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Archived RPG 120 comments

***This game is now in its funding phase over on Kickstarter!***


Moon Hunters is an open-world adventure for 1-4 players, solving ancient mysteries and building mythologies. Explore a hand-painted pixel art world that's randomly generated yet rich with crafting, non-linear stories, and arcane lore.

UPDATE #2 Feb 17 - A new landmark, new enemy concept art and class customisation details!

UPDATE #1 Feb 3 - see a word cloud based on what people have been saying about the game so far!

On one fateful autumn evening, the Moon, source of all magic and spiritual power, does not rise over Mercuria. Your course is clear. You must set out alone or with the other chosen children of the Moon to solve the mystery and restore balance.

Without the Moon’s power, monsters rise up and chaos grows across the lands. Players must rely on one another in a dangerous, ever-changing world. As the days and nights cycle past, players use every last scrap of their wits, weapons, and magical studies to survive, craft, explore, and ultimately triumph.

Moon Hunters is a procedural world to explore, populated with hand-crafted stories and memorable characters. From howling mountains to haunted marshes, the world of Moon Hunters is brimming with ancient stories and myths.

Moon Hunters could be described as “Starbound by way of Zelda”. Many games have tackled the goal of exploring a fantastical kingdom, but few have focused on co-operation and emergent storytelling.

  • An open, procedurally generated world: Over a hundred different locations and landmarks each have their own potential to help or hinder adventurers.
  • Exploration is key: Every landmark and territory may contain a Myth, which is essential in growing your world and your character.
  • Non-linear story: The mythology of your character and world is determined by your actions, and the world reacts to you differently based on the mythology you build. How will you react when you find a villager has lied to you? Temperamental heroes may be tempted to kill them in revenge, while more charismatic heroes use guile to extract the truth. Or do you try to ferret out other possible traitors? If you have trained in the powers of Dark Magic, the traitor may have a secret to share...
  • Myth-based crafting: Find, collect, and combine rare resources in different ways to create items, learn spells, and summon creatures.

  • Day and night cycle: Monsters and villagers behave differently and rituals have different results depending on the time of day.
  • Pick-up-and-play action: A quick, tight feel inspired by Legend of Zelda lets players set their own pace. A majority of the time in Moon Hunters is spent fighting monsters and claiming magical treasures, so it’s important that combat feels responsive and intuitive.
  • Character progression: Unlock new powers, creatures, items, and myths as you explore the world.
  • Gamer-family friendly: Accessible controls, short play sessions, and co-operative gameplay allow families to play together easily.

Moon Hunters supports control schemes for mouse & keyboard or a gamepad.

Combat is the core of the moment-to-moment gameplay in Moon Hunters. Some characters specialise in melee combat, while others are best at long-range, according to the magical element they are aligned with (see below). However, every character has a basic short-range attack.

A character gains experience and power levels for overcoming challenges, holding rituals, conquering landmarks, and claiming territories, increasing both in physical strength and magical power.

Moon Arch-Element

The world of Mercuria is dominated by one central figure, which is the Moon, provider of all that is good, alive, and creative. It is both physical and primal, representing both change and tradition. Scholars use the charts of moonrise and moonset to predict the outcomes of wars and fortunes of love. Storytellers say that the Sun (source of all evil) is responsible for the Moon’s exile into the night, and foretell a new Age in which the Moon is restored to its rightful place on the throne of heaven. 



Scholars break down the realms of the Moon’s influence into four major elements, Blood, Wild, Steel, and Darkness, which correspond to the phases of the Moon:

Blood Element

The essence of life, Blood practitioners are primarily healers, but may also use their knowledge to spread disease, increase pain, and punish the wicked. It is a physical element, and promotes change. Corresponds to the waxing phase of the Moon.


Wild Element

Wild magics embody the soul of the very earth, thriving in the freedom to act on instinct and follow the natural order. Druids channel Wild energies to call upon ferocious beasts or speak with predator and prey alike. It is a primal element, and promotes tradition. Corresponds to the full Moon.


Steel Element

Steel magics are the most rugged, encapsulating the strength of everything tangible that does not live. Spellblades shape metals and essences to their needs, learning the rhythm and grace of war as technologies develop. It is a physical element, and promotes tradition. Corresponds to the waning phase of the Moon.


Dark Element

Dark magics are the most secretive of all, relying on arcane knowledge hidden between the stars. Occultists are rumored to study math and poetry in their pursuit of understanding the Moon’s power through the essence of night itself. It is a primal element, and promotes change. Corresponds to the new Moon.


Sun Arch-Element

The Sun stands for all that is wrong, ignorant, and destructive. Rumors whisper of cultists worshipping the Sun on its undeserved throne of day, as well as four secret elements of purest evil.




Magic Abilities

Players choose different crystals and familiars (magical petcreatures) to use on their journey, each conferring special powers.

