Click the image above to check out STARCYST!
Official Sequel To Vile
STARCYST ALPHA IS NOW AVAILABLE
With existence itself at the mercy of a celestial corruption, you are sent on the trail of a lost scientist who may hold the key to turning the tides in humanities’ favor…
Journey across a familiar solar system twisting in the throes of corruption in Starcyst, an immersive, single player campaign story with rich lore and an original soundtrack.
Features:
- 2 Large & Highly Detailed Worlds to Explore
- Over 100 Notes, Scans and Data Logs
- Over 15 Entities and Characters
- Many Weapons & Tools
World 1 - Earth (spoilers)
- walk down the hill, towards the waterfall
- enter the house, go up to the second floor
- the code is on a wall on a yellow note
- remember the code and go to the shed keypad, input the code
- hop down the hole
- reach the door
- head left at the crossroads, facing the door
- let the minecart free by breaking the plank holding it in place
- pick up the amputation and activate the door again, opening it
- break the floor beneath you in the pulley hole
- navigate through the corrupt undergrounds
- when you reach the first floating creature, there is a tendril blocked path way you must crouch through. go through that.
- push through the rest
- cross the ravine
- entering the base, explore or head right
- carefully navigate past the guard
- when you reach the one in the chamber, try to hide behind the rotating panels to avoid getting hit
- after the next section (you’ll know when you finished it), navigate your way up and around the room
- break the panel and close off the guard’s chamber
- make your way closer to the signal
- in the final room, break open the cell and pick up the strange device. it makes a ticking sound, and also you’ll be bombarded with notifications saying how close you are to it.
- then just survive! :]
- epic win
World 2 - Jupiter (spoilers)
writing this later
(not updated for Update 4/5)
All Scannables
USATS
USATS T-MK-20
USATS T-SP-0 [COUNTED AS SECRET]
USATS SE-SCR-006
USATS BIO-DOOR
USATS Requisition
USATS Requisition Plate
Entities
Leaper
Aftonsparv [COUNTED AS SECRET]
VILE Entities
Gorss
Ghare
Ghotus
Vispit
Volt
Ghorr
VILE Environment
Vozz
Vile Liquid
Vile Growth
Corrupt Cyst
Corrupt Amputation
VILE Machinations
Gorss Exhaust Cell
Ghare Chamber
Vile Conjugation Chamber
Objects
Seat
Table
Storage Object
Keypad
Poster
Pulley
Minecart
Farm
Light Source
Pipe Network
Strange Device
Nature
Tree
Boulder
Stalagmite
Stalactite
Rejufruit Monolith
??? / FATAL ERROR [COUNTED AS SECRET]
OORT Scans (Require Gamepass)
Oort 1
Oort 2
Oort 3
Oort 4
All Readables
-
Earth Research
1/2/3/4/5 - House/Shed
6 - Shed basement -
Earth Data Log Excerpts
1/2/3 - House -
Earth Experiments
1/2/3/4 - Caves / Abandoned Mines -
Earth Journals
1 - Corrupt Underground
2 - House
3/4 - Vile Crypt -
Other
??? - Corrupt Underground
TODO List - Caves -
Vile Ramblings
Corrupt Reverance - Vile Crypt
Specialized Requisitions
IMPETUS OM-0
The IMPETUS OM-O is capable of destroying large amounts of breakable objects with ease, as well as redirecting projectiles and moving personnel.
It utilizes powerful concentrated sonic blasts that can crack through breakable objects, or shatter brittle ones. It has an alternate blast activated by pressing Right Click, which will charge up a more powerful blast capable of redirecting and destroying pretty much anything.
The IMPETUS can be used to jump higher if timed properly with either the primary or alternate fires, with the alternate fire creating a much greater force.
The IMPETUS is very efficient at reflecting projectiles in either modes, with a larger area of reflection with the alternate fire, but will need to be carefully timed in order to maximise efficiency.
Few IMPETUS exist in USATS storage, so use it carefully. And well. And safely. And in accordance to USATS Procedural Guidelines.
