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Hoshivel

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About Hoshivel

Worlds built to last need time, focus and clear choices


Who we are

Hoshivel is an independent team creating games and original worlds. We began with Shattered Realms, while Hoshi ID lets players move between our worlds with one account.

We care whether a world rewards exploration, whether its systems stay interesting, and whether the game still holds together when players return years later

What we're working on

We're focused on the chapters, systems and art of Shattered Realms while continuing to improve Hoshi ID and related services

What we believe

Games should be games first

We make games because games themselves are worth making fun.

Revenue, daily active users, retention and playtime can measure a game, but they should not decide what it becomes.

We do not design around making players log in more often, stay longer or pay more.

Don't design players. Design games.

A game is not a second job

We do not rely on daily quests, check-ins, energy systems or fear of missing out to sustain activity, nor do we want progression caps deciding how long someone should play today.

You can stay away for days, or keep playing when you genuinely have the time and desire.

A game should be opened because someone wants to play, not because they feel obliged to log in.

PVP should be PVP

When players choose matchmaking, they should expect to meet another player.

We will not quietly add bots to PVP to control win rates, frustration or retention. Nor will recent results, spending tendencies or other hidden states decide whether you should win or lose your next match.

Matchmaking serves competition, not the manipulation of players.

The outcome should belong to you and your opponent, not to an experience curve arranged by an algorithm.

We don't sell “must-pulls”

Characters can be powerful, distinctive and capable of changing how the game is played.

But we will not deliberately create an obviously overpowered must-pull, weaken it after the sale is made, then repeat the cycle with the next one.

Balance will change, and design can be wrong.

But “pull or fall behind” will not be our business model.

We want you to choose a character because you like them, understand them or find them interesting—not because the game is unplayable without them.

Make games worth staying for

Profit allows a work to exist, but profit is not the reason it exists.

We do not want to study how to bind players to a game for longer.

We would rather study how to make the next match more interesting, a character worth caring about and a world worth returning to.

The best way to keep players is not to hold them captive.

It is to make a game worth staying for.

From a Star-Sail to a Sea of Stars.