One life, on both sides of the door
Adventuring and town life are being designed together. You enter the tavern as the same character who walks out to face the world, with a home and a settlement to develop between journeys.
Coming soon · In production
An adventure taking shape
A world to venture into.
A place to return to.
An action RPG in development, bringing adventuring, a living tavern, and town building into one experience.
Concept art · Visual direction
The tavern, the town, and the road ahead. This concept includes an illustrative interface; it is not a gameplay capture.
The heart of Moonfall
Moonfall: Wayward begins with a simple ambition: give an adventurer somewhere worth coming home to.
The intended experience brings the danger of the road together with the warmth and work of a growing settlement. Take on quests, develop your character, and return to a tavern where people gather, staff keep the house running, and the next journey can begin with a conversation.
This is our design direction. The game and the systems described here are currently in production.
How you’ll play · Planned experience
Your adventurer stands at the centre of both the journey and the life waiting back in Moonfall.
Create the character you will take into the world. Shape your strengths and begin a talent path intended to keep growing with your journey.
Your character. Your direction.Step into the tavern yourself. Find quests, make upgrades, spend time with the locals, and choose the work that will draw you beyond town.
Begin among familiar faces.Follow quests into the wider world. Explore, face danger, and fight as your adventurer, carrying the experience of each outing into the next.
Take the road. Meet its dangers.Develop your character and help the settlement grow. Tend to tavern life, take a seat for a game, and find a new reason to set out again.
Let the adventure come home with you.What makes the design its own
Moonfall’s identity grows from how its systems meet: character growth, local life, tavern work, and time spent beyond the gates.
Adventuring and town life are being designed together. You enter the tavern as the same character who walks out to face the world, with a home and a settlement to develop between journeys.
Residents have homes, work, and leisure. Tavern staff have roles and shifts. These daily rhythms are intended to make Moonfall feel like a place people inhabit, with lives that reach beyond the player’s next quest.
The progression design calls for no fixed level cap and an expanding talent path. The aim is a character whose development continues to offer choices over a long adventure.
Tavern life includes plans for darts and an original card game with the locals. The quiet hours should hold their own pleasures, giving players something worth doing even before the next expedition.
From the drawing table
New visual concepts for adventuring, a character screen, and a boss encounter. Aric’s example build and the encounter details are design studies, with values subject to balancing. These images are not gameplay captures. Select an image for a closer look.
Concept art · Adventuring
Leave the tavern lights behind and take the road as your own adventurer. This new scene follows Aric through a woodland crossing toward an old watchtower, with a visible route, a quest to follow, and room to explore.
A new exploration and interface study. The quest and scene are illustrative concepts, not a gameplay capture.
Concept art · Character screen · Example build
Human · Warrior · Level 13. Aric carries Wayfarer’s Blade and an Ironbound Roundshield, wears Trailworn Mail, and keeps a Hearthstone Charm. The screen brings equipment, all ten attributes, and one unified Reputation into a readable character record.
Chosen example values: Health 195/195, Reputation 240, Gold 1,250. This is an illustrative build; values, equipment, and interface remain subject to development and balancing.
Concept art · Boss encounter · New design study
A stone-and-root guardian stands within the ruined watchtower. Its Rootbreak attack marks the ground ahead, leaving Aric a route toward the flank. This encounter study explores readable danger, positioning, and the choice to strike, guard, or dodge.
The Hollow Warden, its arena, and Rootbreak are new encounter concepts created for this visual study. They do not represent a finished or playable boss.
The work ahead
Moonfall: Wayward is coming soon. Development continues across its adventuring, tavern, and settlement experience. A release date has not been announced.
Help keep the hearth alight
If this is a world you would like to see grow, you can make an optional contribution to Astralith Forgeworks. Your support helps sustain the creative work behind Moonfall and the wider Forge.
Cash App · $avledi
Opens in a new tab. Contributions are optional and do not purchase a game, early access, or rewards.
The road will call. The hearth will wait.