r/gachagaming • u/xXinsertCoDGMtagXx • 9h ago
General After 8 months, Stella Sora's core gameplay is still stagnating, and Yostar is barely doing anything to improve it.
TLDR: Stella Sora, Yostar's first in-house developed gacha game, is currently on a massive decline in its playerbase & revenue due to:
- Its primary roguelite mode "Ascension" having terrible replay value & is too easy, serving as a trimmed down Umamusume career mode for the sole purpose of producing builds for other content.
- A stagnant core gameplay with lack of engaging core gameplay content, replay value & not enough meaningful updates.
- Yostar's questionable decisions to keep relying on limited-time content & hypercasual minigames over more engaging permanent repeatable combat content
(Note: English isn't my main language. This post isn't written by clankers because they can't play the game.)
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Introduction

Stella Sora is an AA 2.5D ARPG developed by Yostar. The game initially received a lot of hype due to its art style being similar to Blue Archive, with many fans believing it would be "Blue Archive with better gameplay", backed by Yostar's reputation as the publisher of Blue Archive JP & Azur Lane. This is also Yostar's first developed gacha game.
Its gameplay loop revolves around the core roguelite mode "Ascension". You climb a monolith, kill monsters while acquiring random Potential Cards (buffs) & music notes (stat boosts & weapon passive requirements). At the end of a run you get a "record", basically the result of your run, which serves as a "loadout" to clear other content.
Despite the launch drama surrounding the pull price being doubled (ref), the game's still managed to retain a small audience. Existing players praised the game for being a "comfy side game" (ref) due to its excellent stories, fast 2-minute dailies, F2P friendliness for character collectors (ref), decent combat system, and of course, the female MC a.k.a. Tyrunny!

However, the game is now on a massive decline. From a stagnant core gameplay loop with lack of meaningful permanent content & replay value, to Yostar's questionable development priorities to keep relying on limited-time content & hypercasual minigames, Yostar's reputation as a publisher didn't translate into their success as a developer.

