Play alone or with friends! A co-op personality test about exploring an ancient, occult world in 5 days. How will you be remembered?
User reviews:
Recent:
Mixed (12 reviews) - 50% of the 12 user reviews in the last 30 days are positive.
Overall:
Mixed (283 reviews) - 69% of the 283 user reviews for this game are positive.
Release Date: Mar 10, 2016

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Includes the Moon Hunter Soundtrack

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Downloadable Content For This Game

 

Recent updates View all (20)

June 22

Online play improved & a new familiar!

With dialogue, shop, and interface issues 99.999% solved in patch 1.0.2482, we're very very close to removing that "beta" tag from online mode. Unfortunately, we had to hold back Online keybinding until Henk has finished restructuring the way controllers and character login works, which we're hoping to happen very soon.

By way of apology, we've added the Mulberry Toad familiar!

Here's the full patch notes:
* (Online) Several fixes for getting stuck in dialogues or upgrade shop, especially in limited/slow network conditions.
* Songweavers should check the Mangroves for a new loyal friend - the Mulberry Toad familiar.
* Fixed an issue with the Witch’s stab attack on non-default costumes.
* Sun cult enemies are now affected by the Druid’s vines.
* Hometown selection is now a proper vote.
* Lots of optimizations! The game should run more smoothly on most machines.
* The Rat is now the Fox constellation, for you Cunning heroes out there. Old legends might still call you The Rat though, if they were generated before this patch.
* Translation into all 6 non-English languages, for the post-launch encounters and other text.
* Better fade-out and fade-in transitions between scenes.
* More and better sound-effects for various enemies, including Mardokh.

Thank you!
Tanya & the Kitfox crew

4 comments Read more

June 6

Trading Cards Now Available

We apologize for the delay! Seven beautiful Steam trading cards are now available in Moon Hunters. Collect them all to get your Steam badge and unique Moon Hunters emotes.

Thanks for playing,
Tanya & the Kitfox team

0 comments Read more

Soundtrack Edition

The melancholy ballads of Issaria are available at a discount in the Soundtrack Edition of Moon Hunters.

About This Game

Explore a 1 to 4 player co-operative personality test set in a rich, ancient world that's different every time you play.

You have 5 days before King Mardokh and the Sun Cultists declare war on Issaria’s tribes. Multiple playthroughs of this short story will let you see it from different angles and uncover new sides to characters, conflicts, and narratives. Try out all 4 player hometowns and 6 player character classes, each with their own abilities and randomly generated upgrades as you build your mythology.

Every action and choice you make contributes to your legend, as a constellation in the night sky. How will you be remembered?

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows 7 or later
    • Processor: Dual Core CPU - 2.6GHz
    • Memory: 2 GB RAM
    • Graphics: 1GB of VRAM: Intel HD 3000 GPU / AMD HD 5450 / Nvidia 9400 GT
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    Recommended:
    • OS: Windows 8.1
    • Processor: Quad Core CPU - 4GHz
    • Memory: 4 GB RAM
    • Storage: 4 GB available space
    Minimum:
    • OS: OS X Lion 10.8.5
    • Processor: Dual Core CPU
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.0 compliant with 1Gb of video RAM. 1024 x 768 or larger resolution
    • Storage: 2 GB available space
    Minimum:
    • OS: Ubuntu 12.04+
    • Processor: Dual Core CPU
    • Memory: 2 GB RAM
    • Graphics: OpenGL 3.0 compliant with 1Gb of video RAM. 1024 x 768 or larger resolution
    • Storage: 2 GB available space
Customer reviews
Customer Review system updated! Learn more
Recent:
Mixed (12 reviews)
Overall:
Mixed (283 reviews)
Recently Posted
Shiba Inu
( 6.3 hrs on record )
Posted: June 24
To put it simply; I recommend this game, overall. Especially if you have people to do, preferably, local co-op. There's not a staggering amount of variety in content, though, there's enough to have a blast with some friends.

The game really isn't meant to be played once. It's a rogue-lite in every sense of the lite.
A wonderful snack, or appetizer if you're a fancy-pants. Share it with friends and enjoy.
Snack on it here and there lest you tire of the same flavor.

I suppose... It's a lot of little ideas and ingredients put together to form something respectable.
The intent and idea are beautiful. The end result is good and rather creative, just pales in comparison to what could've been.

