Hello! This latest patch should improve memory usage, performance, and stability. MoonQuest now uses 40% less memory and should load more quickly. The changelog is below:
- Fixed some issues with spyglass.
- Adjusted layout of cutscene text.
- Game now shows error message if OpenGL 2.1 is not available.
- Game uses less RAM.
- Improved performance.
- Decreased game data size.
- Enabled /LARGEADDRESSAWARE on windows.
Stay safe!
This update addresses improves stability and includes some minor changes. Build 620700 changelog:
- You can now hold Shift to target blocks precisely.
- Improved Compass readability.
- Added "Succeeded!" tag to load menu.
- Gold armour no longer rusts.
- Reduced number of locked doors.
- Made menu a little clearer.
- Bloomery is now nonflammable (and a few other objects).
- Checkpoints no longer consume excess crystals.
- Game no longer freezes when clicking fast through cutscene.
- Improved stability when loading and saving.
- Game is now paused during cutscenes.
- Disabled spy-glass overlay on macOS for now.
- Moon no longer jump forwards suddenly when travelling through doors.
- Fixed some crashes.
- Other misc issues.
After 8 years of development and 18 months in Steam Early Access I'm happy to say that MoonQuest is now officially out! It's been a long journey and I'm very proud to present the game. Go play it now!
If you're new here, MoonQuest is a procedurally-generated adventure game set in an alien world. Each game generates a new world to explore with wild forests, giant mountains and ancient ruins. Harvest resources, find treasure, and forge the weapons that will help you on your journey.
This final v1.0 release brings many changes to the game! Compared to the Early Access version, this new release contains many new playable characters, an expanded quest, new creatures and items, a larger world, and now runs on a wider range of computers. A complete list of changes for this version is below.
- Quest now requires finding 3 moonstones.
- Many new playable characters.
- Game is more colourful.
- Redesigned character select screen.
- Boundary of world is rendered, so player knows where edge is.
- Major lighting system overhaul and improvements.
- NPCs agro when player attacks nearby NPC.
- Elemental can see through Fog of War around ores.
- Added particles to fluid.
- Fluid surface now levels out if adjacent blocks are mined.
- Updated title screens.
- More masks.
- Sound effects are spatialised.
- Added particle effects and colours to weapon swoosh.
- Item pickups are shown in a list on the side.
- User interface, tooltips, dialogues are vastly improved.
- Updated many icons.
- Removed unused Font options.
- Removed exposure status effect (you can run around nude with no penalty).
- Updated cursors.
- Lasers now collide with fluid.
- Added magical staves and wands.
- Added mineable crystals.
- Added clock item.
- Only big shields will now block movement.
- Added asteroids to space.
- Mask and hat makers will be in every world.
- Locked doors require key to be put into inventory slot.
- Compass and other items are now shown on right side of screen.
- You can now choose to respawn nearby or back at the start area.
- Shift+click on armour, hats and shields will auto-equip them.
- Changed how staff lasers work.
- Enemies spawn away from entrances.
- Added more music tracks.
- Added music rate slider and skip button.
- Fix: Physics system was slowing down due to mobs being stuck in walls.
- Fix: Decoupled camera movement from frame rate.
- Fix: Some world objects had bad hitboxes and weren't hittable.
- Fix: Minimap was rendering at wrong scale.
- Fix: Fullscreen borderless mode was incorrectly triggering full fullscreen mode.
- Fix: Mining a block would occasionally crash the game.
- Fix: Custom graphic settings weren't being saved.
- Fix: Player could be knocked out of world bounds.
- System: Improved compatibility and performance.
- System: Added legacy render mode for lower-end devices.
- System: Game auto-scales resolution for large windows.
- System: Enabled high-dpi awareness.
- Visual improvements: icons, staffs, shields, helmets, heads, animals, portraits, etc.
- Dynamic decorations: helmet plumes, backpacks, machine cogs, etc.
- Improved glow effect. Can disable from menu.
- Now need to press jump to bounce off mobs.
- Improved tooltips.
- Added a wind system. Affects plants and particles.
- Embiggened Moonman's head.
- Humans run differently when wielding staff or spear.
- Jump key is looser.
- Improved app loading time.
- Humans lower shields when attacking.
- Items that can be picked up are highlighted with a bubble.
- Fluid rendering improvements.
- Renderer now supports transparent entities: space helmet, glass sword, etc.
- Improved fidelity of lighting.
- Optimised water and fire rendering.
- Added more information to item tooltips.
- Tooltips lock to position when they appear.
- Matched human portraits to character faces.
- Wearing a glowing helmet/armour will apply the glow to other worn/wielded items.
- Key shortcuts in hotbar can be toggled from menu.
- Hat bobs when walking while carrying shield.
- Items are bigger in inventory when you pick them up.
- Weapons reach futher and hitboxes are bigger.
- Stashes only disappear for some characters.