Powers drain the user’s magical resources, and roughly fall into one of three types:

  1. Ranged attacks: deal damage to enemies from a distance
  2. Boosts: turn enemies to your side, persuade townsfolk, or heal/improve your team-mates
  3. Exploration: get past thick brambles, fallen boulders, stubborn guards, etc.

Strength in one element always creates a vulnerability to another. Teaming up with friends is the optimal way to achieve complete mastery over one element without leaving yourself vulnerable to another.

Your character is defined by two major traits: their class and their personality archetype. We may also allow further customisations (hats, color palettes, etc), but these are secondary. You can mix and match classes and personalities freely, building your own flavor of hero.


Class determines your primary element, class abilities, and appearance. Each has a dramatically different gameplay feel. Crosstraining between elements is difficult but permitted, and even recommended, so that you can harvest more kinds of resources and explore hard-to-reach areas.

Classes planned thus far are the Witch, Druid, Occultist and Spellblade.


Want more info on class abilities and backstories? Sign up for our newsletter for the latest info, or comment below and watch for updates!

Personality Archetype

All heroes have overwhelming strength of will and strong personalities, making their mark forever on the memories of the world. But the sign they are born under influences what they tend to use their great influence for, when the pressure is on, as well as what kinds of problems they tend to encounter. Archetypes essentially bestow both a superpower and a fatal flaw. To find yours, you can take a personality test or just choose your desired sign outright.

We’ll be providing more information about the personality & myth-building systems in the coming weeks, so keep your eyes peeled for updates to this page, or join our mailing list for instant news.

Sign of the Dragon: The Charmer

Power: Personal Magnetism. The charisma of heroes born under this sign is obvious; they fairly crackle with magical energies, drawing more than their fair share of admirers, cronies, and rivals. Their flaw is Arrogance, which is perhaps deserved but undeniable. The mythology of a Dragon hero could involve, for example, contending with three simultaneous proposals for marriage.



Sign of the Phoenix: The Giver

Power: Compassion. The Phoenix hero is the most insightful, seeing beyond the physical into the spiritual. It can be extremely difficult for a Phoenix to withhold aid from someone in need, even to their own detriment. The Phoenix has the fatal flaw of Trust. The mythology of a Phoenix hero could involve, for example, mediating between two warring factions on behalf of their starving people.


Sign of the Tiger: The Fighter

Power: Strength. The Tiger hero is born to an ancient lineage of honorable champions, seeing every obstacle as merely a challenge waiting to be overcome. The Tiger has the fatal flaw of Wrath, unable to turn down a fight or to ignore an insult. The mythology of a Tiger hero could involve defeating thousands of competitors in fierce battle, simply to prove it could be done.


Sign of the Tortoise: The Scholar

Power: Brilliance. The Tortoise hero knows more than any other hero, from the secrets of the cosmos to the trivia of yesteryear, and possesses the flaw of insatiable Curiosity to continue growing their knowledge infinitely. The mythology of a Tortoise hero could involve, for example, successfully memorising hundreds of stories from burning books, to transfer to a new library.


Your character can travel between worlds independently; you may use that character to visit your friends’ worlds, experiencing different plots of the Moon and its mysterious disappearance.

You begin at the Lunar Temple, the one reliable safe haven in the world. Mercuria is composed of handcrafted Landmarks and procedurally generated Territories. These combine procedurally with a few basic biome rules, forming a different world for every random seed.

Based on the unique configurations of your version of Mercuria, you may find vacant villages, haunted locations, or factions at war. Your task is to piece together the clues, making allies and defeating rivals in your quest to restore the Moon's rightful place.

Environment Art

The randomly generated world of Mercuria is one of mystery and desolate beauty. Thousands of years of moonlight have seeped power into the very ground, warping the fabric of reality and nurturing the spirits of fantastical creatures and growths. The major environment types are forests, meadows, swamps, and canyons, all of which look substantially different by day and by night.


Territories are combat zones, populated by territorial monsters and rich with hidden secrets and treasures. Some territories also contain friendly characters or special challenges. These are the most plentiful, and marked in blue in the diagram below.


Landmarks are scenarios, mostly populated by friendly characters with whom the players can interact, trade with, and learn from. Sometimes a landmark has a problem to solve; sometimes it is a place to rest and recharge before another dangerous journey. These are somewhat rare and marked in purple below.

Impassible Terrain

Some places on the map are unable to be travelled across. This may take the form of mountains (as implied by the diagram below), lakes, rivers, chasms, etc.

We have something exciting lined up to do the music and sound for Moon Hunters, but we’re not ready to announce it quite yet. Keep checking the updates for a sneak preview!

We’re in the process of building our prototype, while we simultaneously prepare to launch Shattered Planet.