More extensive update logs can be found in the updates channel of the Discord Server
Dates are written in DD/MM/YY
V6
Alpha 6 - Update 11/4/26
New Stuff
- ENDLESS MODE
- New Enemy : || VILCH ||
- New Tool : || SOPHIA ||
- New Scans : || SOPHIA , VILCH, JOVIAN POWER CELL, PERPETUUM CRATE||
- New Data Logs : ||C4 - First Contact||, ||C2 - Famous USATS Agents||
- New Readables
- New Badges
- Wall Jumping
- Long Jumping
- Stamina
Improvements
- Crouching smoothly moves camera
- More enemies now have a neutral sfk
- Pulse hit & kill sounds are better
- Vispit weakspot hit sound changed
- Reset Data will reset your loadout & gear
- 2x enemies will show a reminder if it’s on
- Added Tutorial for Endoxa, Phronesis on pickup
- Settings : Show Tutorials, Show Controls, Single Input Long Jump, Screen Flashes
- Headings for settings menu
- Better dmg flash
- L2A3 ventspikes are now brittle
Tweaks
-
Phronesis Heavy Attack Delay | 0.4 → 0.3
-
Player Walk Speed increased | 18.5 → 20
-
Endless Mode enemies can track down player
-
Ghare DMG Resistance | 2 → 4
-
Impetus Alt Fire DMG | 2.5 → 5
-
Vuke Damage | 3.5 → 2.5
-
Ghorr helmet weakspot easier to hit
-
Jolter Arc DMG | 0.6 → 0.85
-
Drone Area Scan Range | 50 → 150
-
Weakspot Changes
-
Ghorr :
-
[ Additional Effects Added
-
- Helmet : Makes Ghorr fly closer to ground
-
- Tendril : Makes Ghorr bleed faster if Helmet is broken
-
- Gun : Makes Ghorr bleed slightly faster if Helmet is broken
-
Volt :
-
- Core : Changes projectile to Gorss projectile
-
Gorss :
-
- Helmet weakspot slightly increased in size
-
Vimott :
-
- Mouth : Bleedout starts after 0.5 seconds
Changes
- Swapped L1A1 teleporter button & health
Fixes
- Fixed Voll attacking when dead
- Fixed Voll flinging players under it
- Added anti fling measures to hopefully stop spontaneous interstellar travel
- Fixed Spade only being able to parry once
- Partially fixed Specialized Requisition hotkey not working sometimes
- Fixed Spade breaking when unequipped sometimes
- Fixed picking up a tool also swapping any tool you decided to keep
V5
Alpha 5 - Update - 13/2/26
New Stuff
- New Specialized Requisition : BACKHAND
- New Tools : EPISTEME & SPADE
- New Enemy : VOLL
- New Environmental Hazards
- New Scan Logs : [ Endoxa, Spade, Voll, Jovian Wiring, Jovian Arc Tower, Vile Sharpvines
- New Data Log : [ Clearance 1 : Specialized Requisitions
- Respawn Ui Sequence
- Unique Material Footstep Sounds
- Fall Damage
- Character gets Avatar Clothes & Head Colour
- Insulated Wires / Cables (cannot be jolted)
-# - a secret system you cant see that does nothing right now but will eventually
Enemy Weakspots!
