// DESCRIPTION
Mooncall is a retro space rescue game drawn in vector line art. Pilot your ship across a
cratered moonscape with classic thrust and rotate controls. Foragers, civilians who brave
asteroid season to gather mushrooms, are stranded across the surface. Fly close and your
ship's gravity field draws them to your hull, then land to confirm the rescue and take off
for the next.
Or leave the ship and explore on foot. Deploy extender beacons that stretch the rescue range
across the surface so foragers are drawn in far from any landing spot, and raise arc shields
between them to block asteroids. The ground itself is never fixed. Asteroid impacts crater it,
you can dig into it, and moonquakes heave it up and down. All the while the asteroid fields
thicken and space mushrooms with their own strange effects dot the surface.
Then bring in your friends. Start a party, send out its code, and you are all on one board
from wherever you are, stealing the top spot back off each other and grabbing the milestones
nobody has claimed yet. Invite Steam friends straight from the overlay, or put the code on
screen and let the stream come after you. Or keep the whole thing at one machine and pass
the controls, the way it always was.
Built for the sharp, fast look of arcade games from the 1970s, 80s, and 90s. No ads, no
microtransactions, no paid DLC.
// STORY
Mooncall is a solo project. I'm Lauri Mäki, and I've wanted to make games like this since I was
a teenager, poking at graphics on a home computer and falling for the demoscene,
where I've kept a foot ever since the nineties.
I got to live that dream early. I spent most of a decade in the games industry as a technical
artist and level designer, right where art meets technology. I made game content, realtime 3D
in all forms, designed levels and games, and built custom content tools a lot.
Then I carried that same craft somewhere unexpected: the car. The realtime tricks we used in
games were exactly what carmakers needed for their digital cockpits. I spent years there
crafting the tools for it, and gradually moved out from making the content myself.
After a long run of all that, I wanted to make games again. So here I am, back to my roots,
doing the exact thing teenage me was certain I'd be doing all along. Finally.
Mooncall is that homecoming, built the way I like things: sharp, fast, and honest, with the
retro look and feel I grew up on.