Basically it's pretty creative and actually a lot of fun,
in particular with other people to play with.
More collect-y and experimental folks will enjoy it,
though I'd say get it one sale since it's, personally,
not quite what I'd price it at.

(\/)
('.')
(_)
Helpful? Yes No Funny
Elthalion
( 1.3 hrs on record )
Posted: June 23
There is so much room for improvement in this game and I feel that the developers should continue polishing this game as in my opinion, the game doesn't feel done at this point. There are many user interface issues that I feel can be improved on. The levels feel vast, open and dull and the encounters are not challenging enough. Some areas are way too open and the pacing between encounters are too long and causes boredom. Allowing the players to disable the map doesn't really have any functionality at all other than provide a better screenshot if one feels the need to take it. Exploration feels punishing because after going down one path and reaching the end only to discover a well, the player has to travel a pretty long distance back to where the path branches off. This is a frustrating process and gets old very quickly, giving me more reasons to quit the game. Please do not stop polishing this game. It has a lot of potential.

One thing that I feel is done superbly, is the music. The music is SO beautiful. However, the cutscene dialogue seems to conflict with the singer's voice and competes with each other for the player's attention. Some cutscenes (like the intro), cut off so abruptly it makes me wonder if I was missing something. A simple fade out of the music would help a lot.

Given how short a single run through of the game is, the simple mechanics and the low interest curve, it definitely doesn't justify the price this game is going for. I do like the art style.
Helpful? Yes No Funny
psymin
( 8.0 hrs on record )
Posted: June 22
Game has some issues but they appear to be actively working on them.

Great game for people who like local four player co-op twin stick shooter roguelikes .. but with story, plot .. and .. a comfortable relaxing feel.
Helpful? Yes No Funny
Knil
( 0.9 hrs on record )
Posted: June 17
Looks like great fun, was really looking forward to it but got major glitches in Co-op. The game decided I should /ALWAYS/ be clicking the left button, non-stop, which made it impossible to make choices or read any dialog, my friend could not make any choices either, he could only pick what ever he landed on.

Game looks like great potential and fun with friends but with a glitch like that, can't even play it.
Please fix this soon.
Helpful? Yes No Funny
Agrias Oaks
( 2.5 hrs on record )
Posted: June 9
Moon Hunters is a phenomenal game. It's truly unique and offers an experience like no other! The soundtrack, the game play, the characters, the story and setting...it's absolutely stunning and unforgettable.

There isn't much to say about this game other than, it's probably one of the most beautiful and engrossing games I've played in a long while. Every aspect about the game is truly pleasing and enjoyable.

Features:
Several Characters (I think 7, including the unlockable ones)
Character Progression (improves skills and abilities by purchasing upgrades with currency at the vendors).
Ever changing experience (without spoiling it, the game offers a different story nearly every time you play)
Beautiful Soundtrack...absolutely stunning!
Single Player and Multiplayer modes
You actually build your character. You don't just add stat points and armors...you create a story for them. You can go to "camp" and can cook, rest, stand guard, star gaze, or go hunting. Each activity presents you with a scenario in which you mush decide how your character would respond and that determines your stats and legacy. This is probably my favorite aspect of the whole game!

Notes:
The ONLY issues I've had were in multiplayer. While playing online, I noticed that I was able to control my partner with my KB and was able to cast their abilities for them...this doesn't interrupt their own inputs, and does not affect the gameplay at all..Also, there is a strange issue where sometimes one player will talk to an NPC, and the dialogue doesn't come up for the second player, and no one can progress until the dialogue has been answered by both players...this requires a restart and loss of progress.
Helpful? Yes No Funny
Dibby
( 4.2 hrs on record )
Posted: June 9
Product received for free
Disclaimer: I backed this game on Kickstarter and thus recieved a copy through that.

Moon Hunters is, well, kind of just an average game. I wish it were more than what it was. I was really excited for this game initially, but the end result is pretty bland and repetitive.

It sells itself almost as a roguelike or "roguelite" kinda deal, hinging on the idea that you play through it multiple times, and each playthrough is different. Each "run" is procedurally generated, you encounter different stuff each playthrough, that kinda thing. But ultimately the game ends up being way too samey, to the point where you end up seeing everything the game has to offer in 2-3 runs. There's all these different unlocks and stuff, but they don't really ADD anything to the gameplay. Not really.

