Wandering Star is our debut project.
Synopsis:
A warrior of sun and moon.
Mother’s life tethered to his own.
Every fight is survival.
Every battle a bloodstained vow.
Story
Wandering Star is set in a primal, mythical and post apocalyptic world.
The story follows Mithro, a boy raised shielded in his mother’s protection, isolated from the world’s monsters and dangerous survivors.
The world’s toxic atmosphere leads to his mother turning sick, forcing him into this dangerous, unknown world to conjure a cure.
This is where your journey begins.
Characters
Mithro
The game’s protagonist, Mithro, is a skilled melee combatant, having trained in running, climbing and with spears since he can remember.. (WIP)
Mother
Mithro’s Mother is at the center of the game and world’s narrative and emotional heartbeat. (WIP)
The Prisoner of Lunatia
Anura, as he was once known, was a formidable warrior of those sworn to the Sun.
In the war, due to his formidable prowess in combat and growing success in the battlefield, was made a point of focus and captured by the People of The Moon and experimented on for potential magic in his blood.
In the demo, you face off against him in our combat arena.
Gameplay
Symbiosis: Roguelite Magic
A series of promises, or boons, that add self imposed
challenges and variety into runs.
Symbiosis Strains illustrated by the Moon Corruption.
Tattoo Magic: Symbiotic, Modular Weapons
Bloody Chess:
Factions:
Make a Promise. Gain Power. Risk Your Life.
In every run, you can make vows to Mother.
Each vow gives you a Gift (bonus) and a Cost (restriction).
How It Works
Pick a vow before your run.
Each vow gives a strong blessing (more damage, new abilities, special perks).
Each vow takes something away (no heal, no dash, no parry, etc).
Break a vow, and symbiosis fades.
Your skill keeps the vow alive.
Your choices shape your challenge.
Why It Matters
You decide the difficulty.
Take bigger risks for bigger rewards.Every run feels personal.
What you sacrifice says who you are.Failing isn’t the end.
Redeem broken vows next time.
In the World
Your promises aren’t just options, they’re bonded to Mother, the being who keeps you alive. As you strengthen or break your vows, her vitality changes, and your symbiosis shifts.
A world of Ink and Blood
Mithro’s primary weapon in combat are his tattoos. His abilities, such as dodging are enhanced when fully inked up, but depletes as he uses it. Without ink, his abilities are weakened. The ink-blade he wields can replenish his ink with his enemies blood, so he has to keep up his aggression in order to wield his full power.
The tattoo, as a nearly sentient being, is in symbiosis with him and re
Ancient magic of tattoos… WIP
Currently developing concept art for a customizable tattoo weapon system, where the design of the tattoo (and it's magical, modular functionality) allows new weapon combination on the blades and handles.
Explore a cosmic, vicious world where danger and mystery intertwine. Traversal is dynamic, with sprawling, interconnected zones filled with environmental traps and ancient lore. Navigate shifting weather patterns, hidden temples, and factions locked in ideological war — all designed for dynamic, nonlinear exploration.
The Celestial Shifting system is a unique selling point in the game, specifically in it's exploration.
You manipulate the moon's phases to open up the world by changing the lighting and therefore changing the perspective of previous paths.
Progression is limited by locks and keys, whether item based or tied to celestial phases. Think of Dark Souls's two bells. Triggering a moon shift opens previously inaccessible paths.
Dynamic Exploration:
Master tactical, unforgiving combat.
Engage in a dance of precision and brutality. Every enemy is a puzzle, every strike a commitment. Positioning, timing, and build synergy matter. One mistake and the board is painted red.
WIP, in development of a faction system.
The World
Sun Temple, Exterior.
Sun Temple, Interior.
Moon Temple, Exterior.
Moon Temple, Interior.
Mithro and Mother's lunar cocoon, where he comes back for symbiosis magic, healing and to get his mother better.
The bridge of stars is a significant location, both physically and metaphorically. It symbolizes the factional dispute between the people of the sun and moon and becomes an externalized manifestation in an architectural sense. In the lore, the center of stars, serving as a transition between the two cultures, was a neutral meeting ground between the two temples to prevent extinction of the people.
Wide shot of the larger world. The Zinthra followed a guiding light in the skies when leaving their once home. This led them to this meteor crater, centered by the screaming mountain.
Tower of the Zinthra! An epic tower made to reach as high as the volcano next to them, made before the Zinthra schism and split into two different factions.