Compare Devouring Stars prices across 50+ stores and find the best deal. Developed by Nerial. Published by BulkyPix. Released on 7/3/2015. Available on PC, Mac, Linux. Genres: Indie, Strategy.

Forget bases and build orders. Devouring Stars hands you a tribe of cosmic godlings and asks whether you can out-think four rival factions using nothing but starfields, merges, and timing.

My first session with Devouring Stars felt like someone had crossed Eufloria with a Greek mythology textbook and then removed every familiar RTS crutch I rely on. No tech tree, no resource depot, no barracks. You guide a tribe of celestial entities through procedurally generated starfields, devouring stellar clouds to grow your units, then either merge them into more powerful forms or hoard numbers for attrition. The whole thing operates on a surprisingly clean logic once you internalize it, but the game does very little to tell you that upfront. The core mechanical loop is tight if unconventional. Your four base unit types, earth, air, fire, and water, each carry identical base stats at the start, but merging pairs opens up a catalogue of 15 advanced entities with genuinely distinct abilities: freezing enemies in place, pulling stars toward your units from a distance, commandeering enemy entities mid-fight, or simply hitting harder from range. Combat resolution is automated and star-count-based, which will frustrate anyone who wants micro-intensive skirmishes, but rewards the player who thinks about composition and positioning before the engagement starts. Harvesting starfields to form protective nebulae adds a territorial wrinkle that makes map reading feel meaningful. The scenarios are procedurally assembled, so objectives shift between straight escapes through exit portals, holding actions against numerical disadvantage, and careful threading between two factions already at war with each other. Roguelike-adjacent persistence ties the runs together: units that survive carry forward into the next cluster of missions, so a well-developed squad of advanced entities feels genuinely precious. Where the game earns its mixed Steam reception is in the areas it refuses to explain. The galaxy map and its symbolic notation are cryptic in a way the developer clearly intended as a reward system, but in practice it reads as obtuse rather than mysterious. The online multiplayer is an afterthought that requires manual lobby coordination through forums, and the local versus mode, while functional, never got the attention it needed to compete with the campaign. Session length is also deceptively short per run, around two hours for a full cycle, which suits some players and leaves others wanting more structural depth in the metagame. The AI is competent and plays by the same merge-and-harvest rules as the player, which keeps it honest without ever feeling sophisticated. For strategy players specifically, the comparison to Homeworld in feel rather than scope is apt. Devouring Stars operates at a slower, more contemplative pace than StarCraft-style RTS, closer in spirit to Eufloria or FTL in how it distributes tension across a session. The minimalist visual design rewards a zoomed-out view of the battlefield, while the particle system doing its work at close zoom is genuinely impressive for a 2015 indie release. The atmospheric soundtrack shifts register cleanly between quiet harvesting phases and active combat, which is a small detail that a lot of similar-scale games get wrong. If you come in expecting a full grand-strategy sandbox or a competitive RTS with replay tooling, this is the wrong purchase. But if you want a focused, strange, mechanically cohesive game that asks you to think about unit economy in terms of merges and survival rather than production queues, there is real craft here. Play the campaign for at least two full cycles before judging the depth, because the first run is mostly orientation. Diego, Scout Team

Devouring Stars
IndieStrategy

Devouring Stars

Jul 3, 2015NerialBulkyPix
GamerScout Says

Forget bases and build orders. Devouring Stars hands you a tribe of cosmic godlings and asks whether you can out-think four rival factions using nothing but starfields, merges, and timing.

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About Devouring Stars

My first session with Devouring Stars felt like someone had crossed Eufloria with a Greek mythology textbook and then removed every familiar RTS crutch I rely on. No tech tree, no resource depot, no barracks. You guide a tribe of celestial entities through procedurally generated starfields, devouring stellar clouds to grow your units, then either merge them into more powerful forms or hoard numbers for attrition. The whole thing operates on a surprisingly clean logic once you internalize it, but the game does very little to tell you that upfront. The core mechanical loop is tight if unconventional. Your four base unit types, earth, air, fire, and water, each carry identical base stats at the start, but merging pairs opens up a catalogue of 15 advanced entities with genuinely distinct abilities: freezing enemies in place, pulling stars toward your units from a distance, commandeering enemy entities mid-fight, or simply hitting harder from range. Combat resolution is automated and star-count-based, which will frustrate anyone who wants micro-intensive skirmishes, but rewards the player who thinks about composition and positioning before the engagement starts. Harvesting starfields to form protective nebulae adds a territorial wrinkle that makes map reading feel meaningful. The scenarios are procedurally assembled, so objectives shift between straight escapes through exit portals, holding actions against numerical disadvantage, and careful threading between two factions already at war with each other. Roguelike-adjacent persistence ties the runs together: units that survive carry forward into the next cluster of missions, so a well-developed squad of advanced entities feels genuinely precious. Where the game earns its mixed Steam reception is in the areas it refuses to explain. The galaxy map and its symbolic notation are cryptic in a way the developer clearly intended as a reward system, but in practice it reads as obtuse rather than mysterious. The online multiplayer is an afterthought that requires manual lobby coordination through forums, and the local versus mode, while functional, never got the attention it needed to compete with the campaign. Session length is also deceptively short per run, around two hours for a full cycle, which suits some players and leaves others wanting more structural depth in the metagame. The AI is competent and plays by the same merge-and-harvest rules as the player, which keeps it honest without ever feeling sophisticated. For strategy players specifically, the comparison to Homeworld in feel rather than scope is apt. Devouring Stars operates at a slower, more contemplative pace than StarCraft-style RTS, closer in spirit to Eufloria or FTL in how it distributes tension across a session. The minimalist visual design rewards a zoomed-out view of the battlefield, while the particle system doing its work at close zoom is genuinely impressive for a 2015 indie release. The atmospheric soundtrack shifts register cleanly between quiet harvesting phases and active combat, which is a small detail that a lot of similar-scale games get wrong. If you come in expecting a full grand-strategy sandbox or a competitive RTS with replay tooling, this is the wrong purchase. But if you want a focused, strange, mechanically cohesive game that asks you to think about unit economy in terms of merges and survival rather than production queues, there is real craft here. Play the campaign for at least two full cycles before judging the depth, because the first run is mostly orientation. Diego, Scout Team

Tags

singleplayermultiplayerachievementstier:indieCelestial RTSUnit MergingProcedural ScenariosRoguelike PersistenceMinimalist StrategyAutomated CombatGreek Mythology NarrativeAtmospheric SoundtrackEufloria-like

System Requirements

Minimum

OS
Windows XP, Windows Vista, Windows 7, Windows 8
Memory
1 GB RAM
Storage
500 MB available space
Graphics
256 MB 3D Graphics Card with OpenGL support
Processor
1.6 GHz DualCore

Recommended

Storage
500 MB available space

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Game Info

Developer
Nerial
Publisher
BulkyPix
Release Date
Jul 3, 2015

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What platforms is Devouring Stars available on?

Devouring Stars is available on PC, Mac, Linux.

When was Devouring Stars released?

Devouring Stars was released on 3 July 2015.

Who developed Devouring Stars?

Devouring Stars was developed by Nerial and published by BulkyPix.