Space mining roguelite — break asteroids, earn credits, climb from METEOROID to STAR, then break the star itself.
▶ Play it in your browser (desktop & mobile)
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.
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- 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
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/).
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).
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
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.
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.




