SURA: Shattered Star is a free-to-play 2D action platformer developed as a proof of concept by HanRyang Studio under the Jungle Game Lab program. Players take control of a lone swordsman driven by revenge against a megacorporation in a space opera setting. The game emphasizes precise sword combat combined with platforming across a massive starship filled with research sectors, industrial zones, and military areas.
Gameplay
The core loop revolves around drawing and sheathing a single sword to execute attacks. Drawing the blade allows immediate strikes that punish enemy openings, while sheathing resets the stance and builds momentum for the next sequence. Timing these actions determines survival against groups of foes and environmental hazards. Platforming integrates directly into combat, requiring leaps over obstacles, dashes through dangers, and path carving through enemies in fluid motion. Each stage ends with a boss encounter featuring distinct attack patterns that demand mastery of the draw-and-sheathe system. The setting unfolds aboard a colossal drifting starship where surface order hides forbidden experiments and hidden truths, guiding progression through layered facilities toward the story's conclusion.
Game Modes
The experience centers on a linear single-player campaign structured around sequential stages. Progression moves from initial areas on the starship into deeper research, industrial, and fortified military sections. No separate multiplayer or alternative modes exist. The structure focuses on completing the revenge-driven narrative through combat and exploration within these connected environments.
Story and Setting
The narrative follows a swordsman who has lost everything to a corrupt megacorporation. He navigates the starship to uncover buried truths while dismantling the systems that enabled his losses. The space opera backdrop features massive orbital stations and colonies, with the vessel itself serving as the primary hub of conflict and revelation. Secrets emerge through descent into restricted zones, revealing sacrifices and experiments that tie directly into the protagonist's motivation.
Development Context
Developed over roughly two months as a final project at the Krafton Jungle Game Lab, the title prioritizes validation of core mechanics over full commercial polish. Emphasis remains on the feel of sword handling and platforming integration. As a free proof of concept, it demonstrates the direction of the gameplay systems without expanding into additional content layers.
Is It Worth Playing?
The game suits players interested in precise 2D action platformers that reward timing and flow between drawing, striking, and repositioning. Its free availability makes it accessible for those seeking to test the iaido-inspired combat loop and stage-based progression. The short development cycle means focus stays on foundational systems rather than extended content or post-launch support. Individuals who enjoy revenge-driven stories in confined sci-fi environments will find the core loop engaging for a single playthrough, particularly if they value mechanical mastery over expansive features.