STARCOIN GATE · the Plane
How to play
Fight the world on starcoin.grok.me. Go alone, or with friends in your room. Bind so the run stays on the record.
Move
Walking is free. Shift is a short burst, then it recharges. It does not spend light. With no light you can still walk and still shoot. You cannot cast.
Field is the fight. Near is closer. Chart is the whole map. Turret, beside them, looks down your aim. The mouse turns you, and a shot is multiplied by φ. You cannot walk. Field, Near, or Chart puts your feet back.
A controller walks with the left stick and aims with the right. The right trigger shoots. The left trigger is the burst. The bottom button opens a shrine. The right button leaves it. The top button is Turret. The left button is Auto. Start, or P, opens the menu. The map button, or M, opens the chart, and opens it again to return. Esc leaves the plane. On a seal, either stick moves a point. The right trigger marks the node under it. A submits once the figure is finished. If the seal does not take, trace it again.
A shot costs nothing. With an empty hand, red and blue leave together. Red is wide, slow, and short. Blue is thin, fast, and far. A kill usually drops a clip. Taking it switches the bow to green, and only green fires until the clip is empty. A buff from a kill is rare. Auto, beside the views, holds the shot for you. It is the same as holding space. Illuminate shows one missing edge. Stabilize holds a turning figure still. Neither spends light.
Poise is the still point. While you cast, a shade standing on you spends it. The seal holds until that point is gone, and then the blow lands. A quiet shrine does not spend it. Body, under your name, draws the form.
Cast
Only the shrine for your next figure pays. Opening it is free. Submitting the covering spends 1 light, and that is the line that writes STAR. The seal does not open unless that point is already there. The marks in the fight are your light, and they cap at 8. The same full lamp reads 100 on the log. The seconds beside the marks are the wait until the next point.
A later pass of the same sequence is tighter to trace. Some figures that sat still begin to turn.
Death
Dying debits 47 STAR, the opening cloak, or whatever STAR remains if that is less. The gate is full again. You are not locked out.
Path
You start with three: Twin Gate, First Body, Turned Cube. Each time your order rises, the next path opens. The last is Cube Bearer, at order 11. Change path from the line under your name. Your order stays.
Each path lays a field. A friend standing in yours gets the full effect. Yours on you is weaker. Different fields add, up to a cap. The same field does not double. The name of the field says what it does. Hover it.
Gear changes you. It does not reach your friends.
Gear and lights
Buffs are free and timed. Five lights stand on the map and return within a minute, not all at once. About a third of fallen enemies leave one for twenty seconds. Picking up a buff you already hold starts its timer over.
Gear is one of one, on the Starwright. Every room in this Realm sees the same board. You pay STAR. When a piece is bought, it is gone, and the server lays a better one of that slot at the next price. For LUMEN, by STAR. Wear one of each. Without Bind you can look. You cannot buy.
World and room
starcoin.grok.me is the Realm. One world, one record.
starvale is the public room. Anyone can walk in. Change the room key for a private room. It stays empty until you share that key. Friends with the key join you. Anyone else does not. A room holds 8. A new key is another room in this world, not a new world.
You fight the world. Other people in your room are on your side. Bind so your STAR, your gear, and your seals stay on the record. Without Bind, the run stays on this browser.
About every minute and a half the world shifts. Sometimes more enemies show up. Sometimes it goes quiet. Then it repeats.
Farmer is the same shape, with no fight. A program is accepted there. The log is the record of seals that were bound.