We’re digesting inspiration from every which way, including Minecraft, Nausicaa, Journey to the West, King of Dragon Pass, Vampire: the Masquerade – Bloodlines, tabletop RPGs, co-operative board games… basically everywhere.

Normally, in traditional game development, we would wait to share these ideas with you until the prototype was finished. But we wanted to share our idea with you to get feedback and input on what you guys think is the most exciting part, so we can focus on that and make sure it shines, when we’re ready to ask for crowdfunding.

If you want to be notified when we have a video of our prototype ready (soon!), be sure to sign up to our newsletter! 

Let’s be clear: we’re not getting any money of any kind from Square-Enix.

That’s not what this is about.

Kitfox is a new studio. Collective is the easiest way for us to find and chat with players like you in an open and honest way. We hope you’ll share all of our enthusiasm for roleplaying, exploration, and mythology, and help us refine that energy into the best possible game.

Thanks for reading this far. If Moon Hunters seems like a cool idea with some potential, do the following:

  1. Comment below. Tell us what you like about it (or don’t). We will read every comment!
  2. Go to our website and sign up for the Moon Hunters newsletter.
  3. Tell your friends! Have them do steps 1 and 2!

Thanks in advance for your support and constructive criticism.


Comments (120)

  • Hexblade12
    Hexblade12 / almost 3 years ago

    I need this game

  • ChaosCreatureVincent
    ChaosCreatureVincent / almost 3 years ago

    I think it's an awesome concept the first picture I seen it looked like a mana fighting style or as stated zelda which I liked the style to. I find though with infinite worlds though they take a lot out of the puzzles and any concept of a storyline though building your own mythology is a neat idea and building a good or evil personality.

  • Axe336
    Axe336 / almost 3 years ago

    The only thing I'm potentially concerned about is the Personality Archetype system. How is it going to work with multiple characters? Will the game be too hard or easy based on the personalities in your party? How significant will these factors be? Will my personality type auto-prompt dialogue, or will I just get certain options based on it? It looks really cool, and I'll probably get it. I've just seen systems akin to that be too diluted or muddled by the end, and be disappointing.

  • Drunkturtle
    Drunkturtle / almost 3 years ago

    I love the concept and I love that art, hopefully the music will fit the game well.

  • Shuroaya
    Shuroaya / almost 3 years ago

    I like the classic tabletop feel that this title is giving off as well as the multiple sources of multiplayer

  • katukinabarra
    katukinabarra / almost 3 years ago

    Great project, I have obviously upvoted it, but what really interests me is to confirm if the multiplayer mode will be local, online or both. (Local is the one I'm interested in, but it would be nice to have both!)

  • DarkMystic12
    DarkMystic12 / almost 3 years ago

    I love the idea for this game. It removes the need of strategy guides for missable content, as each player's world will be different. It also adds to the replay value of the game. On top of all that, it incorporates themes from classic tabletop roleplaying games as well as cultural mythology. I look forward to the release of this game, and I will definitely recommend this project to my friends.

  • Megatonlink
    Megatonlink / almost 3 years ago

    I don't understand. Is this a project Square Enix is working on or is this a project someone is trying to get funded as a Square Enix Title but produced by 3rd party?

  • RazorFlawed
    RazorFlawed / almost 3 years ago

    I love ho this is a true gamers RPG with massive 8bit elements to boot. This is looking very promising and I can't wait.

  • CairnL
    CairnL / almost 3 years ago

    This game caught my attention, so "Yes" from me.

  • Grupletruge
    Grupletruge / almost 3 years ago

    Yeah, out of three, I find this project most interesting by far. I agree with a few other people that a few more classes would be nice. Even more interesting for me would be a classless skill tree, rather than limiting players to 1 class, put all the abilities into 1 group that splits alot and never stop players from branching on that skill tree 'til a very high level cap. Other than that my main question is how moddable this game will be. High moddability would make this a must-have for me.

  • TDream
    TDream / almost 3 years ago

    I like this project the best out of the three! The idea of creating my own legend is very intriguing; the only concern I have about the idea is even legends need to end sometime. What I hear of this myth-creating mechanic makes it sound like it has a strong beginning and middle...but what happens at the end of a character's legend? Is it like Dungeons and Dragon where they have an epic destiny to fulfill or is there something else in mind? That said, please keep up the good work!

  • Sephikus
    Sephikus / almost 3 years ago

    I think the entire concept sounds great, I just have a little suggestion regarding the classes. Perhaps add one or two more, for example some sort of shield user and an unarmed fighter. It would help round out the options portrayed by the classes. I also want to put my support behind expanding the color palette choices as mentioned briefly. As was mentioned by a couple others previously I am concerned about platform availability. Specifically I am worried whether it will work on my older PC.

  • SuperiorRobot
    SuperiorRobot / almost 3 years ago

    While all three projects show merit, this looks very intriguing!