- Leaper [ eyes, make it panic
- Ground Jovian [ gem, prevent them from respawning + reduce lifespan
- Gorss [ head breaks aim + bleeds, tendrils bring them downward
- Vispit [ yellow eye, neuter the sploint
- Volt [ central, prevent vozz clouds
- Ghorr [ upper helmet for bleed at 50% hp, gun to modify attacks, tendrils to slow
- Voll [ central, bleed + high dmg
- Vimott [ top to bleed, eyes for extra dmg
Improvements
- Hatch & ladder added to L1A1 Shed
- L2A3 tower first switch area expanded
- Intro sequence gets music
- Tab menu consistent after dying
- Better Cordial pull sound
- Store slightly resized
- HP bar displays # of HP
- Better brittling fx
- Settings will now save and load
- Dialogue option menu shows more options
- Added A Cons¦stency to Leve¦ 2 ¦ha¦ was ¦n Leve¦ ¦
- Some Scan Logs have additional sections
Tweaks
- UVATS Drone Range | 200 → 300
- HP Regen Delay | 1 → 1.5
- Max HP Regen | 50 → 30
- Rejufruit HP | 55 → 50
- Jolter Wire Jolt Duration | 2 → 2.75
- Gorss Proj Speed | 0.4 → 0.65
- Radius of Vile Spits | 1 → 3
- Ghorr HP | 22 → 27
- Cyst Enemy DMG | 2 → 3
- Ioniz Primary Fire Spread | 1.2 → 0.85
- Victor attacks slower if a Vuke is alive in L2A4
- Increased Jovian Refold Range | 7.5 → 15
Mobile Tweaks
- Keeps old HP and Healing/Regen values
- Electrified Water DMG | 6 → 4
- Vile Bullet DMG | 4 → 3
Changes
- Ground Jovian scan log renamed to Ground
- Some Scan Logs altered a bit
- Clearance Level Requirements adjusted to account for new scans
Fixed
- Ghorr Route access breaking if you brought the Ioniz into L1A4
- Vozz being unscannable
- Death sequence activating on title screen
- Visible Impetus hitboxes
- Using tools when dead or in dialogue
- Rubber mats not being scannable sometimes
- Couldn’t swap out specialized requisitions in loadout menu
- Jovians only waving when angry
- Phronesis breaking if you hit the Renegade in L2A3
- Destructible object debris not keeping transparency
- Towers in L2A4 having non collidable bits
- Tab menu not closing on death
- Pressing toolbar icons giving the wrong tool
- Pressing F for specialized requisition not working sometimes
- Title screen lines being out of sync
- C26 knowing that Earth is called Earth
- Jolter pickup giving repeating notifications if you already have the Jolter
- Vimotts bugging out when you pick up a drone they’re targetting
- Not being able to swap out weapons more than once
V4
Alpha 4 - Update - 15/11/25
Additions
- Level 2
- 4 New Tools ||PHRONESIS||, ||JOLTER||, ||PULSE||, ||CORDIAL||
- 1 New Specialized Requisition ||UVATS DRONE CONTROLLER||
- 7 New Entities ||JAW||, ||INCISOR||, ||JOVIAN||, ||VIMOTT||, ||VUKE||, ||GROUND||, ||VICTOR||
- Alien Languages
- More Data Logs / Scan Logs / Oort Scans
- Electricity
- Dialogue
- Loadouts Menu
- Level Menu
New Behaviour
- Hotbar text when tool is equipped
- Entities may attack other entities
- Tool swapping
- Notifications for Scan milestones
- Notifications for Clearance Level Ups
- Death screen will show you falling over
- Some new compatibilities for scan logs and readable logs
- Restored and improved camera shake and recoil
- Projectiles will bounce off enemies that they can’t damage
Changes
- A lot of technical internal ones (music, level loading, enemy behaviour, etc…)
- Interact to pick up tools instead of touching/walking over them
- Mines area is brighter
- Tutorials moved to notifications
- Store updated
- Badge icons updated
- Gamepass icons updated
- Devmenu updated (for me!!!)
