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.
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.
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:
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 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 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 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.
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.
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:
- Ranged attacks: deal damage to enemies from a distance
- Boosts: turn enemies to your side, persuade townsfolk, or heal/improve your team-mates
- 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!
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.
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.
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:
- Comment below. Tell us what you like about it (or don’t). We will read every comment!
- Go to our website and sign up for the Moon Hunters newsletter.
- Tell your friends! Have them do steps 1 and 2!
Thanks in advance for your support and constructive criticism.
A new landmark, new enemy concept art and class customisation details!Read more
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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: http://www.kitfoxgames.com
It's composed of the following 4 people:
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: http://sandbox.yoyogames.com/games/110259-dungeons-of-fayte
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 http://www.xinranliu.com
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: http://www.redpotiongames.com
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.