I'm almost done coding Asterika's new demo!😆
It includes 7 songs and a preview of the story, wishlist on steam!
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@phantomrosegame
I'm almost done coding Asterika's new demo!😆
It includes 7 songs and a preview of the story, wishlist on steam!
new Asterika screenshots! Been coding and drawing a lot lately 🔨. New steam demo coming in summer😄
Spent the last week ripping and reconstructing the codebase so the game can simulate itself and run replays.
I can’t prove it yet, not until the game's release, but now it can run replays without me touching a thing!😆
Been quiet on Asterika lately while I work on the essential under the hood stuff. Just finished an in-game calibrator, super useful for timing sync! More to show later 🛠️
hey! i know its been a while since you worked on it, but i just beat silver in phantom rose 1, and i gotta tell ya- you've made a phenominal little game there! im looking forward to playing more as i write this. its really fun and in-depth!
i had no real intention behind this other than just saying u really like your game :) please keep making games :))
Thanks! You should also check out Phantom Rose 2 afterwards.
Testing new patterns in Asterika!
Latest Asterika dev progress with a new obstacle type: Mine
Asterika Devlog 4 - Story Progress
Happy New Year! 2026 is going to be an exciting year for Asterika.
Recently, I finished the main story script for the game. The beginning, middle, and end are now fully locked in.
While Asterika is primarily a rhythm action game, the story is bigger in scope than my previous Phantom Rose titles. I wanted to create a narrative that tells a bigger tale with a wider cast, featuring our main three: Klare, Iris, and Vignette.
1. Presentation
Glimpses of the story artwork in progress for Asterika.
Asterika dev progress: Experimenting with UI and VFX to help you lock into the beat!
Asterika - 🔍Character Intro 01
Iris
A Phantom hunter working alongside the Engineer who keeps the city alive. An inquisitive girl with amber eyes.
Asterika Devlog 3 - V1 Demo Retrospective
The first demo for Asterika: Phantom Rose Refrain is wrapped, and I need to start by saying thank you to everyone who participated. My main goal with the demo was to validate if the core "move-on-beat" mechanic was actually fun to play.
At the same time, I wanted to see what's broken on my first attempt. Here's a breakdown of what I learned and next course of actions.
1. The Good: "A Rhythm Bullet Hell"
There was a flurry of positive feedback from the in-game survey calling the game unique and "unlike anything they've played before". That's the best thing I could hope to hear from my pursue of creating an untraditional rhythm game.
My favorite comments were the ones that said it felt like bullet hell game and the game had a similar "one more try" hook. These were thrilling feedback.
2. The Challenge: Data doesn't lie
The demo for Asterika is LIVE on Steam! A grid-based rhythm game where you dodge obstacles to the beat! Try it now.
🔗 https://store.steampowered.com/app/3690850/Asterika_Phantom_Rose_Refrain/
Asterika's first demo is set for late October to ensure the best experience. In the meantime, here’s a new art of Iris!
Asterika latest look 👀
working on steam deck! Still lots to do but aiming to get a v1 demo within next month
Asterika Devlog 2 - UI Progress
It’s been a moment, but progress on "Asterika: Phantom Rose Refrain" has been moving at a steady pace! This time, I’ve been focused on building the core player experience: From the first moment you open the game to how you interact with its music.
Here’s a look at what’s new.
1. Main Menu and Song Selection
I've completely revamped the menu screens from the initial version that's been showcased on Steam. The goal was to create a cleaner, more aesthetically impressive interface that's also very keyboard/controller friendly.
Left is the old version while the right is current. Rather than having a complex menu screen where you not only have to select a song, then toggle which difficulty you wish to play, I decided to streamline the experience so that it's simply a matter of selecting a song first.
Afterwards, a difficulty selector will appear with the last played difficulty selected. My plan is to expand the usage of this screen so that it not only displays the difficulty levels, but also displays custom maps created and shared for the selected music.
2. Map Editor