I felt no desire to play after my 3rd playthrough. There just wasn't enough there to really hook me in. I think the core gameplay loop is flawed, to be honest. You start out picking a character, picking their starting location, and going from there. You have several "days" until the run ends automatically by forcing the final boss on you. Each time you visit an area, whether it be a level or a town, that consumes a day. Either way, each playthrough is stupendously short.

The story's supposed to be a bit of a hook as well, but I found myself not really caring about it. For a game that's toting the story as one of its strong points, I feel like they failed on this end. Part of the idea behind the story is that you're "building a legacy" for your character, to be remembered for what they did. But it's completely irrelelvant in the long run, it has no implication on anything other than "well here's how your run ended up". But even then, I felt like it kinda just decided things on its own. I was playing a character and making choices to be a big ol' jerky jerk, but in the end it painted me as being kind and gentle. Wait, what?

The combat's not great. It consists of super basic AI just kinda throwing themselves at you, and you spamming abilities. It gets really repetitive and monotonous as you just button mash your way through everything. There's upgrades for certain abilities or your autoattacks, but a lot of the time you mostly just want to focus on one particular thing. For example, the Spellblade has a knockback ability, but it sucks, so you just want to upgrade his autoattacks.

You can make yourself pretty OP, but often it doesn't matter, because the game is way too easy. There's almost no difficulty, and you have to try REALLY hard to actually die. Some characters are a lot better than others, while some are much worse than others, so the balance is kinda all over the place.

When I played the game initially, it was ridden with bugs. Online co-op was UNPLAYABLE, there were several game-breaking bugs that prevented progression. Even in single player, like straight up skipping the opening and ending cutscenes without a way to rewatch them. It boggles my mind how the game actually came out in that state. I don't know if they've fixed the bugs since, but it left a really sour taste in my mouth regardless.

They've been patching the game as well, adding new encounters and events and such. But it all doesn't really matter too much, because it doesn't really add anything to the game and it doesn't solve the issue of the game's core gameplay loop being unfun.

There were a lot of cool ideas at play, but the end result is that nothing really comes together to form a cohesive gameplay experience. The game really feels half-baked, it felt like it was kinda rushed in the end, and ultimately it's just not that fun.
Helpful? Yes No Funny
CBSA82
( 4.9 hrs on record )
Posted: June 6
Product received for free
Due to the word limit, I cannot post my entire review here. What follows is a summary of my thoughts on this game. To read the full review, complete with a video and pictures, visit Vox Ludicus.

I have been puzzling over how to approach this review for a few days now. On one hand, I think about how much I enjoyed the game early on, with its unique and colorful hand drawn art work and fascinating mythology. On the other hand, I think about how much I despise several of the classes and how horribly unbalanced and repetitive everything gets after about two hours of play, and I am torn. This is a divisive game, as divisive as I have ever seen or played.

Visually the game is actually a treat. I love the hand drawn style for the cutscenes and character portraits, and the sprite work and generally style of the game is great. The regions can feel samey at times, with all forests/deserts/mountains/swamps basically identical, and in some cases even repeating the procedurally generated terrain (Seriously, in one forest I ran across the same ruins twice), but overall its possibly one of the best features of this game.

The other great part of this game is the Soundtrack, and I am VERY happy the devs gave us a key that included said soundtrack, because the music is awesome. Sadly, it seems that each type of region has a specific song, and it can become repeatative quickly. For example, when in a forest....you will hear the same song no matter WHICH forest you are in. At least each town has its own track. The boss battles all share the same track as well.

Where the game fails is its gameplay. Its a roguelike, so its designed to be repeatedly played. However, it quickly loses steam after a few hours. You start to see the same events over and over again, and get the same endings over and over again unless you are really lucky. I know there is a 3rd ending, but the events needed to trigger it are events I have not seen over 7 playthroughs of the game. I have only gotten the bad ending and neutral ending.

The other issue is one of balance. You see, you have 6 total characters, 2 of which are unlockable. However, the only ones worth a damn if you play solo are the Swordmage and Occultist. The other two, the Witch and the Druid, are barely playable. I was able to finish the game with the 2 secret characters, and the Witch, Occultist, and Swordmage. The druid however is so poorly balanced I could not get through the first zone without dying. Whats really funny is that the character most people consider one of the weakest, one of the two hidden ones, was far easier to play then any others simply because her attacks do not root her in place.

