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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:
This update addresses improves stability and includes some minor changes. Build 620700 changelog:
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.
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.
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:
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