Based in Melbourne, Australia
MoonQuest is a single-player procedurally-generated adventure game set on a strange nocturnal world orbitted by many moons. The gameplay is a mix of roguelike and minecraftian genres and sits somewhere between Terraria and Spelunky. The main aim of the game is to search a procedurally-generated world for moonstones. Each starting character influences the kind of game that is created. For instance, the Amphibian breathes underwater, increases the chance of the Water Moon appearing (which brings rain and flooding), and starts with a fairly strong weapon. By selecting the Human character, on the other hand, the world is guaranteed to have: Silver or Gold ore, a Pale Moon (which generates a protection aura around the player) and adundant treasure. The Human is essentially the "easy mode". There are other characters which can be unlocked, such as the Crusader, who starts with full armour but generates a world that has more dangerous ruins and no guarantee of abundant minerals.
MoonQuest was started in 2011 by Ben Porter after leaving his academic research job (where he studied procedural generation). It was originally called Moonman but the name was changed in late 2016 to accommodate the growing cast of characters and change of focus. The game engine was written from scratch and incorporates some open source software such as SFML and Box2D. The design has changed significantly over the years and was originally a very minimal ANSI style. A key development in the art was made when G. P. Lackey came on board as a freelancer, and improved the design dramatically. This was continued by Alex McDonald, who has been the primary artist since late 2015. Another turning point was the hiring of Sam Izzo who improved the performance of the engine and ported it to Mac and Linux. The ambient soundtrack was composed by Aliceffekt and the sound effects were created by Andrew Monte. A successful Kickstarter campaign was run in early 2014, which enabled Ben to hire the freelancers and contributors mentioned above. In 2016, the game received an arts grant from Film Victoria, which helped to fund further development. The game will be continually developed leading up to its final release in 2019.
- A new world to explore every game, with frozen forests, hollow mountains, dangerous dungeons and populated towns
- Strange alien creatures, wandering merchants, and relentless enemies
- A rich environment with destructible tiles, ambient wildlife, and weather effects
- Strange moons that influence the game in unique ways (e.g., the Giant moon spawns giant versions of animals and enemies)
- Hundreds of items including weapons, tools, hats, armour, shields, blocks, toolbenches, and so on
- Many resources to mine or harvest like silver, gold, sugar, salt, fur, and fruit
- Several playable characters, each with different abilities and items
Gameplay Trailer YouTube
Logo & Icon
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- "There's an inviting strangeness to it."
- Tom Senior, PC Gamer
- "It looks incredible."
- Georgina Young, Tech Raptor
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A detailed development log outlining the history of development is available at forums.tigsource.com.
About Wizard Mode
Wizard Mode is the eponym used to publish Ben Porter's first commercial game, MoonQuest. He works with freelancers and friends to make small and large games. The wizard hat and cube logo was designed by Alex McDonald.
More information on Wizard Mode, our logo & relevant media are available here.
Art, Design, Testing
Additional Programming, Testing