

We’ve got ideas for additional content, but time will tell if they ever materialize. "It was an intense learning experience for us creating a story driven first person game, even though our next game will be pretty much the opposite we’re definitely open to revisiting the genre should the right idea show itself."ĭo you have any updates planned for the future, big or small- whether that’s fixes to the game in response to feedback or even expansions? It also felt like a natural fit for a modern Lovecraft-style story with a pronounced “cosmic” aspect, as well as the loneliness that comes with being one of the first people on a new (dead) planet.ĭid you look at any stories from any medium or any horror games in particular that served as inspirations for Moons of Madness?Īside from taking inspiration from a lot of Lovecraft tales, Moons of Madness also borrows from The Martian, The Thing, the Resident Evil and Silent Hill series, Alien, and Stranger Things. It’s something that’s very relevant today and humans visiting Mars is a romanticized concept to some degree, because of the mystery surrounding it. The game’s setting of Mars was something we were very excited about from the start.

Was this something you saw as an opportunity early on and wanted to capitalize on? With its blend of the aforementioned Lovecraftian horror and a premise that’s very interesting even from a pure science fiction perspective, Moons of Madness’ setting was certainly ripe for some excellent storytelling.

We hoped to capture some of that in Moons, both through the story and environment details that we’ve created. His writing is laden with atmosphere which makes it very easy to step into the shoes of his characters and relate to their situations. One of the things that makes Lovecraft stories so memorable is how detailed and descriptive they are. What is it about cosmic horror and Lovecraftian stories that makes for such compelling horror stories and experiences? Luckily, we’re happy with the response so far, and we’re truly enjoying watching all the reviews and play-throughs to be found on YouTube. Like any game, there are people who will love the game, and others who don’t. How happy have you been with the reception to your game in the immediate aftermath of the launch?

We hoped to capture some of that in Moons, both through the story and environment details that we’ve created." "One of the things that makes Lovecraft stories so memorable is how detailed and descriptive they are. NOTE: This interview was conducted prior to the game’s launch. You can read our conversation with Rock Pocket Games CEO Ivan Moen below.
Moons of madness ps4 Pc#
Having launched for PS4, Xbox One, and PC in October, the game’s been in the hands of players for a few months now- but before it launched, we sent across a few of our questions to its developers. Lovecraft-inspired settings and stories are something we see a lot of across all media, but Rock Pocket Games’ first person narrative-driven title Moons of Madness throws an interesting twist on that premise, blending cosmic horror with hard science fiction.