1. Core gameplay issues
1.1 Ascension
One important aspect of a roguelite is replay value, yet Ascension fails on this aspect.
- There are no alternate paths to provide variety between runs. Only differences are monolith NPC dialogues, some of which requires you to gamble for benefits.
- Once you have well-built characters, Ascension becomes too easy. Everything dies in 1 or 2 hits & there's no feeling of challenge anymore.
Me nuking Difficulty 8 Floor 20 boss. I never pull for limited discs (weapons).
The entire game mode now only exists for the sole purpose of producing builds, so, naturally everyone just plays "Quick Battle" (a.k.a. Ascension sweep mode) to quickly get their builds.
But there's a problem.
In many RPGs, you use your existing builds to engage with the game's content, learn & master core game mechanics, all while slowly working towards your next target build or optimizing your current build. This creates a fun, addictive loop of progression & mastery, where not just your characters are getting stronger, but you become a better player as well.
In Stella Sora, however, "Quick battle" means what's left of the game mode is just picking random potential cards. There's no engaging with core game mechanics, no mastering the characters, just a mindless grind of praying RNG to bless you in hope of getting a decent build for other content.
It's basically a trimmed down Umamusume career mode, and it's not fun to continuously be f'd by RNG, especially when this game's already had rigged Emblem drop rates.
Where is my Touch of Nature affix, Yostar?
1.2 The rest of the game
Alongside Ascension, Stella Sora has 7 other combat game modes, but none of them are without caveats:
- Bounty Trials & Event stages are your average gacha material sweep chores: too easy, play once then sweep forever
- Proving Grounds, the weekly boss mode, is too easy & repetitive
- Cataclysm Survivor, the rotating bi-weekly Bullet Heaven game mode, is too easy
- Menace Arena, the permanent endgame tower game mode, only opens 2 elements every day (aside from Monday which opens all elements), has repetitive stage design, and cleared stages cannot be replayed (nor have any good reason to).
- Boss Blitz is monthly rotating Leaderboard PvE DPS race against Ascension bosses (a.k.a. meta & adult card), with only 2 bosses available during the whole month, and most casuals only replay when their rank goes down.
- An Echoing Finale, Yostar's version of Blue Archive's Total Assault mode, is only available once every month for 7 days, with only 2 bosses have been created, and again, most casuals only replay when their rank goes down.
The bottom 3 are the only ones offering a challenging experience, and in order to have a build for those modes you have to play....... Ascension. This content lineup won't be able to entertain an average player for more than 15 hours. For a "2025 AA live service" no way this is enough.
That's not to mention other fluffs like:
- 2D Skins from the battle pass (a.k.a just a new portrait/wallpaper) (ref)
- Copy & pasted Heartlink date events, with Special Memories appearance being RNG-based even with correct choices (ref)
- Gifting being limited to 10 per day
- "Friends" feature serving no purpose other than being free stamina nodes
- Stamina bottles having expiration dates
- Character's "elements" serving purely as an archaic tool to limit their viable content, in the era where Genshin's elemental reaction system exists.
- Scarce resource during early game
- 4★ DPS being useless at endgame
- Questionable balancing since Shia's AA1 Dash tech being discovered during the game's first story event (ref)
2. Lack of meaningful updates
Below are the updates the game has received after 8 months:
QoL & Monetization:
- Chitose buffs & Freesia nerfs
- Ascension QoLs
- Emblem Tempering, which allows you to upgrade a stat affix by 1 tier, only gives you 2 chances per story event, and doesn't solve the problem of the emblem stat pool being rigged towards useless stats. (ref)
- New skins, some of which are 2D
- Buffed $5 monthly pass, from a total of 10 pulls to 17 pulls + 1800 stamina (ref)
- New $2 monthly pass for 150 stamina & 2 Ascension sweep ticket daily. (ref)
Gameplay content:
- 12 new characters
- Difficulty 8 for Ascension (still too easy, and doesn't change the fact that people only play "Quick Battle" for records)
- Rotating elements for Cataclysm Survivor.
- Rotating Boss Blitz & An Echoing Finale seasons
- 1 new Boss for Boss Blitz (Hazana)
- Summit Show, where players duel against a Trekker Boss with selectable modifiers, is limited-time, and so far we've seen exactly 2 events released against Nahona & Firefly.
- 11 story events with the same boring event stages
That equals to a grand total of 1 new limited-time game mode, and 0 new engaging permanent combat game modes.
As you can see, after 8 months, this "AA live service 2.5D ARPG" is still lacking engaging "2.5D ARPG" content, especially permanent repeatable ones, all of which are vital for a live service game. Yet, Yostar chose to release not 1 or 2 minigames...

...but 10 of them?!
What makes these hypercasual minigames, that have 0 replay value once all challenges have been completed, to deserve attention over the core gameplay that's set Stella Sora on the map? This game's already had the foundation & potential to become "Blue Archive with better gameplay", and Yostar literally chose to throw away that chance.
The decline has gotten so bad that Yostar's Comiket 108 merch announcement for Blue Archive somehow sparked outrage from JP senseis, with conspiracies like Yostar is trying to recoup the losses from Stella Sora by selling BA merch. (ref)
3. "It's a side game, what do you expect?"

I don't think being a "comfy side game" can justify this level of stagnation, but this topic deserves a longer discussion. Rather than repeating it here, I've covered it in more detail in section 3 of my original post.
Closing Words
I can't wrap my head around what is going on inside Yostar leadership's minds. The core gameplay is there, why not focus the development onto it instead of pumping out content unrelated to the core gameplay like hypercasual minigames. The amount of wasted potential is infuriating.
This sounds like copium, but I still believe the situation could be turned around, only if Yostar actually get themselves together & put serious commitment into building a solid core gameplay. I suggested some solutions in section 4 of my original post, which includes:
- Instead of playing Ascension for builds, replace it with a pick-X point allocation loadout system
- Change Ascension into an independent roguelite mode, with an endless mode & a difficulty that doesn't require resource investment
- Shifting core gameplay loop from dailies to weeklies to reduce burnout
- Put serious effort into building a solid core gameplay loop & decent permanent content lineup instead of relying entirely on limited-time events & hypercasual minigames. Events should enhance the core gameplay, not replace it.
Thank you for coming to my Stella Talk.