- Input gets queued when switching items (e.g., can select new item while swiping and it'll change once swipe is done.)
- Fix: Body no longer disappears when jump-attacking.
- Fix: Events weren't cancelling if failing.
- Fix: Fixed some physics bugs.
- Fix: Freeplay menu was broken.
- Fix: Item count missing from stacks.
- Fix: Some items were wrong colour in craft grid.
- System: Object pool was redundantly iterating.
- System: Decreased component lookup count.
- New sprites for marrow hound and white wolf.
- Ice blocks emit particles.
- Fix: Couldn't mine stone with shovel.
- New Character: Lemon! He doesn't accumulate wounds, and is the first non-permadeath character. He also doesn't drop or lose items.
- Experimental: Ragdolls. Enable in gameplay menu.
- New Mob: Snow Sentry. A bigger, slower version of snow menace.
- Increase hand size when holding items.
- GUI: Added "Stack Into" button which stacks similar items into target chest.
- Merchants sell mothwings.
- Wood traders buy wood (and sugar traders buy sugar, etc.)
- Can now Toggle HUD in game (for screenshots etc). Default key 'H'.
- Delete game dialogue shows saved game details.
- Entrances and signposts show region they lead to if visited.
- Controller has more functionality in inventory (quick move, etc).
- Fix: Chalice doesn't mistakenly reset.
- Fix: Can no longer lose certain starting items (e.g., crusader sword, chalice).
- You can now customise keybindings.
- NPCs dialogue is a different colour if it's a hint.
- On death a worn cursed item has an 80% change of being lost.
- Added "Play From Seed" mode. Start a game from a seed (must be in clipboard).
- Added "Graveyard" to menu that shows failed games.
- Updated menus.
- Fix: Fixed infinite mining while menu is shown bug.
- Added Holy Toolbench (available in Crusader's temple)
- Added Umbrella. It protects against rusting.
- Added Chalice.
- Gamdelf automatically recharges staves.
- Carl can now craft Ray Gun through recycler.
- Humans now have a wind-up delay when attacking.
- "Demons" are now "unformed".
- Walls don't burn away in underground areas.
- Elemental is now vegetarian.
- All attacks cause some knockback.
- Added secret character.
- Added bats.
- Increased breath.
- Disabled exit walk animation.
- Crusader always has a salt seller in town.
- Wood seller in town appears more often.
- Added enemy health bars (toggle through Gameplay menu).
- Fix: Reduced cost of some toolbox items.
- Fix: Optimised fire to increase frame rate.
- Fix: Can now craft forest set.
- Fix: Fixed player movement stutter when climbing up blocks.
- Fix: Items no longer get stuck in furniture.
- Fix: Fire and fluid no longer simulate while game is paused.
- Fix: Fixed issue where game couldn't find data.dat.
- Fix: Fixed other minor things.
- Misc: Disabled external twitter link in Steam.
A minor patch to fix an issue with mining.
Beta testing on the macOS build has commenced and I'm starting to work on the volcano region.
Changelog:
New sprites for marrow hound and white wolf.
Ice blocks emit particles.
Fix: Couldn't mine stone with shovel.
This week's update includes:
Ragdolls! Humans now fall over when killed (including yourself). It is an experimental feature which you need to enable from the gameplay menu. You also need to be in high graphics mode.
Lemon is a new playable character. He doesn't accumulate wounds or drop things on death. He's for players who don't like permadeath and want to spend longer in a single game.
UI improvements like a Stack Into button which will stack items from your inventory into matching ones in a target inventory.
Full changelog:
New Character: Lemon! He doesn't accumulate wounds, and is the first non-permadeath character. He also doesn't drop or lose items.
Experimental: Ragdolls. Enable in gameplay menu.
New Mob: Snow Sentry. A bigger, slower version of snow menace.
Increase hand size when holding items.
GUI: Added "Stack Into" button which stacks similar items into target chest.
Merchants sell mothwings.
Wood traders buy wood (and sugar traders buy sugar, etc.)
Can now Toggle HUD in game (for screenshots etc). Default key 'H'.
Delete game dialogue shows saved game details.
Entrances and signposts show region they lead to if visited.
Controller has more functionality in inventory (quick move, etc).
Fix: Chalice doesn't mistakenly reset.
Fix: Can no longer lose certain starting items (e.g., crusader sword, chalice).
There are two new features in this build:
Keybindings can now be customised. You can do this from the Keyboard Configuration in the menus, or by manually editing the keybindings.json file in your saves directory.
Games can now be seeded. Every unique game is generated from a game seed. If you go into the Quest menu within a game, the seed for that game will be copied to your copied. If you go into the Graveyard menu in the main menu then you can copy seeds from failed games. To play a seeded game choose Load From Seed in the Extras menu on the title screen.
Full changelog:
You can now customise keybindings.
NPCs dialogue is a different colour if it's a hint.