- Rejufruit Monolith scan log reworked to encompass all healing case items, renamed to Rejufruit
- ‘Secrets’ now contribute to Clearance Levels
- CL 0 renamed from ‘INTERN’ to ‘PUBLIC’
- Destruction crumbs particle now inherits part transparency
- Item pickups make a noise
- Intro screen now requires press any key
- Cooler title screen
- Prompt to favourite after end screen
- Data Log entry text is larger
Tweaks
- Impetus hitboxes adjusted
- Scanner Flashlight is now brighter
- Ghorr health reduced from 30 to 22
Fixes
- Fixed first projectile to exist in game going off in random directions
- Fixed being able to shoot through walls/floors if you were close to them
- Fixed interactions timing out when spamming them
V3
Early Access 3 - Update - 22/3/25
New Stuff:
-
- Custom Hotbar
-
- Occlusion culling support
-
- Aim Assist option
-
- More scannable tags on objects (“Cute”, “Sturdy”, “Vilespawn”, etc…)
-
Scan Logs:
-
- Scanner
-
- Pipe
-
- Ioniz
-
- USATS BEACON-505
-
- Vile Accretion Channel
-
Data Logs:
-
- C1 : Survival On Alien Worlds
-
- C2 : Desperate Survival On Alien Worlds
-
- C3 : Recovery & Support Options
-
Internal dev menu for me because I’m Awesome
New Behaviour
- Data Logs support images
- Intro is faster on mobile
Tweaks
-
Various Ui Improvements
-
- Healthbar sfx and feedback
-
- Caption vfx and sfx
-
- Location Identified vfx and sfx
-
- Interaction Prompt sfx and vfx
-
Hitting a projectile with the Pipe will halve swing cooldown
-
Parried projectiles move faster
-
Improved parry feedback
-
Improved enemy corpse disposal
-
Vispits now die better and look better
-
Various improvements to earth surface
-
Various minor improvements to mines & corrupt undergrounds
-
Reimplemented unused pipe hit fx
-
Impetus equips faster now
-
Clearance 1 requires 10 scans
-
Clearance 2 requires 20 scans
-
Clearance 3 requires 35 scans (might be lowered in the future)
Fixes
- Removed unnecessary caption popups on mobile
- Fixed inconsistent mobile crosshair
- Fixed notification sound playing multiple times per notification
- Fixed scan log counter being wrong
- Fixed tab menu not vanishing after finishing level
- Fixed end of level counters not resetting after finishing level
- Fixed completion stars appearing at incorrect values
- Probably some other things
Early Access 2.5 - Patches
22/2/25
New Stuff
- Added some analytical stuff behind the scenes
-
- Tracking how many scans you make, how many checkpoints, and how far people get in game.
-
- This will hopefully help me in the future somehow
- Loading screen before title screen on game boot
Tweaks - Improved objective text
- Slightly brightened healthbar outlines
Fixes - Fixed Store button colour being inconsistent
Early Access 2.5 - Update - "Mobile Support Full & Store" - 29/1/25
New Stuff
- Store Menu!
- 6 Donation Options (5 - 50 - 250 - 500 -5,000 - 50,000)
Tweaks
- Vile Ravine section now has more walking space
- Corrupt Underground Route II mini-obby nerfed a little bit
- Increased size of ‘new area’ heading
- Lowered Volt attack speed on mobile
- Further decreased enemy attack speed on mobile
- Lowered the speed of some projectiles on mobile
- More mobile optimisation
Fixes
- Fixed menu button disappearing on death on mobile
- Fixed first volt not dying on corrupt underground route II when falling into liquid
- Fixed flood section buttons being interactive despite not being broken
Early Access 2.49 - Update - "Testing Mobile Support" - 29/1/25
New Stuff
- Potentially Unstable Mobile Support
New Behaviour
- Projectile tools on mobile have crosshairs
- Keypad highlighted when the player is nearby
- Enemy behaviour will be altered on mobile (as you aren’t as fast) these changes include
-
- Enemies have longer attack cooldowns (between 1.5x and 2.0x)
