things waiting at the edge of the dark.

Snap up a kinetic barrier when the void closes in. Chain a dash-nova through a crowd and watch it come apart. An adaptive score that mixes to the fight, hit slow-mo, and screen shake you can dial to taste.

Run it daily: one seed, one attempt, the whole world surfing the same void each day. Climb the leaderboard and come back tomorrow for a new one.

[02]

How it plays.

Speed

Momentum is the weapon

No trigger to hold. You surf, you dash, you smash asteroids, towers, and hunters apart by hitting them hard enough, then ride the wreckage into the next kill. Charge to OVERLOAD and become the most dangerous thing in the zone.

Layout

Every run is a different void

Ten zones, each reshuffled into a new shape: open void, asteroid belts, pylon corridors, fence mazes, dense cluster fields. The layout is never the same twice.

Anomalies

Six that bend the rules

SWARM, GOLD RUSH, VOLATILE GEOMETRY, MAGNETIC STORM, OVERCHARGE, HUNTED. Each radiates from a rift out in the dark. Seal it to end the effect, or leave it humming and take the risk.

Route

Chart the dive

Between zones you pick your path. Chase the rich zones for salvage, the bounty zones for elite kills, or the calm zones to catch your breath. Every card you pick is a bet.

Build

Mutate, evolve, break the run

Trade hull at the shrines for mutations that bend your ship's rules, then pair the right two to evolve them. Bank salvage between runs into permanent perks, cores, ships, and trails.

Guardians

Break what is waiting

Something waits at the end of every zone, and a guardian falls to the same rule as everything else: hit its corners, at speed, until it shatters. Clear the tenth and the run is yours.

[03]

Screens.

Rather just be told when it lands?

Wishlisting is the better move, but if you want an email the day it goes live on Steam, drop it here. One game, no newsletter, and a confirm email first.

We only ever use this to tell you this one game launched. No other games, no passing it on.

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