Starless UmbraProduction
"I'm afraid with looking after my kids i haven't had much time to play your adventure, but i will, you could say, i'm hooked." --Addicted Parent
A Little Philosophy
Starless Umbra is an RPG created with a few simple philosophies:
1. Make the game as enjoyable as possible.
2. Make the game as directed as possible. (Meaning you should always know what to do next.)
3. Challenge myself, as a developer.
An Engaging Experience
You play as Andoru, a simple (yet intelligent) thinker in a quest to attempt to return home to save your sister after bandits raided your village. This simple task complicates itself quickly, as a strange phenomenon leaves you not only away from your village, but with little direction in a completely new continent.
As you travel, you'll learn the people around you aren't what they seem, and ties begin forming between yourself and others as your past is revealed. Unfortunately, no one can answer the simple question: "how do I get back home to save my sister?"
As A Developer
I consider myself a highly-receptive and optimistic developer, meaning if there's something you don't like about the game, odds are if you tell me it will change. In the process you can show me your game and I'd be more than happy to return the favor.
Not only will it change, but it will do so fairly quickly. I consider SU to be in rapid development. It's always changing as my standards rise. The game takes me about 15 hours to complete and has nearly 1000 maps now. I might have been slightly ambitious when I started this project, but I've stuck with it since November 2002. Since it's about two-thirds complete now, I'd say I plan on finishing.
Following SU
The best way to keep up-to-date is either here or at starlessumbra.com. If you're RSS-savvy, I have a feed you can subscribe to here. I try to post fairly frequently (once every 8-10 days I'd say.) with game updates and so forth.
I also update a facebook page. I encourage you to become a fan if you're interested.
Starless Umbra is an RPG created with a few simple philosophies:
1. Make the game as enjoyable as possible.
2. Make the game as directed as possible. (Meaning you should always know what to do next.)
3. Challenge myself, as a developer.
An Engaging Experience
You play as Andoru, a simple (yet intelligent) thinker in a quest to attempt to return home to save your sister after bandits raided your village. This simple task complicates itself quickly, as a strange phenomenon leaves you not only away from your village, but with little direction in a completely new continent.
As you travel, you'll learn the people around you aren't what they seem, and ties begin forming between yourself and others as your past is revealed. Unfortunately, no one can answer the simple question: "how do I get back home to save my sister?"
As A Developer
I consider myself a highly-receptive and optimistic developer, meaning if there's something you don't like about the game, odds are if you tell me it will change. In the process you can show me your game and I'd be more than happy to return the favor.
Not only will it change, but it will do so fairly quickly. I consider SU to be in rapid development. It's always changing as my standards rise. The game takes me about 15 hours to complete and has nearly 1000 maps now. I might have been slightly ambitious when I started this project, but I've stuck with it since November 2002. Since it's about two-thirds complete now, I'd say I plan on finishing.
Following SU
The best way to keep up-to-date is either here or at starlessumbra.com. If you're RSS-savvy, I have a feed you can subscribe to here. I try to post fairly frequently (once every 8-10 days I'd say.) with game updates and so forth.
I also update a facebook page. I encourage you to become a fan if you're interested.
Blog
SUv6.06 is up!
dragonheartman
0 Comment(s)- 08/15/2009 07:04 AM
Details
- dragonheartman
- 02/20/2008 08:51 PM
- 02/23/2010 03:29 PM









