
Screenshots

Watch trailer on Steam ↗Star Fable
Ogre Burp · Published by Ogre Burp · Official site ↗
Last updated 28 Sept 2026
Play as the last Star Princess in a magical Metroidvania adventure. Explore the quiet and strange aftermath of a land where every wish came true. Gain star powers, summon companion creatures, and listen to the world to set things right.
Action, Adventure, Indie, Casual · 2027 · More free games
About this game
Explore a world that grows with you
Climb the heights of Mirror Mountain, descend into the Blue Gloom Mines, wander the Boomshroom Meadows, and jump into the hustle of Castle Town Desire. Every map is packed with secret areas and sealed passages that only new star powers can open. Will you remember where to return as the world unfolds?
Solve a world of diverse puzzles
Chase ghosts of stardust through foggy forests. Ignite a Supernova to blast slap-happy gnomes from the path. Direct Starfire through a maze to open locked chambers. Crack open each puzzle and uncover more than 100 collectables hidden along the way
Call on companions
When the Star Princess sleeps her companions wake. Summon Slurp to soak up poison puddles or squeeze into a collapsed tunnel. Call on Fibbit to march through blazing infernos or to weigh down switches. Conjure Puft to soar over bottomless pits. Each companion reaches the places a princess never could.
Grant wishes
Look into the hearts of the people you meet and listen to their stories. Use your star powers to discover what they truly desire: to break free from a snowy curse, to recover a stolen artifact, or to hear a mother’s lullaby again. Make their wish come true.
Style your Star Hero
Customize the Star Princess before the adventure begins. Then collect hats, outfits, shoes, and jewelry to style the perfect hero: from full plate armor to witchy hats and heels to comfy casual suits. Mix and match until she looks exactly the way you want.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10/11 64-bit
- Processor: Intel Core i3-6100 or AMD equivalent
- Memory: 4 GB RAM
- Graphics: Integrated graphics (Intel HD 520 or equivalent)
- DirectX: Version 11
- Storage: 1 GB available space
Recommended
- OS: Windows 10/11 64-bit
- Processor: Intel Core i5-8400 or AMD equivalent
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 950 / AMD RX 460 or equivalent
- DirectX: Version 11
- Storage: 1 GB available space
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Why Star Fable doesn't have a combat loop, instead it has a narrative loop
Most adventure games are built around a threat you can see. A villain unleashing hordes of monsters, or an ancient evil terrorizing a kingdom, and it would be your job to physically stop it. The damage is visible and the solution is to fight your way through it.Star Fable’s antagonist doesn’t work that way. She’s not marching anywhere. Her damage is quieter than that, and it’s everywhere. Every person you meet in this world is living with a wish that was twisted as it came true. No destruction or war, just a world stuck with strange, sad, and sometimes funny aftermath of getting exactly what they asked for.That allowed me to move away from the combat loop that many games build around. If the threat isn’t a monster you fight, fighting isn’t what drives the game forward. So instead of building the world around what you defeat, I built it around what you notice.Every area in Star Fable exists because something went wrong there. Puzzles are tied to a specific person and a specific broken wish. You can solve the puzzle, unlock the door, and move on. You can also understand why the door is locked, see the change in wish dialog, and learn why something existed in that way. Solving it will help someone. In place of a combat loop it’s a narrative loop where you check wish dialog and get a short poetic update on what the characters truly desire.This is why the antagonist can remain a mystery to the end. Her presence is felt through the use of localized narrative loops, which let me give more activities to the player, replacing the usual combat loop with characters whose dialog changes based on your actions, items, and the solved state of nearby puzzles.Read full article on Community Announcements (abwaters)AnnouncementsOfficial
Star Fable: How It All Started
Almost 4 years ago I sat down and played the Link’s Awakening remake with my daughter. She loved the goofy characters, the cartoon style, and she loved solving puzzles across the island. The combat was something she was not interested in, especially when it got stressful with low hearts or hard bosses. Near the end of the game she gave up and I asked her if she wanted to make a game and she could decide exactly what was in it.So the idea of Star Fable was born.We planned abilities with a focus on non-combat, exploration powers. The first ability was using sparkly magic instead of a sword, it helps drive home that we aren’t combat focused. Then transforming into Stardust was born because my preK son wanted to run away from everything, escape enemies and keep exploring. A year after starting out my daughter was bolder and asked for some tools to fight back, so fire based abilities were added with Starfire, a straight forward projectile and Supernova our explosive ability. Over the years we’ve locked it down to 7 abilities and 3 companions.What’s coming next? I’m preparing the demo and wrapping up the final areas and bosses. We are also working on the game map. All areas are locked in and I just sketched out the layout of our overworld for an artist. Here is some terrible art to help tide you over.It’s been a rewarding journey building something for them and with them. So many times I thought I had some cool idea and their feedback changed it for the better. I’m excited to share more with everyone. A big thank you to everyone that has wishlisted, you are amazing!Read full article on Community Announcements (abwaters)