-
- Ghorr has 15 health instead of 30 because aiming the Ioniz is hard on mobile
-
- Ghare fires 26 bullets per barrage instead of 40
- Level detail will be altered on mobile
Tweaks
- Larger interaction radius for objects, mostly for mobile players
- Surface snow and fog particles altered for performance
Fixes
- Fixed Oort Scans 3 and 4 being referred to as each other in their respective log
- Fixed Earth Log 6 being subject to quantum-superpositioning’s translocational fluctuations (it was part of the first area, and would unload soon after reaching the area its in)
V2
Early Access 2 - Patches
2/1/25
New Stuff :
- Added ‘Menu Size’ setting
New Behaviour
- New readable/scan logs will highlight the readable/scan logs buttons
Tweaks:
- Lowered Tab Menu size a bit
- Moved Earth Research Log 6 to an area less subject to the fluctuations of antimatter and
quantum space
Early Access 2 - Update - "MORE! MORE! MORE!" - 31/12/24
New Stuff :
- 2 new enemies
- Alternate Routes for Surface, Mines, Corrupt Underground and Vile Crypt
- Ioniz Recharging Plasma Pistol
- Oort Scanner Specialized Requisition
- 4 New Oort Signals
- Lil Fella Badge
- New Data Log (Clearance 1)
- Reset Data option
- Update Logs menu
- Monitor Mode overlay option
New Behaviour
- Volatile Cysts can now chain react
- Volatile Cysts can now damage breakable objects
- Reflecting projectiles increases the damage they deal to breakable objects by 1
- Ghares have damage resistance meaning they will not take damage under a threshold (currently 2)
- Pipes will emit light upon striking a surface
- Healthbar now has a ‘low health’ indicator, will flash when low
- Healthbar will flash more visibly when you take damage
- Scanner will tell you if the thing you’re scanning is a projectile, and whether or not it can be reflected
- End of level screen now shows your kill count
- Ghares will fire more the longer you are in their line of sight
- Ghares will spool their firing speed back up if you come out of cover after they started shooting at you
Tweaks
- Tab Menu ui now more consistent and better
- Jump height when crouching is halved
- Respawn points are oriented better
- Skip Intro setting now saves
- Surface area colour grading slightly changed
- Increased Ghare firerate, projectile count, other stats
- Corrupted Undergrounds initial area has been upgraded
- Added puddles to mines
- Ghare platforming section has bigger platforms
- Various level additions and improvements
Fixes
- Reads/Scans count in mission progress no longer off by 1
- Pipe reflecting spawning light sources that didn’t despawn
- Entities not despawning when returning to title screen
- Importance of Clearance log having wrong title
- Vispit sploints now move in the correct direction when line of sight is broken
- Data Logs now in correct Z order
- Previous areas being accessible after unloading
V1
Early Access 1 - Patches
22/11/24
Fixes :
- Fixed surface crevasse fog / kill plane being way off from where it should be.
11/11/24
Added :
- Scanner Projectiles now emit a temporary light
Edited :
- Leapers will hopefully no longer get stuck if lured away from their wandering location
- Bit more detail to T-SP-0
- Increased delay on first notification which kindly asks you to try scanning something
9/11/24
Edited :
- Apnit renamed to ‘Leaper’
7/11/24
Edited :
- Vispit has been quietened (shut up!!!)
- Apnit first attack is now always a jump attack (spooky!!!)
- Apnit jump attack chance now 25% instead of 20% (rng!!!)
- Light camera shake added to enemy spawns in crypt area
Fixes :
- Fixed surface music still playing after you enter mines/underground
6/11/24
Edited :
- Introduction sequence no longer has the dramatic text section, will find a way to reintroduce somewhere else.
