Starblight

At a glance: top-down arcade-pilot survivors (momentum-flight pivot) · burn the Scourge out of orbit before it falls — you fly under mouse, the guns auto-fire · The-Pyre / The-Wardens pilots · the orbital front of the war, with Zero-Day folded in as the first-contact last-stand prologue.

An orbital arcade shooter where pilots burn Scourge infection out of the sky before it falls into the surface war. “Starblight” is the name for Scourge contamination in space: spores, infected wreckage, living carrier-ships, and breach matter spreading through orbit. Zero-Day is the memory scar inside the same product: the first battle humanity lost, played as a doomed prologue or challenge mode rather than a second standalone space shooter.

Core Loop

A top-down flyer carrying the shared Survivors-Loop: launch → fly the Skyhook under mouse control while the Scourge swarm from all sides → auto-fire thins them → collect salvage/XP → draft 1-of-3 upgrades → stack synergies → burn an orbital boss or get overrun. You move; the guns aim themselves.

Design Direction (decided 2026-06-04)

The first build was a fixed Galaga-style formation shooter; it was rebuilt into a playable top-down mouse-flight survivors and is live as a prototype. The next move is to make Starblight clearly its own game rather than the FPS (Scourge-Survivors) seen from above:

  • Fantasy = the pilot, not the foot-soldier. Lean into a [Nova Drift]-style dogfighter: momentum / inertia flight (thrust + drift) and an afterburner dash, so flying well is the skill — not steering a cursor (the current build reads a little like agar.io-with-guns).
  • Buildcraft = flight, not generic survivors. Retire the shared orbit/bolt/nova trio. Starblight’s drafts are pilot systems: run-start hull bodies, weapon families, shields, escort wingmen, called-down orbital strikes, flares/chaff, ramming — combos that only a ship can express. This is what keeps the survivors loop from feeling repetitive across the roster (the loop is shared DNA; the verbs must differ per title).
  • Threat = bullet-heaven. Shmup-style boss/elite patterns you thread on the wing.

Sequencing (locked): the visual/design style is locked first, then mechanics. Mechanics work is gated behind the style lock — see the M0 — Design & Style Lock milestone on board #7 and the DESIGN system. The camera/perspective (keep top-down vs. tilt toward a 3D pilot view) is resolved as part of that style lock, not improvised in code.

Canon Role

The orbital front. Zero-Day is when the sky fell; Starblight is the nightly work of keeping it from falling again. Deadlane holds the ground lanes; Scourge-Survivors descends into breaches; Starblight intercepts the infection before it reaches the ground.

Warline operation — Orbital Intercept: Pilots burn Scourge contamination out of orbit before it falls into the ground war — cut the rot in the sky and fewer breaches root below.

Zero Day Mode

Zero Day is the first-contact last stand folded into Starblight. It should play with the same orbital grammar — voidship hosts, spore payloads, failing relays, evacuation lanes — but without the later comfort of Pyre/Warden doctrine. The player is pre-schism humanity on borrowed minutes. The mode can pay out lore, unlocks, or training value, but canonically the battle always ends in loss. That loss is the reason the Skyhook exists.

Factions

Both The-Pyre and The-Wardens can appear here:

  • Pyre pilots burn breach matter aggressively before impact.
  • Warden pilots defend orbital infrastructure and shield the lanes below.

Enemy Shape

The Scourge in orbit should look like parasite conquest wearing space debris: toxic-green breach organs, chitin over rusted hulls, raw tissue in broken engines, living spore mines, and carrier-bosses grown around breach hearts.

Current prototype boss copy uses THE BLIGHT-MAW as an in-run boss label. Until reviewed in play, treat that as a provisional alias or encounter name for Orbital-Breach-Carrier, not a separate locked bestiary entry.

First Sprite Roster

Status

Playable prototype (top-down mouse-flight survivors, live on Vercel). Next: lock the visual style (M0), then execute the momentum-flight pilot pivot above. A clean, vibe-codeable arcade pillar that expands the war beyond the surface without locking the main world to Earth. The current build foregrounds a lone Warden interceptor; full Pyre/Warden pilot expression remains the design target, not proof that both sides are fully playable yet.