The Hollow Star

A dark-fantasy roguelike autobattler

The Hollow Star

Every death costs a memory of her.
Every win gives her one more minute.

In development

The story

The Pact

A dead star fell into the world of Veyr long ago. Since then, the dead cannot leave, demons press up from below, and goblin nations fight for poisoned rivers.

Hale is a soldier who cannot die. Alys, the woman he loves, is dead. He made a pact with the star: Give her back.

The star agreed, in its own way. One living minute with her, for every time he breaks into its heart.

The price is his memories of her. Each death takes one.

I have kept your kitchen. You no longer seemed able to.

The star

In Veyr, families cover their wells at night. Children count the stars that are left before they sleep.

This page keeps the same price. Go deeper, and the star takes a memory. It does not give one back.

How it plays

The Run

Each act is a branching road. At every step you choose from up to three doors. You see the shape of the whole map. You see what is behind the doors in front of you. Everything after them stays dark.

Three doors a small model of the Act I map

Act I · The Gallows March · Step 1 of 12

Choose a door.

One hero. You choose his weapon, and the weapon sets how he plays.

Fights run on their own. Your work comes first: read what the enemy will do, place your units, give your orders, commit. Then watch, and see why you won or lost.

Nothing heals for free. Wounds carry over from fight to fight.

Companions

The Oaths

Companions swear an oath to Hale. They fight beside him, and their gift flows into him.

Break an oath the four companions of the prototype

Choose a companion. They will not come back.

When a companion joins, you pick one of their three passives. It works at full strength while they live. You start with room for two companions. Only elites and bosses raise that number, to six at most.

A companion who dies is gone. There is no revive. An oath-scar stays on Hale: about 30% of one of their three passives. Sacrifice is a valid strategy.

Between runs

The Keep

Hale always returns home. Over many runs the home grows: a camp, a village, a keep, a castle.

Build the home

Every run counts toward it, lost or won.

The Keep gives you more options and new weapons. It never gives raw power.

Three acts

The Descent

Three acts. One fixed boss in each: the same boss, with the same mechanics, every run. You learn them by dying.

Act I

The Gallows March

Empty grain provinces, gibbets, a royal blockade.

Marshal Ysabet Rusk, the Kneeling Marshal

You deserted. Your orders did not.

A prototype of this act exists

Act II

The Red Aqueducts

Underground rivers, pumps and goblin cities.

Mother Cask, the Furnace Matron

She built wells for yours. Help me save mine.

In development

Act III

The Siege Beneath

A demonic kingdom of furnace-cathedrals and living siege engines.

The Man Beneath the Gate

In development

The end of the road

The Last Memory

The pact keeps one last memory safe, until Hale gives it up himself.

In the end he must choose: keep his last memory of her, or give it up so she can live.

One memory is left

Three modes: Easy, Standard and Hard. Easy and Standard tell the whole story. Hard holds the secret ending.