
Screenshots

Watch trailer on Steam ↗Starveil
Mice With Dice · Published by Mice With Dice
Last updated 27 Sept 2026
Hack, slash, shoot and loot your way through a diverse array of shattered worlds in this sci-fi fantasy co-op MORPG. Starveil is a cyclical game in which player progress resets and the whole world regenerates and reconfigures itself to provide a fresh experience every season.
RPG, Massively Multiplayer · More free games
Embark on a co-op adventure in Starveil, an RPG from Mice With Dice that challenges you to hack, slash, shoot, and loot across ever-changing landscapes.
About this game
Hack, slash, shoot and loot your way through a diverse array of shattered worlds in this sci-fi fantasy co-op MORPG. Starveil is a cyclical game in which player progress resets and the whole world regenerates and reconfigures itself to provide a fresh experience every season.
Features
Seasonal Loop: Starveil features a cyclical gameplay loop where player progress resets at the end of each season. With no player levels, the game is designed to get you into action almost immediately.
Shattered Realms: Traverse a diverse array of worlds, each with its own unique environment, inhabitants, and dangers. From ancient ruins to futuristic metropolises, explore breathtaking landscapes filled with wonders and perils.
Dynamic World Regeneration: Witness the whole world transforming and regenerating, introducing new challenges, dungeons, and secrets. No two seasons are alike, guaranteeing an ever-changing gameplay experience.
Action Combat: Engage in fast-paced combat with a variety of weapons and abilities. Hack through hordes of enemies, unleash devastating spells, wield futuristic firearms, and collect valuable loot to enhance your character's power.
Character Progression and Customization: Embrace the boundless potential of character customization in Starveil. Breaking away from traditional character classes, the game introduces a dynamic and versatile ability system that empowers you to precisely tailor your skills to match your unique playstyle.
Cooperative Multiplayer: Join forces with friends or other players in thrilling cooperative gameplay. Team up to tackle formidable bosses, conquer challenging dungeons, and uncover the secrets hidden within the shattered realms. Cooperation and strategy are key to survival.
Prepare to embark on an epic journey through the ever-changing shattered realms of Starveil. Gather your allies, sharpen your blades, and embrace the cyclical nature of this mesmerizing sci-fi fantasy world. Will you rise to become a legend across the seasons?
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Music in trailer: Novus Initium by Alexander Nakarada, Licensed under Creative Commons: By Attribution 4.0 License
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 or later
- Graphics: Vulkan 1.0 capable graphics card
- Network: Broadband Internet connection
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10 or later
- Graphics: Vulkan 1.2 capable graphics card
- Network: Broadband Internet connection
Supported Languages
Latest news
AnnouncementsOfficial
Lifting the Veil: Starveil Postmortem
Hey everyone, Vildravn here, one of the devs of Starveil. I have posted this on my blog, but I think it's good to also post a variant of the postmortem here on Steam so without further ado, here goes. It’s been two years since I have started a very ambitious project with my friend, Sukkoy. We have set out to make an online game, a little MMORPG, just to see if we could. That project has turned into Starveil. In a way you could say we’ve succeeded, in small scale tests the game is quite playable, and in my humble and totally unbiased opinion, quite fun as well. But two years on, Starveil is nowhere near being playable by the public and the reasons for that are multiple. In this post, I want to take a look back at Starveil’s development. Please note that I am writing this only from my own perspective and am not speaking for Sukkoy or anyone else who has helped out with Starveil. The Beginning As we set out to make a small prototype, a technical test, or a proof of concept of sorts, we settled on Godot Engine. At that time, Godot 4 was in an early beta but it was already showing a lot of promise with improvements over Godot 3 when it came to multiplayer. The initial tests were very promising. Sukkoy very quickly put together a simple test, a game client with a standalone dedicated server, both in Godot. First we just connected a bunch of game clients to the server and ran around, then we added some bots, and attacks, fixing issues and figuring things out along the way. Performance seemed quite good, so we excitedly moved onto fleshing out the game design, art and even a bit of lore, to give the game some identity. {STEAM_CLAN_IMAGE}/44298027/0aecea6a440085a7e17fb54a4a318a26a6f378a0.jpg Early network benchmark prototype of what would become Starveil The Gameplay Starveil was to be a multiplayer action RPG of the likes of Diablo, but mixed with traditional MMO elements. From this, two different types of areas emerged: Hand-made public open world maps, intended for solo p...Read full article on Community Announcements (Vildravn)AnnouncementsOfficial
Chat with us on our Discord server
Want to talk to us directly, get peeks at some behind the scenes development and even get invited to some limited closed playtests? Join our Discord server! See you there!Read full article on Community Announcements (Vildravn)AnnouncementsOfficial
Where have we been and what about Starveil?