Truthfully, the Occultist is so overpowered in design that if you stack INT you can stand in one spot during the final boss fight and murder him before he ever gets a shot off, its really bad.

The mythology of the world is actually really interesting, but the lack of depth and replayability absolutely kills this game and I cannot in good conscience recommend it at full price. If you can get it for say $5 then sure, its worth a few hours at least, but beyond that, don't bother.

I am, however, interested to see if KitFox games can take what they learned here and maybe try again, and do it better!
Helpful? Yes No Funny
Onsra
( 15.5 hrs on record )
Posted: June 6
Overall, the storyline, visuals, and soundtrack of this game is good and it's even better to play with a friend. The gameplay is repetitive just like most games in general but that is not the main issue. This games would be a whole lot better if there was 1) less lag and 2) less difficulty trying to play co-op with a friend. IMO

Don't let negative reviews prevent you from playing this game. If you end up finding out that it's not for you, you can always try to get a refund.
Helpful? Yes No Funny
Subssss
( 8.9 hrs on record )
Posted: June 5
Product received for free
Bugs hunters. BUGS. BUGS EVERYWHERE!!!!
Helpful? Yes No Funny
NeedleNips
( 3.0 hrs on record )
Posted: May 31
it had fun ideas but ultimately the "flavor" of the DnD-esque player traits felt shallow and meaningless. On top of this the "story" is the same regardless of where you start, just with different names. Overall was a disappointment but I liked the art and incessently repetitive music.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
4 of 4 people (100%) found this review helpful
Recommended
2.5 hrs on record
Posted: June 9
Moon Hunters is a phenomenal game. It's truly unique and offers an experience like no other! The soundtrack, the game play, the characters, the story and setting...it's absolutely stunning and unforgettable.

There isn't much to say about this game other than, it's probably one of the most beautiful and engrossing games I've played in a long while. Every aspect about the game is truly pleasing and enjoyable.

Features:
Several Characters (I think 7, including the unlockable ones)
Character Progression (improves skills and abilities by purchasing upgrades with currency at the vendors).
Ever changing experience (without spoiling it, the game offers a different story nearly every time you play)
Beautiful Soundtrack...absolutely stunning!
Single Player and Multiplayer modes
You actually build your character. You don't just add stat points and armors...you create a story for them. You can go to "camp" and can cook, rest, stand guard, star gaze, or go hunting. Each activity presents you with a scenario in which you mush decide how your character would respond and that determines your stats and legacy. This is probably my favorite aspect of the whole game!

Notes:
The ONLY issues I've had were in multiplayer. While playing online, I noticed that I was able to control my partner with my KB and was able to cast their abilities for them...this doesn't interrupt their own inputs, and does not affect the gameplay at all..Also, there is a strange issue where sometimes one player will talk to an NPC, and the dialogue doesn't come up for the second player, and no one can progress until the dialogue has been answered by both players...this requires a restart and loss of progress.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
1 person found this review funny
Not Recommended
1.3 hrs on record
Posted: June 23
There is so much room for improvement in this game and I feel that the developers should continue polishing this game as in my opinion, the game doesn't feel done at this point. There are many user interface issues that I feel can be improved on. The levels feel vast, open and dull and the encounters are not challenging enough. Some areas are way too open and the pacing between encounters are too long and causes boredom. Allowing the players to disable the map doesn't really have any functionality at all other than provide a better screenshot if one feels the need to take it. Exploration feels punishing because after going down one path and reaching the end only to discover a well, the player has to travel a pretty long distance back to where the path branches off. This is a frustrating process and gets old very quickly, giving me more reasons to quit the game. Please do not stop polishing this game. It has a lot of potential.

One thing that I feel is done superbly, is the music. The music is SO beautiful. However, the cutscene dialogue seems to conflict with the singer's voice and competes with each other for the player's attention. Some cutscenes (like the intro), cut off so abruptly it makes me wonder if I was missing something. A simple fade out of the music would help a lot.

