
First Bloom
Act IThe first garden teaches you the Skiff. Lanes are wide, the Drift is curious, your weapons are still learning your hands. By the time you're picking your first upgrade, you've already chosen who this run is going to be.
Starfall Sentinels
The Drift is back — chaotic energy entities crashing the Lumen Seeds. You pilot the Astra Skiff, dodge, dash, fire, and pick the upgrade that turns the next ten minutes around. Survive ten cosmic gardens and the run loops back, a little harder, a little louder.
A cosmic arcade roguelite that fits in your pocket and looks great on a TV. Distributed boss form‑fights, branching routes, an arsenal that rewards run‑specific reads.

Ten gardens, one marathon
Each act runs about fifty nodes. Branching routes let you pick how the climb shapes itself. Below: three of the gardens, then seven more you'll meet on the way to the loop.

The first garden teaches you the Skiff. Lanes are wide, the Drift is curious, your weapons are still learning your hands. By the time you're picking your first upgrade, you've already chosen who this run is going to be.

Mid‑run, the rooms tighten. Boss fragments stitch across nodes instead of sitting at the end — pressure that doesn't deflate between checkpoints. The Drift has read your route by now and starts shaping itself against you.

Survive all ten gardens and the run loops. Faster sentinels, denser waves, the same shapes you already learned — but a step quicker than your thumbs. There is no true end. Just deeper loops.
+ 7
more gardens — Lumen Reef, Skein Drift, Burnglass Hold, Mirrored Tide, Pale Frontier, and beyond.
Each one rewires what the Drift can do. Pick the route that pushes back hardest.
A run, from menu to game over
Four moments from a real game — the dodge, the route, the loadout, the read‑out at the end. No cutaways, no edits. Just what you'll be looking at.
Move with one thumb, fire with the other. Dash for the openings, save Specials for the squeeze. The Skiff handles light enough that close calls feel like decisions, not accidents.

Routes branch every act. A steep node trades safety for a richer upgrade pool. A gentle one buys breathing room. By act four you've built the Skiff you wanted instead of the one the game handed you.

Pulse Needle, Phase Coil, Mirror Lance — three weapons, each with their own grip on the screen. Specials cool fast enough to use, slow enough to matter. The board never punishes hesitation, but it absolutely rewards reading the next wave.

Endgame stats track every weapon, every act, every garden you cleared. The run that almost made it home leaves a story you can finish next time.

Prelaunch list
Starfall Sentinels arrives on iOS, Android, Apple TV, Android TV, and the web. We'll send one quiet confirmation, and a second message only when the first run is ready for you.