  • TanyaXShort
    TanyaXShort / almost 3 years ago

    Wow! Lots of comments in the last couple of days! Thanks everyone! :) Combat: we're still prototyping! We hope to show a video as soon as we can. Some enemies will be harder than others. Class abilities combine in interesting ways! Mythology: we're looking at allllll kinds of mythology for inspiration, with ancient Babylonian being the strongest flavor Rogue-like: no to "real" perma-death, but yes random generation in worlds/regions, enemies, and loot! Hope that helps! :) Cheers!

  • Ashthestampede512
    Ashthestampede512 / almost 3 years ago

    It looks fantastic I love the ideas behind everything. My only fear would be one class being OP which happens on a lot in this type of game.

  • 766819
    766819 / almost 3 years ago

    Other concerns are the combat system will there be in depth combos or abilities and will you be able to chain your abilities with friends making a super move or a stronger combo? examples of what I mean are like say a this first example is of chaining abilities for stronger combos (so a ranged wild character shoots a monster and knocks him into a dark Mage) so that would deal more damage

  • 766819
    766819 / almost 3 years ago

    So I get that's exploration and choices are key but will there be a leveling system or any type of tier system like some enemies are easier to kill so weaker enemies would be on a lore tier or a lower level. Another main question I have is Will there be like a blacksmith or something that you upgrade or sell weapons to or do you just find new better weapons as you explore. Also assuming there are towns are there shops and a money type system like you loot an enemy you can find cash or supplies?

  • anglerfish
    anglerfish / almost 3 years ago

    Looks like a cool game. Love the graphics. I found that the mission of the game is unclear though. Also, hope you'll be adding lots of side quests !

  • randomanimefan7
    randomanimefan7 / almost 3 years ago

    I love the concept and everything but when you mentioned mythology I thought you were going to add Greek Chinese or Egyptian or Norse some other type of mythology but this is still good

  • MasterSniperWolf
    MasterSniperWolf / almost 3 years ago

    Love this games design elements and that it is a true rpg. I can't wait till this game hits the arcade store. I will be grabbing it immediately. Keep up the great work everyone.

  • stealthmouse328
    stealthmouse328 / almost 3 years ago

    i always think that every rpg should have combo techs like chrono trigger-my input :P otherwise looks fun. id play

  • fancy_bandage
    fancy_bandage / almost 3 years ago

    Also, be sure to actually balance these class/personalities. Too often something sounded good on paper, wasn't experimented with enough by devs/testers, and then is brutally exploited by players. If there's a "best" class, personality, etc. WE WILL FIND IT. WE WILL CHEAPEN THE GAME BY USING IT. haha... please be careful ;)

  • fancy_bandage
    fancy_bandage / almost 3 years ago

    If everything you say you plan on doing is well executed, this will be awesome. Since it's not "cutting edge" in the art/graphics department, please don't rush it. You will still have nostalgic fans of this style in 3 years, 5 years, etc. It'd be better to take your time and nail it. Personally I wish the classes/elements were a wee bit more conventional but I'm sure this will still be fun.

  • burum8967
    burum8967 / almost 3 years ago

    I seriously hope this comes out for current Gen consoles.


Update #2

A new landmark, new enemy concept art and class customisation details!

Read more

Update #1

We took all of your comments and made a word cloud with them, to find out what people most cared about, for better or for worse.

Read more

Kitfox Games

Kitfox Games Kitfox Games

A new little studio, in the middle of figuring out the Moon Hunters prototype while also finishing up their first game, Shattered Planet. You can read more about that on the studio website:

It's composed of the following 4 people:

Tanya X. Short Tanya X. Short

Designer. Tanya X. Short started in the games industry in 2003 as a production assistant for Halo 2's ILoveBees alternate-reality game. She worked for 4.5 years at Funcom Games, becoming a senior designer on both The Secret World and Age of Conan. You can download her most successful personal collaboration to date, which might be called a Moon Hunters predecessor, Dungeons of Fayte:

Xin Ran Liu Xin Ran Liu

Art Director. Xin Ran Liu is a rising star from traditional illustration and concept art. He did almost all of the art in Shattered Planet! He has produced game illustrations for Mafia Wars Chicago and Mafia Wars London with Behaviour Interactive, as well as various published book cover illustrations. He teaches a class on digital painting and environment design. You can view his portfolio at

Mike Ditchburn Mike Ditchburn

Programmer. Mike Ditchburn leads the programming team as an expert in Unity, with years of experience creating his own game projects. He also owns over 300 board games and is thereby the team's Happiness Officer. He offers a few of games for free download at his website:

Jongwoo Kim Jongwoo Kim

Programmer. Jongwoo worked on Kaia's Quest and Afterland before joining Kitfox Games as a co-founder, specialising in gameplay programming. His degree in History ensures all of Kitfox's fictional stories are 100% accurate.