Hey everyone, long time no see! Let's jump directly into this announcement by addressing the first question. Life has been quite hectic for both of us, and that led to a lot less time we could spend on Starveil. While things are probably still going to be quite in the flux, we're really itching to get back to working on Starveil and get it out of the door, and we're figuring out the path forward. Development might be a bit slower coming forward, but hopefully not at a standstill like in the past few months. That brings us to the other half of the title. Starveil is not going anywhere yet, and we're looking at what needs to be done to release as early access and what the current pain points are. We found one really major pain point and that is our server host, it's cheap, it's good, but it's just simply not good enough to host a game server, and some of you have probably noticed a lot of various lag related issues. So while we figure that out, we have disabled the Playtest and are going to develop more locally, since a more powerful server really isn't in our budget right now. We will still run some very small scale tests but since it's means running the server on a home network, we're simply not comfortable opening it to the larger public. But worry not, once we've figured out a good solution that would actually make the game playable for everyone, that doesn't involve hosting a server at home, the larger scale playtests will be back. And we might even invite some people for smaller tests just to make sure the gameplay still works. Thanks for the support you guys gave us in the past playtests, we still believe the game is really fun to play, even after stepping back for a few months, and we can't wait to have you guys back playing it again :)Read full article on Community Announcements (Vildravn)Patch NotesOfficial
Patch 0.11.2.0
Today, we say good-bye to our old home. The Hub's layout has been unchanged since the very beginnings of Starveil, since November 2022, when it was still called Project Ouroboros. Here's the earliest screenshot; while the art provided by asset pack is very different, the layout is very familiar :) {STEAM_CLAN_IMAGE}/44298027/723c7bdbbee72f7f3649d15625e6113dfde9b69b.png This patch introduces a new layout and look to the Hub. It's very much in-progress still, but as we're making larger changes to how things work, we wanted to roll it out already now. Here's how it looks like now. {STEAM_CLAN_IMAGE}/44298027/396ba6b5264966eab3950b08fa87ffdd7ce6ea9f.png 0.11.2.0 Patch Notes Changed the look and the layout of the Hub. This is still very much in-progress. Changed the way players rezone into the Mycotic Grove, Necroforge and the Hub. Instead of talking to an NPC, players can now walk out. In the Hub this is indicated by a change in the tileset. In Mycotic Grove and Necroforge, players need to walk back beyond where they spawned. Tweaked some networking logic to try and prevent "ghost" players from spawning. Known Issues Loading Necroforge may take a moment the first time a player rezones after launching the game The game is way too zoomed out on higher resolutions than 1080p. You can use the F3 button while logged onto a character for some debug settings with resolution and scaling Using skills too fast with the Mouse click Cast trigger option may result in skills being interrupted Not all abilities have audio effectsRead full article on Community Announcements (Vildravn)Patch NotesOfficial
Patch 0.11.1.1
Hot on the heels of yesterday's updates, here's a small patch to fix some issues that popped up Fixed a bug with the item list not showing quantities of stackable items Fixed items with the same name being sorted randomly Fixed an issue with the Thorns effectRead full article on Community Announcements (Vildravn)






