Within the first few minutes of playing Moonring, I am dead. I wish I could say my adventurer, the intrepid Eric, met with a glorious end, by the blade or in valiant sacrifice, but he did not. Little Eric died bumping into bugs in a cave in his hometown. And then he respawned and tried again.
These introductory steps in Moonring really set the tone, as much as a single screenshot could. Fable co-creator and long-time industry veteran Dene Carter released Moonring over the weekend, under the banner Fluttermind, for free on Steam.
In the store description, Carter identifies the clear inspiration of the classic Ultima series, full of tiles and turns. But Moonring has also been designed with some “modern” design sensibilities. Dungeons are reconfigured each time you leave, by choice or by death; but Moonring also drops an auto-save at the dungeon’s door, letting you simply hop back in rather than lose a character to perma-death.
Health is a precious resource, but you have a Poise meter that effectively adds a second, recovering “grey health” bar. Tooltips abound, and the notes section does a nice job of keeping track of the story. Heck, even when you talk to NPCs, Fluttermind provokes errant thoughts you haven’t pondered to flutter about your mind (ha) so you remember to ask them.
Moonring is a throwback in many ways, but it just as much looks to modern takes on the genre. It’s a fascinating adventure. And I really would like to be playing it still, right now.
Now, I know that simply seeing the images of Moonring will likely tell you whether or not you’re intrigued by Moonring. It is bright, simple in design but replete with information and numbers upon numbers, neatly organized into their respective corners and boxes. It’s
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