Given how short a single run through of the game is, the simple mechanics and the low interest curve, it definitely doesn't justify the price this game is going for. I do like the art style.
Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
Recommended
15.5 hrs on record
Posted: June 6
Overall, the storyline, visuals, and soundtrack of this game is good and it's even better to play with a friend. The gameplay is repetitive just like most games in general but that is not the main issue. This games would be a whole lot better if there was 1) less lag and 2) less difficulty trying to play co-op with a friend. IMO

Don't let negative reviews prevent you from playing this game. If you end up finding out that it's not for you, you can always try to get a refund.
Was this review helpful? Yes No Funny
3 of 4 people (75%) found this review helpful
Recommended
8.0 hrs on record
Posted: June 22
Game has some issues but they appear to be actively working on them.

Great game for people who like local four player co-op twin stick shooter roguelikes .. but with story, plot .. and .. a comfortable relaxing feel.
Was this review helpful? Yes No Funny
2 of 3 people (67%) found this review helpful
Recommended
0.9 hrs on record
Posted: June 17
Looks like great fun, was really looking forward to it but got major glitches in Co-op. The game decided I should /ALWAYS/ be clicking the left button, non-stop, which made it impossible to make choices or read any dialog, my friend could not make any choices either, he could only pick what ever he landed on.

Game looks like great potential and fun with friends but with a glitch like that, can't even play it.
Please fix this soon.
Was this review helpful? Yes No Funny
3 of 6 people (50%) found this review helpful
Not Recommended
4.9 hrs on record
Posted: June 6
Product received for free
Due to the word limit, I cannot post my entire review here. What follows is a summary of my thoughts on this game. To read the full review, complete with a video and pictures, visit Vox Ludicus.

I have been puzzling over how to approach this review for a few days now. On one hand, I think about how much I enjoyed the game early on, with its unique and colorful hand drawn art work and fascinating mythology. On the other hand, I think about how much I despise several of the classes and how horribly unbalanced and repetitive everything gets after about two hours of play, and I am torn. This is a divisive game, as divisive as I have ever seen or played.

Visually the game is actually a treat. I love the hand drawn style for the cutscenes and character portraits, and the sprite work and generally style of the game is great. The regions can feel samey at times, with all forests/deserts/mountains/swamps basically identical, and in some cases even repeating the procedurally generated terrain (Seriously, in one forest I ran across the same ruins twice), but overall its possibly one of the best features of this game.

The other great part of this game is the Soundtrack, and I am VERY happy the devs gave us a key that included said soundtrack, because the music is awesome. Sadly, it seems that each type of region has a specific song, and it can become repeatative quickly. For example, when in a forest....you will hear the same song no matter WHICH forest you are in. At least each town has its own track. The boss battles all share the same track as well.

Where the game fails is its gameplay. Its a roguelike, so its designed to be repeatedly played. However, it quickly loses steam after a few hours. You start to see the same events over and over again, and get the same endings over and over again unless you are really lucky. I know there is a 3rd ending, but the events needed to trigger it are events I have not seen over 7 playthroughs of the game. I have only gotten the bad ending and neutral ending.

The other issue is one of balance. You see, you have 6 total characters, 2 of which are unlockable. However, the only ones worth a damn if you play solo are the Swordmage and Occultist. The other two, the Witch and the Druid, are barely playable. I was able to finish the game with the 2 secret characters, and the Witch, Occultist, and Swordmage. The druid however is so poorly balanced I could not get through the first zone without dying. Whats really funny is that the character most people consider one of the weakest, one of the two hidden ones, was far easier to play then any others simply because her attacks do not root her in place.

Truthfully, the Occultist is so overpowered in design that if you stack INT you can stand in one spot during the final boss fight and murder him before he ever gets a shot off, its really bad.

The mythology of the world is actually really interesting, but the lack of depth and replayability absolutely kills this game and I cannot in good conscience recommend it at full price. If you can get it for say $5 then sure, its worth a few hours at least, but beyond that, don't bother.

I am, however, interested to see if KitFox games can take what they learned here and maybe try again, and do it better!
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
261 of 311 people (84%) found this review helpful
4 people found this review funny
Not Recommended
3.6 hrs on record
Posted: March 11
I'm reluctant to give this a bad review, because the artistic quality of the writing, visuals, music, etc. is quite high. Still, the experience as a whole leaves a tremendous amount to be desired. Here are the things that really come up short for me:

1. The Combat

It doesn't feel like there was a comprehensive vision for this. The game simply vomits enemies and makes them run towards you. There is no real enemy AI from what I can tell. This means that combat isn't particularly interesting to begin with, quickly becomes very repetitive, and despite how the game is marketed, combat is definitely its core loop.

