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.
Hungry Bunny Games
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
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.
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.
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
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.
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.
Damage scales with pressure. Lifesteal, kill streaks and style meters all pay you for stepping in. Turtling is a way to lose slowly.
Every enemy attack is telegraphed before it commits. You should die because you misread the tell, never because there wasn’t one.
Poise, hyper-armour windows and a stunlock breaker run in both directions. Nothing gets chain-locked to death, including you.
The arsenal
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.
| Weapon | Feel |
|---|---|
| Greatsword | Slow, heavy, wide arcs that stagger a room. Charged ground smash. The signature. |
| Twin Blades | Four-hit flurries, high crit, low damage per swing. Dash straight through an enemy to land behind it. |
| Battle Axe | Two hits, enormous damage, breaks shields outright. Commit and mean it. |
| Bow | Spacing as a skill. Charged armour-piercing shots, dodge-cancel shots with invulnerability frames. |
| Staff | Fire, ice and lightning on a cycle, metered by Ki, which you refill by hitting things — no back-line turret. |
Boons
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.
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.