STARCLAIM has always been a skirmish game: pick a difficulty, fight, done. Great for a quick match — but there was nothing to climb. That changes today. The new Campaign gives you a ladder of levels with a difficulty curve that starts friendly and ends fierce, capped by a boss fight at the end of the chapter. Chapter 1 — 100 levels — is live now, and the system underneath is built to carry many more chapters.
What's in the update
- Campaign mode — a gold CAMPAIGN button on the menu takes you to the level select. Progress is per level: clear one to unlock the next, retry any level you've reached, and pick up where you left off.
- A real difficulty curve — early levels are gentler than Easy skirmish; late-chapter levels will test players who clear Hard. AI aggression, hero pools and map pressure all ramp smoothly across the chapter instead of jumping in three steps.
- Boss at level 100 — the chapter ends with a named boss: a fortified home planet, a mirrored battlefield, and a banner so you know exactly who you're up against.
- Five map archetypes — battlefields now generate as scatter, ring, lanes, clusters or mirror layouts. Each plays differently: lanes funnel fleets into chokepoints, clusters reward local dominance, mirror is a fair duel. Quick skirmish rolls a random layout every match too, so no two games open the same way.
- A friendlier first hour — lose your first match and the game offers the 2-minute tutorial (worth +20⭐ on completion), defeats come with a concrete tip about what went wrong, and a one-tap button lets you retry at an easier setting.
How 100 levels fit in a browser game
We didn't hand-author a hundred levels — we authored a curve. Every level is generated from a single pure function: give it a level number and it deterministically returns that level's map layout, opponent count, AI temperament and economy settings. Level 37 is the same level 37 for everyone, every time, but nothing is stored — no level files, no extra download. It's the same trick behind our procedural heroes: describe the rules, not the instances.
That's also why the campaign can grow. The curve is defined well past level 100 — chapters are a release valve, not a rebuild. When Chapter 2 opens, it's new territory on the same mathematical spine, with the boss cadence continuing every 100 levels.
What it means for you
If skirmish difficulties felt like three fixed rungs, the campaign is the whole ladder. New players get a proper on-ramp; veterans get a long climb with a boss waiting at the top. Your campaign progress is saved on your device, so you can leave and pick the climb back up any time. Need fundamentals first? The how to play guide covers supply lines and factory planets, and the heroes & abilities guide is worth a read before the late levels.
Start climbing: ▶ Play STARCLAIM — free, in your browser, also on CrazyGames. See you at level 100.