2. The Polish

Scenes often smash cut from one to another super abruptly, with no fades or other transitions of any kind. The multiplayer is, as others have said, simply busted. There are just a lot of these kinds of little(?) details that make the game feel unfinished and rushed out the door. They say you gotta do the first 90% of a project and then the second 90% - Moon Hunters often feels like that second 90% fell by the wayside.

3. Narrative Structure

While the quality of the writing is quite good, the way that the story and characters are presented is a pretty hot mess. I understand what the game is trying to do in terms of allowing you to work out the story through multiple playthroughs (FWIW, I've been through the game five times) but in practice it doesn't function well. Character prologues would help, a little more linearity on initial playthroughs might help, there are a lot of things that could be done... Moon Hunters simply throws you into deep water without any real sense of how to swim.

There is a really great game somewhere in here, and a lot of the pieces are already in place, but so much of it just comes off as half-baked and barely-there. If this was in early access and coming to consoles a year from now, I'd say god bless - but it seems like Kitfox believes this is a fully-finished, ready-for-market game.

I can't see how you can play this, eyes open, and believe that.
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167 of 212 people (79%) found this review helpful
4 people found this review funny
Not Recommended
7.7 hrs on record
Posted: March 13
This is a game that makes me unhappy with Steam only having a "yes/no" option, as this is close. This is a 65/100 game, but not the metacritic game score where under 75 is basically "trash," more akin to IMDB's scoring, where this is, "Fine, alright." It might be the game for you, and I didn't suffer playing it, but you usually have better uses for your time, especially how much time this game asks of you.

Time is what this is all about. Time and content. I've played this game a number of times, with all classes but support, more than once with most, and beat the end-game boss a number of times. Each single playthrough of the game is quite short, ranging from 30 to 90 minutes or so, depending on how well you're doing and the size of the maps.

The game is designed to be played multiple times, except where it is not. You only get to visit 5-6 locations in each playthrough, which provides a reason to play again, and again. Right? Well, except I rarely encounter new options, even 5 hours into the game, and less as I reached 7 hours. Not every location or every setup will appear in each playthrough, and not in every playthrough will you have one of the traits needed to make use of it, so you'd think they'd let you play through every locale the map generates each time, or most of them, and you'd still have reasons to play again for a new map, and to try a different combination of options, so why don't they?

It's exactly because the number of locations and events is so small, that even within two playthroughs, and sometimes within a single one, you'll encounter the same "unique event" more than once. So this would've been even more noticeable had you been able to play through the entire generated map. As is, you're playing lottery with getting some objectives done, which require two specific events in different environments appearing, and you managing to reach both. It's somewhat of a lottery over which you have no control.

So, one way or the other, the game invites multiple playthroughs, and it doesn't reward exploration all that much, by making new events quite rare, but there are plenty of games that revolve on "same content," such as Diablo, or all the rogue-likes, that are fun enough to play. So how is the other part of the gameplay, aside from exploration, events, and traits: The combat? Well, it's quite dull. Not all classes are made equal, with some being able to left-click to victory with barely any thought (except perhaps constantly walking back to avoid being hit, as you hit them), while others have to keep running away as they slowly plink the opponents' health away. Neither is interesting, and for the weaker classes, just spending 2 minutes on a fight, or up to 5 on the boss, and hoping you don't just mess up and die aren't really more interesting.

The combat traits have a number of useless ones (Blood Witch's gain more energy from LMB, while you don't really need energy after you're in melee), to actively harmful (Spellblade's "pull enemies to you with your attacks," because as said earlier, the best tactic is to constantly kite /away/ from monsters), but the vast majority are just not interesting, just allowing you to hit more or harder, and the merchant visits never really excite me. I'm never left wondering, "Ooooh, what will I get this time?"

The game is very pleasant for a single playthrough, but the traits and events being relatively limited in scope and number means you exhaust most options rather quickly, even with the RNG associated with needing the right trait with the right event.

