TOLERABLE GAMING · TITLE 01

Starwick

A card adventure for one to four people. Play it on your own, or pass one device around the table and see how far the voyage gets.

Brave wild worlds. Bring the light home. Don’t let the fire go out.

Starwick key art: a young card-mage holding a glowing star card under a constellation sky
THE TRAILER

See it move.

Painted worlds, a hunter on the road, and a turn of an actual fight.

HOW IT PLAYS

How a voyage goes.

Two rows, one fire

Turn-based on two rows. Back takes its turn first and sets up, Front goes after and finishes, and somebody has to hold the Front. They take the hits aimed at Back. You spend Wick to play a card, and what you don’t spend is gone at the end of the turn.

Painted worlds

Shellwake Beach. Cindercaldera. Moonwell Hollow. You sail from the Hollow Star to one at a time and walk its road of dens, past a campfire or a shrine or a wreck, with a hunter walking the road behind you and a boss at the end.

Pass one device

You can play it on your own. You can also hand the device around: each hand stays hidden until it reaches you, and everybody has a name and a colour. A full voyage is a long sitting. The Daily Challenge is the one that fits in a short one.

HOW IT STARTED

It was cardboard first.

A painting of hand-drawn monster cards on cardboard, spread on a kitchen table under a lamp

Alakai didn’t have a video game to play, so he made one. He used Amazon boxes, a screwdriver, colored pencils and note cards. He drew every card by hand. There were spell cards, weapon cards, and wishing star cards that bring somebody back.

There was a board too. It was a world map, and you moved your piece a few squares at a time. Then you flipped a coin. Heads meant you drew a monster and fought it.

He built the rest with his dad, on weekends, a couple of hours at a time. The heroes and the cards came straight off the cardboard. The board stopped being shaped like Monopoly and turned into a road of levels, closer to Super Mario Bros. 3. Some of the monsters changed so they would mean something. The Starling was going to be an ordinary thing on the road. It ended up a boss.

It was called Warrior Island until we found out the name was taken.

  • A voyage you can lose, and a fire that says when.
  • Two rows. Spend your Wick, or waste it.
  • Heroes you unlock by doing things, not by paying.
  • A Book that fills in as you meet the world.
Choosing which heroes sail, with Front and Back rows
Pick who sails
A fight in the dunes, cards in hand and Wick counted at the top
Spend your Wick
The road through Moonwell Hollow, dens lit along it
Walk the road
The Daily Challenge in its three tiers: Spark, Flame and Wildfire
One den a day
1 TO 4 PLAYERS ONE DEVICE CARD ADVENTURE PLAYS IN A BROWSER

It grew out of Dragon Quest III’s HD-2D remake, because of the way that one looked. The card side is closer to Hearthstone, Pokémon and Magic: The Gathering. It is still being made, a couple of hours most weekends. Players on a few continents send notes back. Two of the heroes are getting new names.

WHAT THE FILE KEEPS

Nothing about your cards carries over.

Every voyage starts with the same deck. What grows is the file around it.

A roster that grows

Heroes unlock by doing things, not by paying for them, and each one plays differently. Sori’s arrow ignores cover. Vex names a thing so it wilts.

A book to fill

Every face, card, relic, hero and medal the game can stamp. A monster is met first as a shadow page and stamped once you beat it.

Bests worth chasing

Every den remembers your fewest rounds, whether you ever won it with nobody Downed, and whether you did it without spending a Heart. Practice lets you fight anything your file has beaten, any time, without a voyage.

EVERY DAY

The Daily Challenge.

One den, the same one on every device that day, in three tiers: Spark, Flame and Wildfire. Keep a streak, climb a rank, and share a line that gives nothing away. No account and no leaderboard, which is the point of it.

IF IT IS TOO EASY

Brave.

A harder trip, and it ramps world by world. New files start on it, because the kids who playtested it said the game was too easy. Its own line: “A harder trip. The fire still goes out.”

STILL BEING MADE

What changed lately.

The beta moves most weekends. Here is some of it.

27 September
Walking back past a fork offers the road you took, never the one you didn’t.
23 September
The campfire tempers cards, and heroes keep what the fire made.
A reward pick is a real choice now. Cards say what they cost, and you can skip one for a heal instead.
A lost fight tells you what happened, and a fire going out says where it went.
Win a voyage and a braver one opens.
21 September
Fixed: starting a fight could take the whole game down.
Fixed: on a phone, a tap was measured from the middle of your finger instead of its tip, so presses landed in the wrong place.
Every boss that turns says its own name.
NOTHING LEAVES THE DEVICE

No account. No leaderboard. No ads.

No sign-up, no purchases, no tracking, and no names sent anywhere. Three files live on the device and that is the whole of it. It installs like an app and plays offline, so it works on a plane. It is built for kids and grown-ups to play together, and we are aiming for an E10 rating.

LIVE BETA

Play it now.

No download, no account, no launcher. Starwick runs in the browser on desktop and phone, and it is free to play.

It is still being built, so expect rough edges. Your voyage comes back, though. Saves are versioned and carried across when the rules change underneath them.

OR KEEP IT

It installs like an app.

Open Options in the game and tap Install. On an iPhone or iPad, tap Share, then Add to Home Screen. It gets its own icon, opens without a browser around it, and plays offline.

UPDATES A new version downloads quietly in the background, and the game offers it in a small note. Take it whenever you like. Nothing changes under you mid-voyage, and your files stay where they are.