Skip to content

Latest commit

 

History

58 Commits

Folders and files

NameName
Last commit message
Last commit date
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Repository files navigation

STAR BREAKER

Space mining roguelite — break asteroids, earn credits, climb from METEOROID to STAR, then break the star itself.

Play it in your browser (desktop & mobile)

STAR BREAKER cover

Built with Phaser 3, plain JavaScript, zero asset files — every texture, sound effect, and music track is generated procedurally in code (canvas-drawn sprites + a WebAudio synth). No build step: open index.html behind any static server and play.

Action Boss fight
Skill tree Supply station

Features

  • 4 weapon types × 7 rarity tiers (common → unique), synthesis, reforge mods, usage mastery, and LV10 weapon evolutions (e.g. railgun + homing → SEEKER LANCE)
  • 26-node skill tree in three stages, with active abilities on SPACE / Q / F
  • Roguelite runs: kill-XP draft cards, risk sectors, floor events, bounties, collections — death costs 50% scrap but nothing permanent
  • Bosses with phased energy shields every 4th floor, SINGULARITY GUARDIAN every 30th, and a final THE STARBREAKER fight with an ending cinematic
  • 7 difficulties (VERY EASY → INFERNAL) entered by ascending through a black hole; enemy TTK is anchored to your measured DPS so nothing is a one-shot or a sponge
  • A layered pilot instead of a ship — chibi character drawn in code, with helmet / chestplate / greaves / boots rendered as separate rarity-tinted layers, so your gear is visible on the character itself
  • Armoury [G]: 4 slots × 7 rarity tiers, a shelf that restocks each floor, upgrades, 8 Hypixel-style reforges (REINFORCED / HEAVY / LIGHT / GIANT / WISE / SPIKED / RENOWNED / PURE), and void forging — the only way past UNIQUE, paid in void credits
  • Doctrines: at floor 5 you commit to GUNSLINGER, VOID-TOUCHED or ENGINEER. Each opens its half of the skill tree and closes the other two, so two runs no longer converge on the same build
  • Pets, orbital turrets, and deployable ground turrets with their own AI and levels
  • TODAY'S EXPEDITION — a seeded daily run: one life, one seed, the same starting weapon / floor event / sector for everyone that day. Depth is the score, and it pays cores
  • CORE FORGE — permanent upgrades bought with cores (starting capital, credit income, hull, weapon tier, draft XP). Economy and comfort, never raw damage; the daily itself always runs from the untouched baseline
  • The climb persists — the run, your records and your cores live in localStorage and survive closing the tab
  • Full mobile support: virtual joystick, auto-aim, state-aware touch buttons
  • Ships, hangar tiers, prestige economy, procedural ambient music, and more

Run locally

python -m http.server 8765

then open http://localhost:8765. Any static file server works — there is no build step and no dependency to install (Phaser 3 ships in lib/).

Package for itch.io

powershell -File build.ps1

Produces dist/star-breaker.zip (forward-slash entry paths — itch.io's unzipper chokes on the backslash entries Windows' Compress-Archive writes).

Structure

index.html            entry point (plain script tags, ?v= cache-busting)
lib/phaser.min.js     Phaser 3, local copy (MIT, (c) Photon Storm Ltd.)
src/main.js           game config (960x540 FIT, arcade physics)
src/sfx.js            WebAudio synth — all audio is code
src/rng.js            seeded PRNG behind the daily expedition
src/data/gamedata.js  weapons, rarities, ships, skills, drafts, difficulties
src/data/meta.js      persistent layer: cores, forge upgrades, records, daily
src/scenes/           Boot / Menu / Game / Shop / Armoury / Skill / Pet /
                      Draft / Sector / Collection / Turret / Settings /
                      Spec / Core / End / Ending

Background

STAR BREAKER started as the warm-up / practice project for GMTK Game Jam 2026 (the generic skeleton is commit 6864c47; the jam entry starts fresh from it on theme day, July 22 2026) and grew into a full release. The zero-asset, everything-procedural approach comes from the jam's no-AI-art rule: if every pixel and every sample is generated by our own code, provenance is never in question.

License

Code is MIT. The STAR BREAKER name and Raiden Technology branding are not — feel free to learn from or build on the code, but don't re-publish the game as-is under the same name.


A Raiden Technology project — itch.io · GitHub

About

STAR BREAKER - space mining roguelite in Phaser 3. Zero asset files: every texture and sound is procedural. Play in browser on itch.io.

Topics

Resources

Stars

0 stars

Watchers

0 watching

Forks

Releases

Packages

Contributors

Languages