The game's visuals and OST are very good, which makes the fact that the OST stops playing after certain events (such as fighting Humbaba in the desert) doubly unfortunate. The female narrator during cutscene's audio levels are much lower than the rest of the game's sound, which is a small annoyance.

The game does have a number of other bugs and annoyances, such as an achievement not unlocking (defying the Spirit Guard, in my case), being unable to use the special unlocked skins for classes, being unable to change key-binding in the main or the bottom-most key while using a keyboard and mouse. The game is also woefully unoptimized, and at certain points it starts lagging and chugging, as it takes up way too much RAM.

If you're fine with playing this game once, or twice, and especially if you have friends to play it with (locally, as online is apparently a pain in the ♥♥♥ to set up), even though that'd make the game even /easier/, then go for it. If you really are looking for a game that'd allow for multiple playthroughs, which this game touts itself as encouraging, then look somewhere else, as the game design decisions that seem to point in that direction actually cover the game's lack of content, the sort of content that'd make multiple playthroughs rewarding.
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98 of 119 people (82%) found this review helpful
7 people found this review funny
Recommended
3.1 hrs on record
Posted: March 10
At first it just seemed like a short little indie game without much on its bones.

Then you realize that the game is meant to be played several times over using different characters, while exploring the world to unlock more of the world to explore on your next playthrough.

After realizing this I was able to get into the game much more, knowing that I could explore the things I missed or failed to encounter on my next playthrough. This dynamic way of playing is new and fresh in my opinion. It allows the player to be flexible in terms of their time investment, whether that be a large investment or small.

I want to compliment the art direction of this game. I have seen a lot of harsh comments in other places that the game is ugly looking. However my opinion is that the game is the complete opposite of ugly. It is in fact quite beautiful, especially when you factor in all the different settings, towns, enemies etc. are all quite unique as well as make use of a wonderful range of pastel colours throughout the world. Scenes look like pixelated watercolour paintings.

Gameplay wise it actually is like a diablo/zelda style. Its not nearly as deep as diablo though so don't expect that. Its a very light rpg. Unfortunately the game is really easy. This in my opinion is the game biggest flaw and they really need to improve the AI of enemies because once you understand the mix of your abilities and start gaining modifiers and skill ups, you become super OP. The reason to keep coming back to to discover the world and all the unlockables (places to see, things to do, new classes, new pathways) however if the game was more challenging that those things wouldn't be such a cake walk to find.

Definitely buy this, once you indulge deeper into the games systems they grab a hold of you and make you want more. The world of Moon Hunters is compelling and definitely draws interest, but the level of challenge is fairly low. Nothing a few AI and blanacing twaeks wouldnt fix.
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43 of 46 people (93%) found this review helpful
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Recommended
7.3 hrs on record
Posted: April 2
Let me explain this rating: I would recommend the experience of MH, not the game itself.

The value of MH is learning from its mistakes of trying to develop a narrative through mechanics. As someone who likes rogue-lite games yet craves for more storytelling, the idea of uncovering/shaping the story through replay-value is a novelty I can admire.

It's no masterpiece nor a new benchmark for rogue-lites; it's something of a failed experiment. That's how I'd explain my apprecation for the game.

So if you're looking for the next Binding of Isaac, FTL or a cooperative rogue-lite with lots of complexities, then this game is definitely not for you. And even if you like the idea behind MH you may not enjoy it for its flaws.

The 5-Day Adventure

A single game of MH can last you anywhere from 20 mins to just over an hour (alone). There are several contributions to the game's length: Exploring new areas/towns for the first time, combat, the game's structure and backtracking.

Each game of MH gives you five days before the final boss. The map is procedurally generated with special events. (Some have to be unlocked beforehand.) You'll never explore the full map because you can only visit one region per day. However, exploring towns or unique locales will not take a day away. You can also go in any direction.

The strangest thing about this system is you'll wonder how much padding is there in such a short game.

Some areas may be very small with several interactions. Others will have you in these huge empty regions with one or two interactions at most, littered with enemies. Some interacted characters/objects will tell you the solution--"You need to be more PATIENT!"--while others won't give you a clue on how to access them.

Unfortunately, the result is you'll need a mental checklist. Even with almost seven hours done, I know I have not unlocked everything--such as being able to talk to animals or ghosts--and I've only played 5/6 characters. (Sargon is horrid for single-player.)