On death a worn cursed item has an 80% change of being lost.
Added "Play From Seed" mode. Start a game from a seed (must be in clipboard).
Added "Graveyard" to menu that shows failed games.
Updated menus.
Fix: Fixed infinite mining while menu is shown bug.
This update features gameplay improvements, some new content, and a werewolf only unlockable during a full moon.
Werewolf gameplay GIF
Added Holy Toolbench (available in Crusader's temple)
Added Umbrella. It protects against rusting.
Added Chalice.
Gamdelf automatically recharges staves.
Carl can now craft Ray Gun through recycler.
Humans now have a wind-up delay when attacking.
"Demons" are now "unformed".
Walls don't burn away in underground areas.
Elemental is now vegetarian.
All attacks cause some knockback.
Added secret character.
Added bats.
Increased breath.
Disabled exit walk animation.
Crusader always has a salt seller in town.
Wood seller in town appears more often.
Added enemy health bars (toggle through Gameplay menu).
Fix: Reduced cost of some toolbox items.
Fix: Optimised fire to increase frame rate.
Fix: Can now craft forest set.
Fix: Fixed player movement stutter when climbing up blocks.
Fix: Items no longer get stuck in furniture.
Fix: Fire and fluid no longer simulate while game is paused.
Fix: Fixed issue where game couldn't find data.dat.
Fix: Fixed other minor things.
Misc: Disabled external twitter link in Steam.
Will there be multiplayer? Probably not. Will there be multiplayer? MoonQuest was designed as a single-player game, and ultimately a lot of decisions I make are centred around that. Will there be multiplayer? There are no plans for multiplayer. There are some great multiplayer games out there that have a similar style and so I encourage you to play them. Will there be multiplayer? Maybe one day. Will there be multiplayer? It's not completely out of the question. I'm not sure what form it would take (couch co-op, online, co-op assist). Will there be multiplayer? Believe me, I'd love to wander around the MoonQuest universe with a friend. But on the flip side, I think I can add much more interesting content and mechanisms if the game is single-player only. Will there be multiplayer? You either get house-legs or multiplayer. Make your choice.
- Fix: Ladder wasn't resetting fall height!
- Shift + Left-Click in inventory will auto-move items.
- Added option to put pickups directly into inventory (instead of hotbar).
- Added option to place tooltip near cursor instead of bottom of screen.
- Right-stick on controller is rotated 90 degrees under Steam Big Picture. Added temporary menu option to fix it.
- Added option in settings to disable joystick detection.
- Fixed default package used if settings.json goes bad.
The official MoonQuest soundtrack is now out! Go and listen to NoonGuest by Aliceffekt and let the sweet ambience fill your ears. Bonus question: Does Moonman have ears?
Thank you everyone for bravely playing the first public build of MoonQuest! Here's a few tips for getting started:
- Choose a human character will make enemies easier, give you more resources (like Stone Slugs), and overall be a more pleasant experience.
- Solomon will tell you your goals if you talk to him.
- This isn't a sandbox game, and you will eventually die, so move quickly and die quicker.
- If you're having trouble it might be best just to start a new game. Each world is generated, and some are better than others.
- Younger players may enjoy the Free Build mode more.
- You no longer explode when climbing ladders
- Added more stone slugs (to start area and forest)
MoonQuest
Wizard Mode
Wizard Mode
2020-02-25
Indie Adventure Singleplayer
Game News Posts 11
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mostly Positive
(77 reviews)
https://playmoonquest.com
https://store.steampowered.com/app/511540 
The Game includes VR Support
Linux [51.35 M]
Game is not tagged as available on Linux on Steam.
Linux is not in the OS list.
MoonQuest is a procedurally-generated adventure game with roguelike and minecraftian gameplay. Seek out the lost forest, delve into the spider caves, storm the castle of the Silver King, discover vast seams of gold ore, and craft a hat of such splendour that the cosmos will be jealous.
Key Features
- 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; and
- Several playable characters, each with different abilities and items;
- Moonman, who illuminates with a moonly glow;
- Amphibian, who breathes underwater;
- Elemental, who detects ore with his antennae; and,
- The Crusader, who starts the game with full armour;
- Moonman, who illuminates with a moonly glow;
Example Gameplay
- Plunder an ancient tomb for Regalia;
- Net some snails and make Snail Pie;
- Build a temporary hut from Wooden Planks;
- Smelt gold into a Plumed Gold Helmet;
- Find the Knight Doll and unlock the Crusader;
- OS: Ubuntu 12.04+. SteamOS+
- Processor: SSE2 instruction set supportMemory: 500 MB RAM
- Memory: 500 MB RAM
- Graphics: Graphics card with DX10 (shader model 4.0) capabilities.
- Storage: 4 GB available space
- OS: 64 bit OS
- Processor: Intel Core i7 / otherMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce 940 / other
- Storage: 1 GB available space
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