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Imagination. Forged in steel.

Astraya

The Awakening

Speak to VESPER and she forges a new move mid-fight.
You still have to land it.

Story cinematic · not gameplay

Story cinematic

This is the world of Astraya.

A story cinematic, not gameplay. Written, directed and edited by one developer; the video, music and voices were made with AI tools. In the game, the fighters are real-time 3D and every duel is fought along one line.

Read the trailer transcript
  1. Music plays throughout. A crowd walks a torchlit road into a city of towers above the clouds.

    NarratorThis is the world of Astraya.

  2. A great crystal sword stands at the city’s heart. Gold light and violet light meet in it, and it cracks.

    NarratorTwo forces made it: Astra, the power to act… and Maya, the power to imagine. The gods went to war to own its heart…

  3. The sword bursts, and violet shards scatter across the sky.

    Narrator…and shattered it into the Astral Shards.

  4. An armoured fist closes on a violet shard, and its light turns to fire. A horned knight swings a blade in a burning forge.

    NarratorThe mighty bound shards into their flesh, silencing the voice within. They became the Shard-Bound.

  5. A knight with sword and shield stands beside a resting stranger in a ruined, candlelit city.

    NarratorBut one knight chose to protect… not possess. And a shard answered.

  6. A serpent of violet light rises beside the knight.

    NarratorVesper. She does not fight. She forges.

    VesperI hear you.

  7. Title card: Iron Warden. A knight with a blue plume and a tall shield guards a fortress gate at night.

    The Iron WardenNo one passes the Gate. Go back, forge-child.

  8. Title card: Crimson Blade. A knight in dark armour and a torn red cloak, eyes glowing red, under a red moon.

    The Crimson BladeI’ll cut you before you blink.

  9. Title card: Ember-Forged. A horned knight, his armour cracked with firelight, holds a glowing sword beside a furnace.

    Ember-ForgedI was forged in this fire… and you will burn in it.

  10. The three Shard-Bound, one after another.

    NarratorThey traded the power to imagine… for the power to conquer. You cannot match their might.

  11. The knight fights in the ruined city, the violet serpent coiled behind.

    KnightVesper… forge me a new move.

    VesperImagine it… and it’s yours.

  12. An empty throne in a dark hall.

    NarratorThe gods broke Astraya. Now make them answer.

  13. The knight and the serpent look across the ruins to a gate full of light. The end card: “Imagination. Forged in steel.” Astraya, The Awakening. “The Bearer & the Companion. Your steel. Her imagination. Observe · Ask · Forge · Adapt.”

    VesperGo ahead. I’m listening.


How a duel turns

She does not fight. She forges.

You hold the sword. VESPER holds the forge. Neither wins alone.

  1. Observe

    Watch your rival. A Shard-Bound has mastered a fixed set of moves and cannot learn a new one mid-fight. Find the gap.

  2. Imagine

    Tell VESPER what you need, out loud and in your own words: “something that reaches them when they back away.” No microphone? Press F for a move or R for a power.

  3. Forge

    She builds it from the game’s own pieces — swings, powers and armour that already exist — and the game’s rules check every result before it reaches your hands. Then it is yours to land.

A new answer creates an opportunity. It never guarantees a win.


The world

Protect, not possess.

A knight with sword and shield stands beside a resting stranger in a ruined, candlelit city.
Narrator“But one knight chose to protect… not possess. And a shard answered.”Vesper“I hear you.”Story cinematic · not gameplay

Two forces made Astraya: Astra, the power to act, and Maya, the power to imagine. The gods went to war to own its heart, and shattered it into the Astral Shards.

The mighty bound shards into their flesh, silencing the voice within. They became the Shard-Bound — stronger than any mortal, and unable to make anything new.

In the Broken Marches, an ordinary knight reached for a fallen shard to hold a passage open so strangers could escape. The shard answered. Her name is Vesper.

Far above the Marches, something that has not moved in an age opens its eyes.


The Shard-Bound

Perfection against imagination.

They bound their shards and silenced the voice within. Their power is vast; their repertoire is closed.

A Shard-Bound cannot invent a new answer in the middle of a fight. You can.

  1. The Iron Warden, sword and shield raised, before the Gate at night.

    I · Resolve

    The Iron Warden

    The Unbroken Rampart

    “I swore to keep the Gate. And now, I cannot leave.”

    DefendsThe last safe gate and the people behind it — he has seen what a shard can destroy.

  2. The Crimson Blade in dark armour and a torn red cloak, sword lowered, under a red sky.

    II · Pressure

    The Crimson Blade

    The Unending Cut

    “I gave the shard my hesitation. It took everything that let me stop.”

    DefendsHer freedom: once a champion of the gods, she hunts bearers before they become the next masters, and she thinks you are one.

  3. Ember-Forged, horned armour cracked with firelight, holding a glowing blade beside a furnace.

    Still being forged — not in this playtest

    III · Ruin

    Ember-Forged

    The Sovereign of the Forge

    “I put the fire in my heart. Now I cannot let it die.”

    DefendsA failing furnace bridge that keeps the crossing alive; he cannot imagine his duty ending without everyone dying.

Four levels, from Easy to Death.

Story cinematics · not gameplay


The playtest

Play it early. Tell me the truth.

What it is

An early, unfinished build of Astraya, free to play in your browser. Things will break; that is the point. Every forge asks an AI to think, and that costs real money, so the plan is a fair daily allowance for each tester.

How you get in

Join the list and confirm your email. I let people in a few at a time, by hand; being on the list does not guarantee a place. If one opens for you, you get an email with your own way in. You must be 18 or older.

What you’ll do

Face the Iron Warden and the Crimson Blade, duel a rival knight, and ask VESPER for new moves. The plan is for the game to ask a few short questions now and then, two minutes at most. Online Versus is planned for later, for pairs I invite.

What you may get

Founding Testers may receive a free Steam key, a thank-you in the game’s credits, or both. That is a “may”, not a promise. What is certain: I read every report myself.

Needs a PC or laptop and a keyboard or controller. Chrome or Edge recommended. A microphone is optional.

Read the FAQ

Join

Ask for an invite.

I let people in a few at a time. Leave your email, and if a place opens for you, I’ll write.

Before you join, read the Rule Book and the Playtest Agreement v1.

Only for this playtest, unless you tick the box below for future playtests and the Steam launch.

Astraya runs in a desktop browser. This helps me invite a mix of machines.

What can you play with?Tick all that apply

A microphone is optional. You can ask VESPER with buttons too.

A few names is plenty.

One email to confirm. No spam. Leave any time.

Your email and answers are kept by Kit, the email service this list runs on. Privacy & your data