The Voidstar
What it is
A high-pressure mixed-terrain biome built around an obsidian-pillar field with scattered asteroid hazards. The Voidstar is one of two leaderboard biomes — its single attached planet does not post to the per-planet challenge progress bar; clears report to a global leaderboard with tier rewards. It carries the strongest spawn pressure in the game (2x enemy count, zero spawn grace) and is the only player-facing planet to mix obsidian pillars with asteroids in its terrain pool.
Identity
| Field | Value |
|---|---|
| Player-facing label | Mixed asteroid + obsidian-pillar field |
| Terrain content | Asteroids plus obsidian pillars (no buildings) |
| Buildings allowed | No |
| Default level preset | Voidstar Abyss |
| Role | Leaderboard biome — top-pressure boss-rush run |
| Attached planets | One |
Visual and ambient
The biome runs the dark mastering preset with zero atmospheric fog — pure void backdrop, no haze overlay. The level palette uses a near-black base with violet conduits, magenta accents, and amber-gold illumination on hub spokes. Hubs emit nexus-style particle effects; spokes carry an energy-flow effect at moderate speed. The lantern preset is a shatter-style pulse. Drop-shadows render at standard offset. The biome’s background nebula is selected from the shared smooth-nebula pool (same archetype family as Landing Site, Sunrise City, and Obsidian Spire).
| Backdrop and lighting knob | Value |
|---|---|
| Atmospheric fog alpha | 0.0 |
| Post-processing mastering | Dark |
| Shadow offset multiplier | 1.0 |
| Background nebula pool | Smooth-nebula shared pool |
| Level visual knob | Value |
|---|---|
| Base color | Near-black violet (#0a0012) |
| Line color | Deep violet (#581c87) |
| Accent color | Bright violet (#a855f7) |
| Illuminated color | Amber-gold (#fbbf24) |
| Spoke style | Energy flow |
| Hub style | Nexus |
| Hub particle effect | Embers |
| Spoke flow speed | 0.7 |
| Illumination speed | 0.5 |
| Danger tint | 0.7 |
| Pathable wilds | Yes |
| Lantern preset | Shatter |
Terrain mix
A mixed scatter dominated by obsidian pillars with asteroid centerpieces. Asteroids appear at roughly 40% relative weight across the three size layers; pillars fill the remainder. Rock-shard fragments fill smaller gaps. The shape pool includes small, medium, large, and extra-large asteroids, rock shards, and small and medium obsidian pillars.
| Layer | Shape pool weights |
|---|---|
| Centers | pillar_md 70, asteroid_xl 18, asteroid_lg 12 |
| Mediums | pillar_md 40, pillar_sm 28, asteroid_lg 14, asteroid_md 12, rock_shard 6 |
| Smalls | pillar_sm 36, pillar_md 30, asteroid_sm 14, rock_shard 10, asteroid_md 10 |
| Topology and density | Value |
|---|---|
| Level radius | 2500 |
| Terrain density (biome) | 0.6 |
| Terrain intensity | 0.55 |
| Terrain density (level preset override) | 0.85 |
| Hub min distance | 500 |
| Hub max distance | 1200 |
| Hubs per ring | 5 |
| Hub clear radius | 200 |
| Spoke width | 150 |
| Layout pattern | Chaotic |
| Hub size | 0.45 |
| Spoke width factor | 0.8 |
| Density factor | 0.99 |
Enemy bias
Uses the bug enemy roster (orb, charger, shooter, mortar) with the default unbiased weighting — the planet does not lean toward any one bug archetype. The pressure shape instead comes from a flat 2x enemy count multiplier and zero spawn-grace, so the full pressure curve hits at run start with no warmup window.
| Spawn pressure | Value |
|---|---|
| Enemy count multiplier | 2.0 |
| Spawn grace before full pressure (s) | 0 |
| Enemy set | Bug roster (orb / charger / shooter / mortar) |
| Crate density (of 100) | 40 |
| Debris density (of 100) | 14 |
| Event pool weighting | Weight |
|---|---|
| Magnet | 2 |
| Weapon | 1 |
| Artifact | 1 |
Boss-arena default
The boss is keyed per-planet, not per-biome. When the encounter starts, biome scatter clears inside the arena and a boss-keyed terrain pattern drops in for the duration of the fight.
| Planet | Boss at T-zero |
|---|---|
| The Voidstar | Cenotaph |
Which planets use it
A single player-facing planet attaches to the Voidstar biome.
| Planet | Numeric ID |
|---|---|
| The Voidstar | 3 |
The biome is a leaderboard planet — clears post to a global board with tier rewards rather than the per-planet challenge progress bar. The other leaderboard planet, Speedway, attaches to the landing-site biome instead.
EXTRACT-CANDIDATE: per-planet boss assignment (Voidstar → Cenotaph) is duplicated between this page, biomes.md, and bosses.md. Acceptable repetition per the wiki stat-table rule — flagging only.
EXTRACT-CANDIDATE: the “two leaderboard planets” callout (Voidstar + Speedway) is duplicated between this page, landing-site.md, and the planets rollup. Worth keeping but a candidate to canonicalize the prose definition on a single leaderboard-mode concept page.
EXTRACT-CANDIDATE: biome-level terrain density (0.6) versus level-preset terrain density (0.85) diverge — the level preset overrides the biome value during world generation. Pattern is biome-wide; worth lifting a “biome vs. level-preset override” explanation onto world.md rather than restating per page.
EXTRACT-CANDIDATE: the Voidstar terrain pool is the only player-facing biome to mix asteroids and obsidian pillars. The obsidian-spire biome (pure pillars) and this one share a pillar shape pool but are scoped differently. Candidate for a shared “pillar-content biomes” callout on biomes.md.
EXTRACT-CANDIDATE: the smooth-nebula background pool is shared across landing_site, sunrise_city, the_voidstar, obsidian_spire, and two unbuilt biome IDs (jungle_canopy, crystal_cavern). Worth lifting that mapping to biomes.md as a shared backdrop-pool table rather than restating per biome.