
A roguelite deckbuilder where your cards are your ship. Every card draws on a system — weapons, shields, engines, scanners, engineering. Enemies don't just chew your hull, they knock systems offline and lock those cards out of your hand. Six pilots, 355 cards, eight zones. Improvise or die.
Most deckbuilders take your health. Starhand takes your options.
Every card belongs to one of five shipboard systems. Enemies target those systems directly — a scarred cannon platform burns out your Weapons array and every red card in your hand goes dark on your next turn. You do not get to play the deck you built. You get to play what's still working.
Learning to win with half a ship is the game.
Drifter — draws an extra card every turn, and opens each fight with a discount on its first expensive play. Flexible, forgiving, fast.
Ironclad — Juggernaut. Turns incoming punishment into forward pressure.
Corsair — first strike each turn hits harder and buys shields.
Phantom — banks dodges into counter-charges. Untouchable, then lethal.
Archivist — starts every fight with spare power, and always sees one enemy intent further ahead than anyone else.
Bloomtide — spreads bioluminescent rot that keeps working after your turn ends.
355 cards across six systems — Weapons, Shields, Engines, Scanners, Engineering, and the rare Anomaly cards you can't build for
129 enemies across eight zones, each with authored intent patterns you can read and play around
100 modules — run-long passives that reshape how a deck functions
53 anomaly events — choices with consequences you carry for the rest of the run
Stations between fights — spend salvage on cards, repairs, ordnance you fire mid-combat, and drones that keep fighting on their own
15 Ascension levels with player-chosen modifiers at 5, 10 and 15
Daily Voyage — one seed, everyone, one shot
A codex that fills in as you meet things
Enemy intent is always on screen with the exact number. Card text tells you what a card does in plain language. Accessibility settings ship at launch: reduce motion, colourblind palettes, text scaling, VFX quality, damage-number toggles.