▶ Sin Star - Trailer (2026) - 🇵🇭🎉🥳🤗❤️
A science-fantasy RPG in development, created by Louiery R. Sincioco (Sin).
A city built around an ancient relay. A young traveler whose voice can disturb the foundations of reality. A party brought together by displacement, unanswered questions, and a growing responsibility to protect one another. Sin Star I follows Arin from Neris toward a conflict that reaches beyond the worlds he knows.
This is the first game to use the SMILE 2.0 Game Engine. Its native game, character and battle presentations, maps, illustrated script, storyboard, and production sources now live together in this repository. The SMILE 2.0 language, compiler, runtime, and Studio remain a separate project.
Explore the illustrated story · Read the engineering notes · Contact Sin
What you can explore today
- Characters: animated presentations and level-growth tables for the developing cast.
- Maps & Towns: a visual browser of all 17 permanent Studio maps, with Arin, Orin, Zara, and Mira exploring through the shared navigation, camera, and party systems.
- Battle System: Studio's shared party-order system against Kael, with Auto Battle, cinematic cameras, attacks, magic, healing, statistics, and session EXP rewards.
- Battle Simulations: four-hero encounters with Vrax, Kael, and a dragon, including elemental effects and Mira's healing.
- Story and production: an illustrated script, scene-by-scene storyboard, character references, and linked video work.
The game is an active work in progress. The longer-term direction spans three worlds; the current maps and demonstrations are playable development material, not a completed campaign. The trailer and storyboard show the narrative vision; the screenshots below come from the native engine.
Meet the main characters

Arin

Mira

Orin

Zara

Milo

Kael

Aevos
Storyboard
Four moments from the illustrated story, from a rescue beneath Neris to a confrontation at the Origin. Click any picture to watch its corresponding animated scene on YouTube. These cinematic concept clips explore the story in development.




Battles in motion
These are actual native-renderer frames from the current battle simulations. Each encounter shows a separate turn for Arin, Orin, Zara, and Mira. Orin's Thor Attack and Mira's Heal Party are sampled during their action phases.
Vrax battle




Kael battle




Dragon battle




Towns
All 17 permanent maps are accessible from Maps & Towns. Neris Metropolis is shown at night; the other towns use their authored day views in the shared Studio renderer.

Neris Metropolis

Neris Town

Neris Spaceport

Horizon Airport

Neris Canals

Neris Star Lake

Neris Crown Isles

East Valley

Orin's Village

Neris Waterworks

Verdant Reach

Greyglass Pass

Sunglass Expanse

Ancient Relay

Neris Relief Quarter

Willowstep Highlands

Silverfall Basin
Technical Background
Sin Star I connects creative direction with hands-on language, engine, and tools development. The game is written in SMILE and compiled to a native Windows executable. It reuses Studio's rendering, character animation, effects, terrain, and navigation modules, while the game owns its title flow, map selection, and combat rules.
The repository exposes the working materials behind the presentation: gameplay sources, authored maps, asset preparation scripts, battle rules, regression fixtures, and narrative production documents. The game history was retained when it moved from the engine repository into this dedicated home.
Interested in RPG development, native rendering, developer tools, or a focused collaboration? Email Sin or connect on LinkedIn.
Build and play locally
Use Windows, the installed Visual Studio 2026 native toolchain, and PowerShell 7. Place this checkout beside the existing SMILE 2.0 toolchain checkout:
D:\SMILE 2.0\ Engine, compiler, shared libraries, Studio
D:\SMILE 2.0 - Sin Star I\ This game and its story production folder
From the game root:
.\Build.ps1
.\bin\Release\SinStarI.exe
You can also open SinStarI.slnx in Visual Studio with the existing SMILE extension. The build reuses the locally installed compiler, Studio asset preparation, and existing authoring inputs. Some licensed/private character sources are local development inputs and are not redistributed in Git; a fresh checkout alone does not supply them. The build does not install packages or download dependencies.
In Maps & Towns, select a thumbnail or use the arrow keys and Enter. In a map: WASD moves the party, R switches walk/run, Tab follows the party, Ctrl+Tab changes the leader, and Esc returns to the gallery. The shared camera controls also remain available.
In Battle System, choose Fight, Order, or Auto for the party. Enter confirms orders or requests new orders after the current round, Space pauses, C returns the camera, and right-click restarts while retaining session EXP. Backtick cycles Studio's inspector and header-free views. Esc closes a nested menu or statistics view before returning to the title; the < Title button is available with the header visible when menus and edits are settled. The game uses the same battle implementation as Studio, with game navigation and music around it.
For the native map regression and refreshed town photographs:
.\Maps\Test-Maps.ps1
The illustrated script and storyboard remain in their original folder. Local video files are intentionally excluded from Git; the trailer and verified online clips are linked instead.
License
Sin Star I is licensed under the GNU Affero General Public License v3.0, the same license used by PMT.
Copyright (c) 2026 Louiery R. Sincioco (Sin).
Third-party assets and components remain subject to their respective licenses and notices. See the accompanying source-asset documentation for applicable terms.
Credits
Sin Star I is the first game to use the SMILE 2.0 Game Engine.
The Studio's creator credit:
SMILE 2.0 - Simple Modern and Intuitive Language for Everyone.
Copyright(c) 2026. All rights reserved.
Programmed by: Louiery R. Sincioco (Sin)
Game concept, creative direction, and development: Louiery R. Sincioco (Sin), with Codex collaboration. Source-asset documentation retains the applicable creation, licensing, and preparation details; repository availability does not grant additional rights to third-party assets.
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