The Stars Are Not Ready

The Stars Are Not Ready

About the Game

Surf the dark. Smash the stars.

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 toward the guardians waiting at the edge of the dark.

Momentum is the weapon

There is no trigger to hold. You surf. You dash. You smash asteroids, towers, and hunters apart by hitting them hard enough, then ride the wreckage straight into the next kill. Chain a dash-nova through a crowd and watch it come apart.

Every run is a different void

Each zone reshuffles into a new shape: open void, asteroid belts, pylon corridors, fence mazes, dense cluster fields. Then the anomalies bend the rules.

  • SWARM - the void teems with far more hunters.

  • GOLD RUSH - salvage doubled, and well defended.

  • VOLATILE GEOMETRY - the debris detonates, so smash at speed or bleed.

  • MAGNETIC STORM - rogue currents drag your ship off course.

  • OVERCHARGE - your energy charges faster, and so do your enemies.

  • HUNTED - apex predators stalk you from the first second.

[/list]Every anomaly radiates from a rift somewhere out in the dark. Seal it to end the effect, or leave it humming and take the risk.

Mutate your run

Trade hull at the void shrines for mutations that bend your ship's rules, and bank permanent perks and cores. Every run goes a little further.

Break the guardians

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.

Built to be felt

A neon look drawn in pure light, a fully synthesized score and sound, hit slow-mo, screen shake you can dial to taste, and full controller support.

The stars are not ready. Go anyway.

Initial Release