$12.99LONESTAR Bounty runs, card by card
Hunt criminals across the stars, one shockwave battle and one strange vacation at a time, then start over with a new deck.
Is LONESTAR worth it?
LONESTAR is worth it if…
- you like turn-based games where every fight is a puzzle of numbers and positioning
- you want runs of roughly 20 to 40 minutes that play differently each time
- you enjoy digging through units, treasures and pilots to find combinations that click
- you would rather retry a lost fight with a new plan than accept defeat
- you already know your way around roguelike deckbuilders and want a fresh take on the formula
Screenshots
Shockwave battles, decided by numbers
Every fight is a shockwave battle: your ship and the enemy ship each build up power, and the stronger side deals the difference as damage. Your job is to make your numbers bigger than theirs, by any means the run hands you. Load energy cards into your units, stack bonuses, reposition your guns. If a fight goes wrong, you can retreat, rearrange every unit and try the same battle again with a better plan. It is a game about resource management first and space bounty hunting second, and the fights reward thinking over reflexes.
Ships, pilots and units that change everything
Each spaceship has its own expertise and nearly a hundred exclusive units, so a new hull means a new set of toys. Pilots add another layer: dozens of them, each with a unique skill plus random talents rolled for the run, so the same ship plays differently every time. Units are where the real combos live. One might reward loading two identical numbers, another lets you inflate a card in hand until it matches. Finding which units and treasures feed each other is the heart of a run, and the built-in encyclopedia helps you plan a build instead of guessing.
Criminals worth the paperwork
The galaxy holds nearly a hundred wanted criminals, including 15 boss-level felons, and each one fights differently. Before every mission you can read the intel and adjust your strategy accordingly, which matters, because some bosses punish specific builds hard. Enemies are diverse enough that different ships and pilots genuinely change how you approach them. A run takes you through three galaxies, four fights each, and the variety of felons keeps the fixed difficulty curve from feeling like the same battle on repeat.
Vacations between the shootouts
Between missions, the Bounty Hunter Association grants paid leave, and the game turns it into its own little layer. You spend vacation days on unique events, make choices, and walk away with resources for the next fight. It replaces the usual branching map of roguelikes with something looser: a stretch of decisions that can reshape your build, like trading max health for shields when your treasures reward being hurt. Short runs, endless build variety and unlocks between them make it easy to finish one hunt and immediately start another.
Questions before you hunt?
Can you retry a fight if it goes badly?
Yes. If a battle is not going to plan, you can retreat, change or reposition every unit on your ship, and take another crack at the same enemy. It turns fights into puzzles you can iterate on rather than one-shot gambles, and it is one of the game's most appreciated mechanics.
Is the game hard?
It is labeled difficult, and the higher ascension levels demand careful play, but the early curve is gentle enough that a strong player can coast through it. The real challenge comes from planning: enemies scale up fast, and you often have to choose between gearing for the next fight and building long-term power.
Do the numbers and cards get confusing?
There is a learning curve. Energy cards carry values and colors, and some unit descriptions leave room for interpretation, so expect to experiment or check the built-in encyclopedia now and then. Once the rules click, the system underneath is consistent and the planning becomes the fun part.
How much variety is there across runs?
A lot. Random pilot talents, randomized units and treasures, vacation events and dozens of pilots mean builds diverge quickly, and new bosses and events keep showing up deep into the game. Runs rarely play out the same way twice, which is exactly what the replayable loop is built on.