This structure may sound reminiscent to Majora's Mask fans. In that game you would have three-days to stop the end of the world, and you couldn't accomplish every side-story within that time-frame. So you would reset time and all the events. You would then have to plan out which side-story you wanted to discover by memorization.

The difference between MM's and MH's is that MH relies on RNG to shape how and when you experience these side-stories. You may not have the "Wise" rating to do a Wise action; you may not have enough money to buy something special; you may not have--you get the idea.

While it may be a unique quality, I think most would find this system tedious. If every single story/character was as interesting as another special event, then maybe this system could work. However, some interactions are only flavor text and others have zero connection to how you develop your character.

Bare-Bones Development

The store-page boasts that MH is a "cooperative personality test", which is outright false. Even in the core gameplay, there is very little customizable options to shape your character. This is an issue where I think the gameplay is at odds with the game's ideas of character development.

Your personalities are determined by the accumulation of your actions--but only the options you can unlock due to your history. Instead of, for example, leveling up an atrribute in an RPG to get a special result (like speech for wise-asses), the system is reversed; your actions define who you are. So you can't have a wise person do something foolish, or a fool stumble upon wisdom.

Now that sounds like a good idea on paper. However, because of how short of a time-frame you have to play and how many of those choices are binary (be a d0uche or be a good-guy), you don't really make a character. You just stumble into it.

What I think was a mistake was where the rest of the game was spent, the combat system. The rest of the game is a simplified Gauntlet. Each character has three abilities for a specific role. Upgrades give you stat boosts to those abilities, but none change how you play or is shaped by your character traits. (You don't even use all the buttons on a standard controller.)

Enemies all basically charge at you in masse, and boses spam basic attacks or use the same tactic with large HP bars. They aren't interesting to fight nor rewarding to win against when the combat can feel broken for some characters. And with six characters total and with so short of a game, I don't think the combat will keep your interested more than it needs to. In fact, after a while, you'll often run to the nearest exit to avoid the combat system.

I would say that this system is harmless but because it's the main focus of the gameplay outside of your choices I can't help but think how much better the game would be if it the combat was taken away, The gameplay needed something to shape around the choices you made to make the characterization of your choices matter.

Needs More Gameplay Storytelling, Less Expository Writing

If I had to point to an example for Moon Hunters to learn on how to make its RNG Storytelling better, I would point to the Civilization games. Or for something more simplier (for a game around 60 to 90 mins), Armello.

Both of these games utilized the player's choices as well as limitations on each playable character to create the stories from the gameplay itself. Stat-increases or debuffs would push the player to tailor their playstyle one way while the other gameplay systems would offer the freedom to define the player through their actions.

(Ex. You could make a communist America or a Democratic China in Civ. You could succumb to the Plague as Zorro or find some other means for victory in Armello.)

The most important part about these games is that the gameplay does not interfere with shaping the narrative. In fact, it makes it feel like the player's actions are the result of their story rather than being told who they are.

In contrast to these ideas are Moon Hunter's epilogues/constellations, They have almost zero bearing on the characters you create or they are outright false. (Unless they're supposed to be outright lies told as myths.)

For example, if you die at the final boss, the epilogue says you lived to be much older. Or a single-action you made at the end of the game redefined your character into something completely different. Or some actions will have no bearing on your legacy.

As mentioned before, nothing of the combat system develops or shapes your character in the epilogue. You would think learning a buff called Blood Magic might be a tabooish-thing that would influence your character. (Consequences are something that is absent in MH besides denying you content to access on your run. Even praying as sacrilege at the Sun altar gives you something good.)

That is just one idea for how to make the gameplay matter more to the player's created story. The point is the entirety of MH's gameplay should be ultized in shaping the characters if it wants to strives for better RNG storytelling, and I think that is MH's biggest untapped potential.

Another Story Etched in the Stars

I realize I've been solely pointing out flaws and missed opportunities with this game. All of it is said with fondness for the devs trying something different while I don't think it has succeeded with any one of its ideas.

While I may not find anything superb in its writing or narrative, there is a lot of dedication put into the art-style, the music and the overall world of Moon Hunters. I would be lying if I did not say I enjoyed the discovery aspect of the game.

Sometimes it's games with the most flaws that we have the most love toward, which speaks highly of what was created when we desire something greater.
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