What if you could unhook the stars and fight your battles with black holes? With its mix of adaptative unit combination, space resource harvesting as well as visual and audio refinement, Devouring Stars aspires to bring a different scope to the RTS genre.
Devouring Stars reaches 1.1, with a couple of corrections. The main one is about the difficulty curve.
The game was a bit unfair for many people out there : you build your small armada and find yourself in a tough run that just destroy your tribe (every tribe has a different set of behaviors and some are especially difficult - like fighting Dardanians at the end of a run or Molossians in middle game).
That mechanic was intended, because it's a good way to try to build a new set of entities and explore possibilities.
But starting fresh every time can leave you dangerously out of options, especially towards the endgame.
There were three outcome to a run : you win and go forward, you lose and lose all entities, you try another destiny and lose all entities. I didn't touch the first two (so it will still be a challenge to finish a run), but if you draw another destiny, you will be able to keep the engaged entities, as well as the one you build during the canceled run !
This way, people facing especially difficult runs will be able to build up their armada again by winning a couple of levels in a run (always possible even with basic entities) then canceling for another destiny WITH the entities engaged and build previously. This way you won't face an endless cycle of defeat with only access to basics entities and memory bonus.
This should make the experience better without compromising the main aim of the game (build sustainable combinations and strategies).
Note that there's still can be only one Chaos (even if you build multiple Chaos, only one will be available in your inventory).
This updates features other small corrections, notably a better recognition of dance patterns™ in the Curbas level :-).
UPDATE : I also corrected a small broken feature in the game. You were able to exit a level just before a defeat, and eternally retry it with the same crew. It's not possible anymore : when you lose an entity, you won't have access to it anymore. Similarly, the entities you build or gain during a level will stay around if you exit and load the level again. This makes the choice of canceling a run to save your entities more meaningful.
Enjoy !
François