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Campaign Complete - The entire story arc is now fully playable from start to finish.
Maps Finished - All maps are operational. Some later maps are still bare bones in decoration and atmosphere but fully functional for game play progression.
Monster Balancing - Every monster has been adjusted for difficulty scaling and encounter pacing.
Early dungeons now include more loot opportunities to support party progression.
Later dungeons remain more sparse to preserve challenge balance and ensure players cannot over-gear before the final encounters.
Strategic loot drops still exist throughout the late game.
Bug Fixes and Quality of Life
Corrected numerous teleport issues.
Fixed various event triggers and map errors to ensure smoother progression.
⚔️ Status: Campaign is complete and fully playable from beginning to end.
🎨 Note: Some maps remain minimal in detail, which will be polished in future updates.
Adventurers,
Update 2 is live! This is a huge patch focused on quality-of-life improvements, bug fixes, and polishing the experience as we move closer to the saga’s final chapters.
Highlights:
Twin Graves is now accessible! Those sharp (or witty) enough may discover the path…
Fixed monster AC values across the board for a more balanced challenge.
Added more looting opportunities to reward thorough exploration.
Numerous text and encounter fixes to clean up rough edges.
Ending content is being finalized – completion is only hours away!
This update clears out a lot of lingering issues while opening up new pathways for the daring. Thank you all for your patience and feedback – you’ve helped shape this saga into something truly special.
Keep your eyes open. The end approaches. 🌌
early lvl friendly i totally get. that makes sense. being a hardcore player i wanna know 1 or 2 misses could mean a TPK (current IRL campaign our DM is running 3x the XP limit for deadly encounters)
It’s meant so you have to walk through it. An unavoidable trap that hinders your party/and or just one character if done correctly.
Also the beginning is early level friendly. Once you get into the later dungeons, you will find there aren’t as many single mobs vs groups of enemies.
The reasoning behind only 1 starting initiative in the spider caves specifically is because there’s little to no light. I won’t spoil too much but this does get better/worse dungeon to dungeon lighting wise. I figure that has something to do with the encounter issues.
It’s also a chance to take a more “stealthy” approach and not triggered huge battles that you can’t handle low level.
even with 4 hostile targets on the screen only 1 is in initiative.
Find 'Echo's of the Shattered Star' under the 'custom-campaign-chat'.
You only get 1 prize also, you can't choose multiple.
Anyone who does complete the challenge will go into the "Hall of Legends"... I'll be keeping a running list of players who cleared it under the challenge rules (no Rogue).
If you manage to beat my campaign without a Rogue, consider yourself a skilled dungeon runner.
Your prize will be up to you, and you will choose one of the following optional rewards:
(You do not HAVE to claim your prize, just a bonus incentive).
- Early access to next saga, can be solo or I can do multiplayer session for testing if I am available and we work out a time. (helps me).
- Feature in a campaign as a character with either custom dialogue or combat option. (1 character in 1 scene).
- Lore Keeper’s Mark, if you beat the challenge, winners get a custom entry in the in-game lore codex or a tombstone/monument referencing their run.
- Starbound Chronicle Mention, your name immortalized in the "Chronicle of Heroes" (an in-universe books/scrolls you can actually read in-game).
- Unique Artifact Name; you get to name a weapon, relic, or fragment that will appear in a future saga.