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Mosa Lina: Director's Cut

This update reverses the previous updates.

  • Backflip has been disabled
  • Turtle, Moon, Dropspikes and Worm have been removed
This update also reworks the settings.
  • Settings are remembered between sessions
  • Submenus with more detailed settings have been added
  • Option to disable the effects of the Directors Cut Update has been added
Additional patchnotes can be found at the bottom of this post. This update was supposed to add new content to the game. Like with the previous updates, there were some interesting ideas:
  • A new world (purple)!
  • Three new tools (themed around bees)!
  • A new modifictaion (sometimes spawning bee themed segments into existing levels)!
I prototyped them, but they never really worked. These things would have needed a lot of care and attention and experimentation (a lot of iterations!) to become as solid as the base game. I found myself unable to focus on them. They never developed to a point where I wouldve been happy with them. Just like with the previous updates. But I didnt stop, because I was convinced that Mosa Lina was perfect for a live-service kind of development and that I should do it. It was thanks to a call with Fynn (weve been talking about the ideas that are in Mosa Lina for years) that I finally was able to stop adding stuff to the game and look at the wider situation:
  • Despite all my ideas about randomness and hostility, Mosa Lina works because it is carefully fine-tuned. The new updates were simply not as refined as the base game.
  • While I did take breaks from working on Mosa Lina, I never really relaxed after the launch. I was running out of energy reserves and stopped being able to really work and think and iterate.
In a situation like that, trying to just work harder is just going to hurt you. I had to step back. No new Features. I could not iterate over the already existing updates either because I was so deeply exhausted. Now my final contribution to Mosa Lina is not new content, but a clean cut.

The Future


RollinBarrel is taking over the project from here. Hes the amazing mind behind the Level Editor, the Workshop Support, the Button Remapping, the Linux & Mac Builds, the Performance Fixes and pretty much every other thing that makes the game actually run on your computer. I dont know what id have without him over the last months. Hes also handled all bug reports and many community questions, absorbing the exact kind of pressure that I can not take at all. Oh and hes also made the new Menu thats the cornerstone of this Update. Big love. <3

Thanks & Goodbye


This is the end of my direct involvement with Mosa Lina. This has been the most successful game I ever worked on and it has been extremely gratifying. Fynn & me have been discussing the ideas behind Mosa Lina for years. To see them realised (and actually being enjoyed) feels surreal. Thank you all so much, its been amazing to see your experiences with the game. To see that people really deeply connect with the underlying ideas, while also having such a good time that they then recommend the game to their friends so that it kind of organically reaches its audience its a lot to take in. I think that I will only be able to really understand how amazing all of this is when I have a bit more distance from the game. Im going on a vacation now and after that, its time to move on. Sure, Ive spent the last months working on Updates for Mosa Lina, but I havent been thinking about the game for months. The next game has been living in my head since January and when my brain wanders, it wanders there. Thanks for your attention. I love you +1 Josh

Additional Patchnotes


- Gungun is heavier and bounces - Menu system supports Submenus - Settings are now saved between sessions - Credits don't repeat untill exhausted - More dynamic Sound & Music settings - Mouse aiming is now enabled through the settings - Keyboard button remapping can now also be accessed throught the settings - Background rotation can now be disabled in the settings - Random Fullscreen disabled - Director's cut can be disabled in the settings (Adding Backflip, Worm, Turtle, etc back into the game)


[ 2024-03-14 15:18:17 CET ] [ Original post ]



Mosa Lina
Stuffed Wombat
  • Developer

  • Stuffed Wombat
  • Publisher

  • 2023-10-17
  • Release

  • Action Indie Strategy Casual RPG Adventure Simulation F2P Sports MMO Racing Singleplayer Multiplayer Coop EA
  • Tags

  • Game News Posts 15  
    🎹🖱️Keyboard + Mouse
    🕹️ Partial Controller Support
    🎮 Full Controller Support
  • Controls

  • Overwhelmingly Positive

    (1255 reviews)


  • Review Score

  • https://store.steampowered.com/app/2477090 
  • Steam Store

  • A Hostile Interpretation Of Immersive Sim Design

    This game is a response to the current trend of Immersive Sim design, where every ability is perfectly suited to solve a specific problem in the game. In order to counter this "Lock and Key" philosophy, Mosa Lina is aggressively random.

    (Quick note: This does NOT mean that the game has proc-gen. Tools and Levels are handmade, they are just randomly selected and sometimes slightly modified! Nevertheless...)

    It's literally impossible for me to check if all levels are beatable with all combinations of tools. This is what makes it so satisfying: There is no premeditated solution for you to follow. You're forced to get creative.

    The game continually spits out randomised problems. It's up to YOU to solve them, because I've never seen them before.

    Mosa Lina releases in 2023! Not 2024! 2023!

    True Random

    There are no safeguards here. You might get the same item ten times in a row. You might beat the game without seeing it at all. Every playthrough contains only a fraction of the total levels. They're also selected randomly. Nobody knows what'll happen.




    It's this reckless abandon of predictability that allows you to stop worrying about "winning" and frees you to enjoy the experimentation. Fun things happen more often if you don't force them.

    Wishlist now to stay informed about the upcoming Demo & release date!

    Physics-driven-puzzle-platforming

    The player, tiles, items and obstacles are all parsed through the same physics-engine. Everything interacts with everything else, allowing you to get really creative and expressive.Sure, all you do is collect coins to open the portal, but HOW you do that is up to you entirely.


    So far, every playtest has shown me that even the most straighforward design is powerless against the endless creativity of players. I sometimes discover new emergent behaviours myself, even after months and months of playtesting.

    Modules, modules modules

    Since everything in Mosa Lina is built on randomly selecting content from a pool of options, it's fairly easy to add new levels, tools and challenges down the line. I've had to cut a lot of things for scope and am looking forward to adding them back in post-release.

    There's some really, really, really wonky stuff I'm looking forward to getting back to!




    Thanks for checking out our steampage! Have a nice day :)
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