
👾 Join our Discord for an exclusive first look at our early development build!
💡 In Starlight Re:Volver, play as magical Divers who possess a special power to access dreamworlds and retrieve their secrets and treasures. Connect with other Divers through thrilling team adventures, fishing, crafting, accessorizing, and exploring a vibrant anime-inspired city.
Online Multiplayer Adventure

🏙️ Thrive in Nishi Island Metropolis (NIM), a cutting-edge island paradise where science and magic swirl together. This bustling social hub supports dozens of concurrent players where Divers return, refuel, relax, and recruit new friends ahead of their next exhilarating adventure.
🌠 Dive into So Mi, rule-bent dream worlds filled with wonder and nostalgia. From floating islands to interstellar starbases, each area of So Mi embodies a fantastical memory frozen in time. With of party of 4, fight through challenges and accrue rewards to return home as celebrated heroes.
Social, Anime-Inspired World

🎏 Meet new friends while exploring NIM's social activities. Hoverboarding, fishing, stargazing, bug catching, all earn you points towards your Diver's license.
🏡 Interact with NIM's residents who support beloved Divers with delicious cafe drinks, baked goods, fireworks and accessory upgrades.
🌦️ Discover NIM's variety at different times of day, weather, and seasons, and log your findings in your Diver's Codex.
Limitless Team-Play Possibilities

👯♀️ Form a dream team of 4 trusted Divers to hack and slash your way through each of So Mi's distinctive dreamworlds.
🌱 All biome have enemies unique to them. From guardians of ancient ruins to vengeful tarot spirits and even mecha cats.
✨ Discover hundreds of new ability combinations that offer unique gameplay styles. Strategically shape your combat style each run, whether it's up-close or long-range, damage-dealing or support-focused for any Diver.
Stunning Visuals and Signature Soundtrack
🎤 Get lost in Starlight Re:Volver’s upbeat electro citypop OSTs featuring performances from Sarah Bonito, Miyolophone, LilyPichu, and more!

Hi Divers,
Ahead of our upcoming patch next week, we want to give a peek behind the curtains and talk a bit more about what our teams been working on, and whats coming next with Starlight Re:Volver.
First and foremost, we want to extend our biggest thanks to our players and our community. We launched in Early Access to build Starlight Re:Volver alongside our community, and your feedback has been incredibly valuable. Being able to work so closely with players who care as deeply about SR:V as us has been one of the highlights of development.
Our focus for the October patch has been addressing top priority launch feedback from our community that needed a bit more time to get right. While full patch notes will be shared closer to release, we want to highlight three key improvements coming soon: key rebinding, deko re:runs, and networking updates.
Key Rebinding
This has been one of the most requested features since Early Access launched, and were excited to finally roll it out. Our UX teams goal istomake Starlight Re:Volver accessible to as many players as possible, and key rebinding isastep in that direction.
Some notes from our UI Engineer:
Weve actually been working on this feature since before our Early Access launch, but it turned out to be more complex than expected, since Starlight Re:Volver uses two separate input systems: Unitys built-in input framework, and a secondary system that leverages our UI for any menu/UI navigation. Unity supports rebinding relatively easily, but our UI layer unfortunately came with very little support, which meant that we had to build a new system from scratch to allow for both sides to communicate and support remapping in real time. This required not only building a new system to remap our UI controls, but also rebuilding our translation layer between the two systems so that SR:V could correctly register new inputs at runtime, rather than being locked to settings baked in at build-time.
Even after the core systems were in place, key rebinding came with a lot of tricky edge cases that had the potential to leave players stuck or with broken inputs, so we decided to pull it from our Early Access launch because it wasnt up to our quality standards. Supporting both mouse + keyboard and multiple controller types added even more complexity, and given our weak controller support during launch, key rebinding would have made an already poor experience even worse. Our priority was to first get controller support fully stable, which we shipped in the September patch. With that groundwork done, were finally ready to roll out key rebinding in this October update.
That said, we still consider key rebinding to be in beta. Some actions (like basic attacks and a few menu controls) cant be remapped yet, since we want to avoid any setups that could leave the player in a broken state. Please give it a try once the patch drops, and, as always, our team appreciates all your feedback and bug reports!
Deko Re:runs
We know exclusive or FOMO dekos have been a hot topic, and we\'ve been reading through the feedback threads and the discussions happening on Steam, social media, and in Discord. When we originally released early supporter cosmetics, it was our way of thanking our early supporters; it was never our intention to create any sense of exclusion or frustration for the community.
Moving forward, we are doing away with FOMO dekos entirely. That means all future dekos will be available for crafting permanently or at the same time each year (seasonal). We are also re:introducing past cosmetics in a new form so that players who missed them have another opportunity to obtain them. To start, were excited to announce the following deko re:runs coming in our October patch:
The two deko series that we distributed alongside our September patch (E:MO recolor pack and Falling 4 U recolor pack) will be available at Fox
[/*]A re:color of Spring Fling Kira (Flower Power Getup) will be available at Frankie
[/*]Re:colors of our summer swimsuit Bowline series will also be available at Frankie
[/*]
We also want to acknowledge player feedback that the time investment required for dekos has been higher than expected. This update is part of our effort to revisit our deko strategy, and to make cosmetics more approachable and rewarding for everyone who spends time in the game.
Networking Updates
Weve also received feedback that players, especially ones in regions other than NA, have been experiencing instances of rubberbanding and desync/networking issues. Improving our networking has been a big focus for our engineering team, but one that took longer to nail down. This upcoming patch includes a networking update that should help resolve instances where players would experience desynchronization from their party. Weve been testing directly with players across regions who have been experiencing issues previously, and were hopeful that this patch will help things feel tangibly better.
On top of networking updates, weve also adjusted our matchmaking so that parties will be kept together at the end of dives this was another feature that was widely requested from our community that were excited to finally release. This means that, after a dive ends, you and your party can vote to either dive again immediately, or return to NIM. In both cases, you will be kept together with your party.
Starlight Re:Volver\'s Direction
Starlight Re:Volvers initial release did not go as we had hoped, in part because we tried to do too much all at once and therefore did not deliver a complete experience. As a result, we are making the hard decision to return to pre-production, which means going back to the drawing board and re-designing the core game structure.
To do this, our development team needed to shrink to a core group of designers, engineers, and artists. Pahdo Labs is now a core team of 15 full-time developers, andweare still working withmany of our previously full-timeartists and devs on a part-time or contract basis.
Starlight Re:Volver is no longer aiming to be an MMO, or MMO-lite. We believe that this vision is too broad for us to deliver as our studios first shipped title. Instead, we are converting Starlight Re:Volver to be a co-op roguelite, which means that it will be available to play fully offline with local save files. This is a self-contained Starlight Re:Volver that you will fully own with no risk of losing access during an End of Service.
This re-creation of our game will be named Starlight Revolver: Ignite. We are testing a new progression system with story and quests, a new dungeon structure more worthy of replaying, and a new way to interact with NIM and its residents.
We are not going dark; the transition from Starlight Revolver to Starlight Revolver: Ignite will happen in public, via monthly updates, in close collaboration with our community. We are grateful to our players for being incredibly flexible and supportive of the major changes we have been making to our game so far, and want to make Starlight Re:Volver the best game it can be with the participation and support of our Early Access community.
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