- Few seconds of delay before first objective banner appears
Fixes :
- Fixed background static in intro sequence being loud and looping poorly
- Fixed screen still being blurred when returning to title screen from menu
Early Access 1 - Update - "Dark Stuff" - 4/11/24
Added :
- Clearance Levels
[scan more and more objects to unlock Clearance Levels, which unlock new areas of the Data Logs] - Data Logs
- Readable Logs
- Readable Logs Gamepass
- New Cave Creature - ‘Apnit’
- New Vile Creature - ‘Vispit’
[no relation to ‘Apnit’, naming coincidence, will probably change one of these names - open for suggestions] - New Secret
[gleep glorp - found in Vile Ravine, also in the Vile Base if you have the Impetus Specialized Requisition] - You can disable the controls overlay by clicking on it whilst in the Tab menu
Edited :
- Earth Surface area is now more interesting
- Additional decorations throughout Vile Caves/Crypt areas
- Altered decorations throughout Mines
- Adjusted readable position of Geo Log 6
- Increased light produced by lights in Mines
- Skipping intro puts you in the game even faster
- Additional healing option added
- Crouching makes you much smaller
[you can now duck under Gorss shots by timing your crouch] - Changed ‘return to title screen’ button text to ‘exit level’
- Slight repositioning of title screen elements
Fixes :
- Zooming in is now consistent across all FOVs
- Buttons in scan logs should have more consistent text sizes
- Fixed ui sound settings not working, now setting is also applied to notification / intro sounds
- Fixed pipe swinging when dead
- Fixed tab menu buttons changing buttons to wrong colour when clicked
Launch
Launch 1.1 - Patches
2/8/24
Fixes :
- Fixed crazy shaking and loony behaviour when at low framerates
- Fixed camera shake being all over the place, toned it down a bit
3/8/24
Fixes :
- Scan logs no longer needlessly re-update to already active logs
Edited :
- Minor visual changes
Launch 1 - Release - 1/8/24
Added :
- Game is now publicly available
Yay
ALPHA UPDATE 6 :
- New Secret Thing and general improvements and new stuff
THEN…
- Scan Logs/Read Logs Overhaul
- Level 3 and onward from there
- Co-Op mode, eventually..?
Completed
ALPHA UPDATE 5 :
- New Specialized Requisition
- Improvements to all levels
- New routes for level 2
- Objective display
ALPHA UPDATE 4 :
- Level 2
- Another specialized requisition
- More cool features
- Few other things probably
EARLY ACCESS UPDATE 3 :
- Custom Hotbar
- Mobile Support
EARLY ACCESS UPDATE 2 :
- Alternate Routes in Level 1
- ‘DEEP OORT SCANNER’ Specialized Requisition
- More DATA LOGGSS [1 was added, more later]
- Improved Healthbar
- Mobile Support (?) [moved to U3]
EARLY ACCESS UPDATE 1 :
Major Features
- Clearance Levels - Unlock exclusive Data Logs (lore) by scanning objects
- Data Logs - Special lore pages that go in depth of the Starcyst Universe
- Transcript Logs - Gamepass that unlocks a menu page containing transcripts of all found readable items.
- Updated introduction sequence [technically true]
- Minor Improvements
AND…
- New creature - Leaper
- New creature - Vispit
Note
Early Access- Level 1 is available, core game functionality is being implemented and improved.
Alpha - Entered after Level 2 is released. Will last as long as it needs to.
Beta - Entered after the story is established in the levels - everything is set up.
Full Release - All levels, mechanics needed for the game are implemented. Game becomes paid access, for 20,000 Robux, and all existing gamepasses are replaced with identical ones you will need to re-buy. Useless pet gambling systems are added, and I come to your house and personally rob you.
Teasers are usually posted in the #game-teasers channel in the Calamity Crew Discord, which you should totally join, because there are more teasers there than here.
Alpha
Early Access
https://www.youtube.com/watch?v=m_TBydOshIU
https://www.youtube.com/watch?v=5K0tynjcHEw
https://www.youtube.com/watch?v=p2Les0XXsfo
Development Screenshots & Pre - Early Access
What are you working on currently? (2023) - #2494 by Jamstroxian
What are you working on currently? (2023) - #2533 by Jamstroxian
What are you working on currently? - #76 by Jamstroxian
What are you working on currently? - #271 by Jamstroxian
What are you working on currently? - #672 by Jamstroxian
What are you working on currently? - #1055 by Jamstroxian
What are you working on currently? - #1244 by Jamstroxian
What are you working on currently? - #1256 by Jamstroxian
What are you working on currently? - #1259 by Jamstroxian
DISCORD SERVER
[ STARCYST Discord ]
or use the social link on the game page
DEVELOPER
Jamstroxian - YouTube
Jamstroxian - Twitter
ROBLOX GROUP
The Calamity Crew - Roblox Group






