Hungry Bunny Games

UNSPARKLE

A third-person action roguelite about carrying the light back.

Fast, readable, skill-rewarding combat. Every run ends. What you learned doesn’t.

In development


The world

Two places, and a long way down between them.

The Sowing seeded starlight into every living person. You are Starborn — and so is everyone you are trying to save. Astravale still holds a little of that light. Noctara is what happens where it went out.

You descend. You fight through four biomes of a world that stopped being lit. You die, or you don’t, and either way you come home changed and go back down again.

Astravale

The hub · the light

A town built on a fallen star. A forge, an archive, a shrine, and people who remember your name between runs. Everything permanent you earn, you spend here.

Noctara

The run · the dark

Four biomes of perpetual night, laid out fresh each descent, ending at the Sovereign. Nothing you carry in survives the trip — except what you know.


Combat

Methodical at high speed.

Not Souls-slow, not a button-mashing blender. The design brief has been the same since the first commit: fast enough to feel expressive, readable enough that a death is always your own fault.

Every hit feels like a hit

Hitstop, camera shake, impact VFX and layered sound on every connection — tuned per weapon, so a greatsword and a pair of daggers do not land the same way.

Aggression is rewarded

Damage scales with pressure. Lifesteal, kill streaks and style meters all pay you for stepping in. Turtling is a way to lose slowly.

Death is readable

Every enemy attack is telegraphed before it commits. You should die because you misread the tell, never because there wasn’t one.

Stunlock is impossible — both ways

Poise, hyper-armour windows and a stunlock breaker run in both directions. Nothing gets chain-locked to death, including you.


The arsenal

Five weapons that play like five games.

You pick one at the start of a run and you live with it. Each carries its own moveset, its own resource, and its own answer to being surrounded.

Air combos, dash attacks and charged heavies are per-weapon, not shared.
WeaponFeel
GreatswordSlow, heavy, wide arcs that stagger a room. Charged ground smash. The signature.
Twin BladesFour-hit flurries, high crit, low damage per swing. Dash straight through an enemy to land behind it.
Battle AxeTwo hits, enormous damage, breaks shields outright. Commit and mean it.
BowSpacing as a skill. Charged armour-piercing shots, dodge-cancel shots with invulnerability frames.
StaffFire, ice and lightning on a cycle, metered by Ki, which you refill by hitting things — no back-line turret.

Boons

Six families. No two runs stack the same.

Pick one of three at a time, and keep picking. Same boon twice upgrades it along a six-step curve; several from one family start resonating; three unlocks a mastery. Some cross-family pairs do things nobody wrote down.

Celestial — light, crits Abyssal — lifesteal, desperation Storm — chain lightning, speed Ember — burn, area Verdant — healing, thorns Void — chaos, risk

In active development

It isn’t finished.

Unsparkle is being built in Unity by a very small studio. Combat, the hub, the run loop and the character creator are playable today; the world around them is still going up. There is no release date and no store page yet — when there is one, it will be here first.