UIUX | GAMES

FALLENSTAR

client NebulaVoid | 2025

platforms PC

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FALLENSTAR is an action packed 2D Rogue-Lite with heavy emphasis on upgrading classes to improve on your previous runs. The fast paced combat and skill systems require a UI that prioritizes feedback and clarity, while the setting and story demand a specific aesthetic. It’s an exciting challenge and we are solving for new scenarios every day.

Wishlist FALLENSTAR on Steam

The HUD

FALLENSTAR’s setting and story required a minimal utilitarian military aesthetic that stays out of the way. In contrast, the fast paced action demanded that critical feedback was loud and obvious, so that players stay informed during their high stakes runs. Player testing has been instrumental to our process and the HUD has gone through many changes that ultimately aim to bring most information to where the player is looking rather than only in a static location. We're also implementing multi-factor feedback that uses colour, shape, sounds to make status obvious and accessible to the widest possible range of players.

  • An ammunition gauge was added to the reticle, and when ammo is low the shots sound different.

    We are considering adding a quick time event on ammo depletion to allow instant reload, as seen in Returnal on PS5.

  • We have added a chime and screen effect on low health which worsen as the player continues to take damage.

    Finally we added a prompt to heal when the player has injectors available.

Class Selection

Allowing players to choose and customize a class that best suits their play style is part of our core hook. To minimize frustration we wanted to give the players as much information about each class, including their progress/upgrades, as possible. The main block includes a description of the class, their weaponry and their progress. There is another card for abilities and a preview window that shows a video of how the class plays.

We also allow players to test classes before confirming and starting their run.

With plans to expand the roster of classes this screen needed to be able to accommodate a high number of selectable sprites, so I took advantage of the horizontal screen space. The sprites slide into position upon input so the UI doesn’t need to move or respond.

The Main Menu

For players to care about the world of FALLENSTAR, and to build narrative intrigue we needed to establish the dystopian themes and setting upon the players first impression.

The main menu is overlaid upon a video feed from the exterior camera of a corporate starship, the origin of our protagonist. It evokes a sense of loneliness and scale while also hinting at narrative themes like surveillance and predation. The VHS filter gives it an eerie texture and harkens back to 80s sci-fi that inspired much of the game.


The menu itself is utilitarian, inspired by 80s PC terminals. It implies that this is an on board workstation and the player is already part of this world before they've even started to play. 

Pause Menu

The pause pause menu is presented as the player character’s field tablet. As of right now we have a small amount of options and the decorative frame helps fill out the screen and adds a pseudo diegetic layer to the UI which can help to keep the player immersed, even when paused. The frame can change based on the class.

Transactions (Shops and Upgrades)

Players will come across various shops or upgrade stations throughout the game world. These overlays present options by category. The buy button gives feedback on whether or not they can afford the item, if it’s available, and also acts as confirmation timer.

Upgrades have multiple levels, each level up costing more of a secondary currency and providing greater benefit. When the player has purchased 5 levels of an upgrade they will unlock a bonus perk. We worked with play testers and iterated many times to arrive at where we are today.

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