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Latest Release
0.1.3a - August 1, 2021

Synopsis
Join Amalia, a tracker from the simple orphan colony of Tulron, as she discovers the veiled world of Alcuria in search of her friends.

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Legacy Synopsis
In Starless Umbra, you play as Andoru in a quest to attempt to return home to save your sister after bandits raid 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?"

Latest Blog

July Demo Release!




Hello!

I'm excited to announce I've released a new demo of Starless Umbra.

New Features

An additional 90 minutes of gameplay with minigames, dungeons, additional story content, and a village segment to complete the vertical slice.

Gamepad and couch co-op support. Play with a friend! I have no idea if this is fun.

Smarter AI! Players won't just stand in poison and take damage anymore. As an aside, this added some really interesting emergent behavior. Enemies might move out of the poison, but if you use knockbacks you can bully them back in for a deadly combo.

More interfaces. Shops/Item Trading, settings screens, and tweaks to the existing menu screens to keep things as friendly as possible.

A Note on Bugfixing and Polish

I did spend several weeks tidying up the existing content, but I've gotten to a point where there's diminishing returns. I'd like to think this is more polished than the last demo, but there's still tons I can do here. I don't want to let this detract too much from adding new content, so for now this feels like a good checkpoint. If you encounter any issues or have any suggestions I'll certainly document them.

Challenging Myself

It's no secret games like Xenoblade Chronicles and FF7:Remake shaped SU's battle system. With that comes the challenge of balancing a myriad of systems I hadn't really considered with traditional turn-based gameplay. I deliberately do not have healing items to stockpile. Instead, you heal between battles. This came with great difficulty (hah) as tweaking enemies to make gameplay challenging is an ongoing, tedious process.

Additionally, cooldown management is a big part of enemy encounters (cooldown state and status effects persist between battles) so I'm designing in this gray area for me where I don't want this to be purely action-based (I love my stats) but then there is some dexterity involved so you're not just spamming skills and standing in place. That said, difficulty is subjective. I wanted battles to be engaging/challenging but it could be frustrating to some players. I made jumping back into the game pretty quick, with an option to drop down the enemy stats if you find yourself dying repeatedly.

Anyway, I'd love to know what you think. Please enjoy the demo!
  • Production
  • Commercial
  • dragonheartman
  • GameMaker Studio 2
  • Action RPG
  • 02/20/2008 08:51 PM
  • 08/02/2021 05:41 AM
  • 01/01/2030
  • 700662
  • 340
  • 16461

Posts

Hi. I just found Starless Umbra and it might be the game I’ve been looking for. I’m digging what I’ve seen so far.

Please consider bringing Starless Umbra to Playstation. It’d be a day 1 purchase for me.




there's a bug in the shop character specification - in exchange (non-flip paid) shops, if you press tab to filter inventory, price of items after the filter will be considered of ones in same slot before the filter

(picture: blessing augment's cost is 20 cleaning medals, but chracter specification changed the cost to 1 ceramic cup, which is what crush augment requires)
dragonheartman
Developer, Starless Umbra / Heroes of Umbra
2750
author=TohoTaku
there's a bug in the shop character specification - in exchange (non-flip paid) shops, if you press tab to filter inventory, price of items after the filter will be considered of ones in same slot before the filter

(picture: blessing augment's cost is 20 cleaning medals, but chracter specification changed the cost to 1 ceramic cup, which is what crush augment requires)

I'll note that one down! I appreciate you bringing that to my attention. :)