Compare Stargazer prices across 50+ stores and find the best deal. Developed by John Wizard. Published by Amaranth Games. Released on 5/28/2015. Available on PC. Genres: RPG.

Over 200 quests, a meteor-powered magic system, and three possible party weddings - Stargazer is the kind of cozy JRPG that rewards slow players and punishes anyone allergic to fetch loops.

My tolerance for RPG Maker games is genuinely high - I have sat through worse pixel corridors than most - but Stargazer still managed to test it in ways I did not expect. This is a turn-based JRPG built in RPG Maker, styled squarely after the 16-bit SNES era, and it commits to that aesthetic with real conviction. The world has been stripped of magic for generations, and when protagonist Zach - a beetroot farmer who spends his nights watching the sky - follows a fallen star into the woods, he finds Aura, an amnesiac girl who has literally brought magic back with her crash landing. It is an earnest, unpretentious premise, and the game wears it without irony. The party grows into a reasonably distinct cast: Scarbeck the detective, Thyme the healer, Grayson the intimidating knight, Kala who rides a firewing bird, and teenage genius Amelia Mae. Character interactions are genuinely charming in stretches, and the dialogue has a lightness to it that keeps the tone from becoming oppressive. There are even three optional romance arcs that can end in weddings between party members, which is exactly the kind of soft JRPG flourish I appreciate. The writing is not going to rattle anyone who has spent time with Disco Elysium, but it earns its warmth. The mechanical hook that actually has replay value is Aura's magic system. You find scattered meteors across the world and use them to unlock and shape her abilities, which means each run through the game can produce a noticeably different spellcaster. Players who have reported four or five playthroughs almost always cite this as the reason. Combat itself is standard turn-based fare with visible encounters and three difficulty settings, so the barrier to entry is low. Puzzle caves offer optional rewards for players who want a bit more than flat corridors, and travel opens up via boat, underground train, and firewing - the world does expand. Here is where I have to be honest about the friction. The quest design is the game's most divisive element. There are over 200 quests and, unusually, almost none of them are optional filler - they are all threaded into the critical path, meaning you cannot beeline to the final boss without completing the bulk of them. Some players find this creates a satisfying, non-linear sense of exploration. Others - and this is a legitimate criticism - find it buries the story under a mountain of fetch loops with thin gold rewards and slow combat economy. The pacing in the early hours has driven people away before the narrative finds its footing, and that is a real design problem, not just a matter of taste. Character art is also noticeably homogeneous, with named female characters sharing identical facial designs. Stargazer sits in a specific lane: it is for players who fondly remember early Final Fantasy and Chrono Trigger, who do not mind a slow burn, and who will happily spend 20 to 40 hours collecting quests in a small fantasy world with a kind heart. If you want branching narrative choices that actually reshape the world, or combat that evolves meaningfully past hour ten, this will not satisfy. But if you want a competent, affectionate JRPG with a magic-customisation system worth revisiting and the occasional wedding, it delivers exactly what it promises at a modest price point. Monika, Scout Team

Stargazer
RPG

Stargazer

May 28, 2015John WizardAmaranth Games
GamerScout Says

Over 200 quests, a meteor-powered magic system, and three possible party weddings - Stargazer is the kind of cozy JRPG that rewards slow players and punishes anyone allergic to fetch loops.

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About Stargazer

My tolerance for RPG Maker games is genuinely high - I have sat through worse pixel corridors than most - but Stargazer still managed to test it in ways I did not expect. This is a turn-based JRPG built in RPG Maker, styled squarely after the 16-bit SNES era, and it commits to that aesthetic with real conviction. The world has been stripped of magic for generations, and when protagonist Zach - a beetroot farmer who spends his nights watching the sky - follows a fallen star into the woods, he finds Aura, an amnesiac girl who has literally brought magic back with her crash landing. It is an earnest, unpretentious premise, and the game wears it without irony. The party grows into a reasonably distinct cast: Scarbeck the detective, Thyme the healer, Grayson the intimidating knight, Kala who rides a firewing bird, and teenage genius Amelia Mae. Character interactions are genuinely charming in stretches, and the dialogue has a lightness to it that keeps the tone from becoming oppressive. There are even three optional romance arcs that can end in weddings between party members, which is exactly the kind of soft JRPG flourish I appreciate. The writing is not going to rattle anyone who has spent time with Disco Elysium, but it earns its warmth. The mechanical hook that actually has replay value is Aura's magic system. You find scattered meteors across the world and use them to unlock and shape her abilities, which means each run through the game can produce a noticeably different spellcaster. Players who have reported four or five playthroughs almost always cite this as the reason. Combat itself is standard turn-based fare with visible encounters and three difficulty settings, so the barrier to entry is low. Puzzle caves offer optional rewards for players who want a bit more than flat corridors, and travel opens up via boat, underground train, and firewing - the world does expand. Here is where I have to be honest about the friction. The quest design is the game's most divisive element. There are over 200 quests and, unusually, almost none of them are optional filler - they are all threaded into the critical path, meaning you cannot beeline to the final boss without completing the bulk of them. Some players find this creates a satisfying, non-linear sense of exploration. Others - and this is a legitimate criticism - find it buries the story under a mountain of fetch loops with thin gold rewards and slow combat economy. The pacing in the early hours has driven people away before the narrative finds its footing, and that is a real design problem, not just a matter of taste. Character art is also noticeably homogeneous, with named female characters sharing identical facial designs. Stargazer sits in a specific lane: it is for players who fondly remember early Final Fantasy and Chrono Trigger, who do not mind a slow burn, and who will happily spend 20 to 40 hours collecting quests in a small fantasy world with a kind heart. If you want branching narrative choices that actually reshape the world, or combat that evolves meaningfully past hour ten, this will not satisfy. But if you want a competent, affectionate JRPG with a magic-customisation system worth revisiting and the occasional wedding, it delivers exactly what it promises at a modest price point. Monika, Scout Team

Tags

singleplayertrading-cardstier:sub-5JRPGTurn-Based CombatRPG MakerMeteor Magic SystemParty RomancePuzzle CavesCozy FantasyVisible EncountersMultiple Difficulty Modes

System Requirements

Minimum

Storage
130 MB available space

Reviews & Ratings

No ratings available

Game Info

Developer
John Wizard
Publisher
Amaranth Games
Release Date
May 28, 2015

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