Pyrrhic Stars

Phase 2 · More bosses

A co-op action game where every class plays a different genre.

A sci-fi co-op dungeon crawler where the Gunner plays an FPS, the Vanguard plays a Souls-like, and the Blade Dancer chains combos, all in the same fight, against the same boss.

New devlog every week.

What makes it different

Four pillars.

Six classes, six different genres.

Each class has its own camera, its own controls, and a combat loop that has little to do with the others. They are still all in the same dungeon, on the same boss, at the same time.

  • FPS
  • Souls-like
  • Channeler
  • Deployables
  • Blades
  • Auras

Skill-based combat, no threat tables.

A boss never chips you with damage you had no way to avoid. It winds up, you see it coming, and you move. The Shield Vanguard holds a piece of the arena by standing in it; nothing in the game forces a boss to attack one player over another.

Five-player co-op, no fixed roles.

There are healers and tanks, and they are good at what they do. You just are not required to bring one. With enough skill a group can clear without them.

Built in public.

I try to put out something real on a regular basis: a new system, a bit of footage, whatever actually works that week. No mockups, and no promises about things I have not built yet.

The roster

Six classes. One dungeon.

  • First-Person Shooter

    Gunner

    Lives and dies by your aim and your magazine, always on the move. Assault, marksman, and area denial.

    Playable
  • Souls-like Action Melee

    Vanguard

    Reads the boss and waits for the opening to punish. A swirling blade, a space-holding shield, or a flanking shadow.

    Playable
  • Tactical Channeling

    Arcanotechnicien

    Stops moving to commit to long channels that hit hard. Destroyer nukes, a weaving battlemage, or a healing zone.

    Playable
  • Deployable Management

    Engineer

    Fights through whatever you have put down on the field. Turrets, a piloted drone, or disruption fields.

    Planned
  • Positional Combo Fighter

    Blade Dancer

    Every ability flips your blades into a new shape, so you are always mid-combo. Two blades for burst, more for sustained AoE.

    Playable
  • Aura Positioning

    Tutelaire

    Picks a spot and holds it while the aura does the work. Tanking, retribution, or healing.

    Planned

Where this is going

Roadmap.

Built in phases. Each phase ends with something concrete: a clip, a playable build, a Steam page. Before the next one starts.

  1. Phase 0 Done

    Online alpha

    • Server-authoritative online co-op
    • Four classes, five specs playable
    • Combat systems: damage, cooldowns, abilities
    • First dungeon playable (1 boss live)
  2. Phase 1 Done

    Content and economy

    • Trash packs and full clear loop
    • Combat feel: telegraphs and animations
    • Earn scrip, buy gear from the merchant
    • Difficulty modifiers (Overflux)
  3. Phase 2 Now

    More bosses and depth

    • More bosses for the first dungeon
    • A full multi-boss clear, start to finish
    • Deeper encounter mechanics
  4. Phase 3

    Polish

    • Last two classes (Engineer, Tutelaire)
    • Group finder
    • First open-world zone
    • Adventuring loop
    • Next phases...
Read the full roadmap

Build in public

From the devlog.

View all →

Join the community

Follow along on Discord.

I post progress there as it happens. Come hang out, or tell me what is not working.