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STARLOB · FREE ARTILLERY BATTLE GAME

Starlob Game Guide

Aiming, weather, weapons, mods, perks and all eight characters.

Once a year a star falls onto the Starlob Tour. Eight rival performers chase it across 25 stages, lobbing shots through wind, rain, snow, fog and thunderstorms. Whoever is last standing on the final stage catches the star and headlines the sky.

How to play

Pick your performers

1 to 4 players share this device. Every performer fights for itself in a free-for-all.

Aim and fire

Drag the Angle and Power sliders, or use ← → ↑ ↓ and Space. Watch the dotted preview line before you commit.

Read the wind

Weather changes every round — rain, snow, fog and storms. The wind bar in the HUD is what pushes your shot.

Shatter the notes

Glowing mystery notes carry 1-3 weapons or perks. Only the performer who breaks one gets the loot.

The eight characters

Every character fights for itself in the free-for-all. Each one has its own hair colour, a bold shape you can read at a glance, its own signature prop, and its own patch of stage in its team colour.

Tempo

Hair: mint hair in a tall triangular metronome quiff with a small swinging pendulum clip.

Prop: Conductor baton with a ribbon trail.

Sets the tempo for the whole stage, one measured shot at a time.

Treble

Hair: coral hair with one big spiral curl on the side, swirled like a treble clef.

Prop: Tambourine.

Loud, bright, and always in at the first chorus.

Bassline

Hair: big round cloud-puff hair in deep blue with chunky round speaker-cone earmuffs.

Prop: Small keytar.

Holds the low end and hits hardest from deep in the mix.

Crescendo

Hair: orange hair swept into a wide wedge that fans out behind like a growing sound wave.

Prop: Megaphone.

Builds every round louder than the last one.

Loop

Hair: lime green blocky square bob under a looping-arrow hairband.

Prop: Glowing cube.

Never leaves a stage until the loop has finished.

Fermata

Hair: golden-brown hair in a tall dome bun with an arch-and-dot hair clip.

Prop: Paper parasol.

Knows exactly when to hold a note, and when to let it go.

Duet

Hair: split two-tone hair, half cyan and half magenta, in one long braid.

Prop: Twin maracas.

Two voices, one aim, and never out of tune.

Remix

Hair: lavender hair with a long asymmetric sweep over one eye.

Prop: Vinyl-record shield.

Takes an old track apart and sends it back louder.

See it in action

Clip loads as you scroll to it
Aim, fire, watch the arc

Set the angle and power, then send a glowing starstick across the stage. Wind and weather bend every shot.

Clip loads as you scroll to it
Crack a mystery note

Break a floating note and 1-3 items pop out for whoever landed the hit.

Weapons (14)

Starstickalways available

Standard concert starstick. Reliable arc, solid pop.

Damage 24Blast 46
Avalanche

Bursts into a cascade of falling rocks across a wide area.

Damage 11Blast 32Splits ×9
Nuke

Huge blast. Damage grades off with distance: dead centre hurts worst, and the rim of the ring only stings.

Damage 86Blast 178
Typhoon

Wind vortex that shoves performers across the stage.

Damage 16Blast 70Knockback
Mic Drop

Heavy shot. It drops hard and straight after the peak and digs a wide hole where it lands.

Damage 58Blast 36Heavy drop
Bass Drop

Stage-shaking shockwave. Knocks every performer nearby off their feet.

Damage 22Blast 118Knockback
Firework

Splits mid-air into three sky sparks.

Damage 20Blast 34Splits ×3
Confetti

A wide storm of paper and light. Scratches everyone.

Damage 16Blast 108
Echo Drop

Splits into two echoing aftershocks.

Damage 26Blast 44Splits ×2
Grand Finale

A full-stage send-off. Bright, wide, and unforgiving.

Damage 46Blast 92
Spotlight

One performer, centre stage, nowhere to hide.

Damage 66Blast 32
Stage Dive

No damage at all. The shooter blinks to wherever it lands — pure repositioning, best when the ground under you is bad.

No damageTeleport
Fan Chant

Calls three small shots down from the sky, strung out in a line around the impact point.

Damage 12Blast 30Sky volley ×3
Berserk

Goes berserk where it lands: 10 to 15 smaller starsticks spray out at random performers — the shooter included — and each one bursts in its own colour.

Damage 20Blast 58Berserk ×10-15
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Primary mods (7) - one per player

A mod rewrites the free Starstick shot only: same aim, different flight, damage and blast. Every mod pays for what it does, so no pick is a straight upgrade. Leave it on Stock Shot for the plain arc.
Split NoteCommon

Cracks into three smaller notes at the top of the arc. Each one hits for about 40%, so a clean single hit hurts far less.

Damage 40% eachSplits ×3 at the peakNo concentrated hit
BouncerCommon

Skips off the stage twice before it goes off. Twenty percent less damage, and no telling where it finally stops.

Damage 80%2 bouncesUnpredictable landing
RollerRare

Lands and rolls downhill for up to two seconds, bursting on the first performer it touches. Full damage, but it never detonates where you aimed.

Damage 100%Rolls ≤2sFollows the slope
Bass DrillEpic

Bores about a character-width into the stage before it blows, cutting a groove as it goes. Smaller blast, and it always lands past your mark.

Damage 100%Blast 72%Drills ~56px
Sticky BeatLegendary

Clings to the ground where it lands and blows up as the next turn opens, for 130% damage. Everyone gets a turn to move out of the way first.

Damage 130%Fires next turnCan be walked away from
Spotlight BeamRare

A flat, nearly straight line that the wind cannot touch. Short range and 70% damage, so it is a sniper, not a mortar.

Damage 70%Wind immuneRange ~430px
Encore EchoEpic

A smaller blast, then an even smaller one on the same spot a beat later. The first hit is only 70% and nothing lands at once, so a target that moves shrugs it off.

Damage 70%Echo 42% after 1sTwo blasts, same spot

Perks (4)

Forcefield

Absorbs every hit for 2-4 of your turns.

Perk · pick up from a note
Deflector

One shot aimed at you is thrown back at the sender, straight through their shield.

Perk · pick up from a note
Encore

Take one extra shot in the same turn.

Perk · pick up from a note
Stage Dash

Sidestep a short distance, on any terrain.

Perk · pick up from a note

Tips from the front row

Last performer standing

When a round is won the tour moves on — 25 stages, and a fresh rival joins every 5 rounds. Aim guides shrink as you climb.

Perks change everything

Forcefield swallows hits, Deflector throws a shot back, Encore buys a second shot and Stage Dash sidesteps to new ground.

Equip a primary mod

Before the match each player picks one mod for the starstick shot — a triple split, a bouncer, a downhill roller, a drill, a sticky bomb, a flat beam or a delayed echo. Change it any time from the setup screen.

Chaos mode

Switch it on at setup and the rivals stop taking turns one by one: each one locks in a shot on screen, then every shot goes up at the same moment.

Points

Every direct hit is 25. A knockout pays 150 plus up to 120 more the fewer shots you spent on it, and clearing a round adds 250. Your running total sits next to your name in the scoreboard.

Keep your pack

Sign in and nothing is lost between visits — perks and weapons stay until you use them, up to 3 of each and 2 nukes.

Free nuke

New email, one free nuke. Drop it in the popup and it lands in P1’s pack.