This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Greenlight is being retired. For more information on how to submit games to steam, refer to this blog post.
Rise of Mooncrest
 
 
Favorite
Favorited
Unfavorite
Genre: Strategy, RPG
Platforms: PC
Languages: English
Players: Single-player
Posted
Updated
May 16 @ 9:00am
Jun 7 @ 3:15pm
Recent Announcements View All (2)
Rise of Mooncrest Kickstarter is now live!
Kickstarter beginning on May 23!
Description
Release date: Late 2018
In The Rise of Mooncrest (RoM), you will take command of the city's armies and fight through a series of battles of turn-based strategy. As you progress you will use your tactical knowledge to defeat your enemies, acquire new abilities for your Commanders, and advance the story.



There is no better way to experience a game then to play it first hand. While all the features in the demo present the game in an early state and all assets are subject to change, the gameplay systems are working and in place. PC only.

[www.mooncrestrpg.com]



The Rise of Mooncrest (RoM) is a TRPG inspired by the long running Japanese series Langrisser (the first game was translated and released on Sega Genesis as Warsong). RoM draws on the storytelling elements of modern TRPGs to deliver a rich narrative that follows the early history of Mooncrest and the city's rise to prominence.



The Commanders (yellow units) play an important role on the field of battle. While tactically the most import unit in your army, they are also characters that lead Mooncrest's troops to war. Their interaction with other Commanders, their troops, and a varied cast of characters is what drives the narrative of RoM.

In total, there are 6 Commanders that players will get to control. Players begin the game with Serise who is a natural, but reluctant leader. Your second squad is commanded by Kerbasi, her childhood friend and an excellent tactician. On a routine mission they spot a foreign raiding party and discover that these scouts are part of a much larger invading force. Our heroes spring into action and attempt to warn the Council, but will they arrive before it's too late?



The Rise of Mooncrest is separated into different stages. These stages play through the major events of the story: reconnaissance, daring rescues, skirmishes, defense, and liberation. Some stages offer just a single massive battle while others develop over time through a series of related events.

The time for parlay has passed and each stage is a conflict between the ragtag forces of Mooncrest and their would be overlords. Victory can not be achieved without loss, and every battle turns into a war of attrition. For the cunning Commander, the key to success is to leverage your forces tactical advantages.






Commanders and Squads

Commanders are the most powerful units in the game. They are highly skilled individuals and the main heroes and villains of the story. Each Commander unit represents one mighty hero. In comparison, squad units represent 10 rank and file soldiers.

As mentioned, Commanders are your most valuable units. Not only are they the most powerful, but their command radius also allows them to buff nearby units. But be warned. Careless use of a Commander can see him defeated in battle, and if he falls, all units under his command will flee the battle as well.



Battles in The Rise of Mooncrest are brutal and decisive. RoM is a game that treats combat as a war of attrition. Commanders are akin to kings or queens in chess while squads are pawns to be carefully sacrificed to protect their Commanders.

Tactical Advantages

Combat in The Rise of Mooncrest is highly tactical. Players are rewarded for smart gameplay by out thinking and out maneuvering their opponents. Tactical advantage manifests itself in the game in various ways.

Terrain Bonuses: Terrain offers various bonuses in RoM. Some allows for faster movement which enables easier unit positioning. Other terrain grants attack and defense bonuses, but slows down your troops. For example: Roads don't provide any combat bonuses, but units on roads can move much faster. Forests grant defensive bonuses, and hills provide bonuses to both attack and defense. Terrain advantage is crucial as lining up your units on ridge gives them a great advantage against troops attacking from below.

Unit Advantages: Units in RoM each have their own specialty and work off of the Rock-Paper-Scissors concept. With Soldiers, Archers, and Mages being the 3 primary unit types. Soldiers are better than Archers, Archers are better than Mages, and Mages are better than Soldiers.



This in an easy concept understand, but increases in scope and complexity once additional unit types are introduced in later stages of the game.

Strength in Numbers: As units become injured their combat effectiveness decreases. A cunning player can overwhelm weakened units by attacking with full strength units to help minimize their losses. Commanders can also maintain strength in numbers by taking advantage of their triage ability which allows units in base contact with their Commander to heal some health at the start of the player's turn. Players who learn to utilize these tactics will have a significant advantage over their enemy.

Diverse Objectives

While crushing your enemies and seeing them driven before you is fun, too much of the same thing can get tiring and that has been an issue with some TRPGs in the past.

In order to add some variety to RoM's gameplay, a lot of thought went into the design of the different scenarios. While some stages are your typical "kill all the enemies", others will feature a linear series of objectives that must be completed in order to claim victory. There are a wide variety of scenarios planned to keep the arm chair generals out there engaged throughout the game. Some examples include:
  • Advance to location "x" and: extinguish a fire, destroy a barrier, erect a fortification, capture an objective, etc.
  • Guard the pass and prevent any enemies from escaping.
  • Survive for "x" amount of turns until reinforcements arrive.
  • Chase down and capture a fleeing enemy.
  • Capture the flag.
  • And many, many more.

Story

Our story begins with Nocturne under siege. A powerful unknown enemy has quickly conquered all who oppose them. The Dol-Fayn as the people of Nocturne have come to call them, wield terrible arcane magics and raze the land. Mooncrest is the last bastion of hope for the people of Nocturne as all of the neighboring cities have fallen. You will take command of the remaining soldiers of Mooncrest in an attempt to mount a counter offensive and liberate the land. You will uncover the secret origins of the Dol-Fayn and interact with characters through cutscenes both during missions and between stages.



Character Advancement

Like other TRPGs, The Rise of Mooncrest has a leveling system based on experience points (XP). This works just like you would expect: when a Commander or one of his units defeats an enemy, the Commander gains XP. Each time a Commander gains a level, his stats will increase until he reaches level 10.

At level 10, a Commander can choose between two advanced classes that come with their own perks, abilities, and they can choose what types of squads they lead. In total, there are 22 different classes the player’s can choose from to customize their forces.
Popular Discussions View All (1)
1
May 19 @ 12:52am
Always looking for more feedback on The Rise of Mooncrest
KnightMayor
< >
36 Comments
KnightMayor  [author] Jun 5 @ 7:33am 
Thanks! Glad you enjoyed it. I feel the demo is by far the most persuasive argument for the game. The response from the relatively few who have tried it has been more positive than I ever expected.
FlySwatter777 Jun 4 @ 11:42pm 
Completed the demo. I'm hooked. Hope this becomes a reality. Not normally my cup of tea, but once I tried the demo, there was no going back. Well done. Upvoted.
KnightMayor  [author] May 26 @ 12:43pm 
The game pieces seem to be a lot of the critical focus of the game and that's completely fair. I'll see if a concept image of the next iteration can be put together in the near future. But til then, I highly recommend trying the demo. As much as people like "pretty pictures" the real worth of a game is in the gameplay.
MikeyGoWOOGA May 24 @ 3:39am 
I loved the old Advance Wars games and this looks like it could be something really neat along those lines.
FroBodine May 23 @ 8:01pm 
On the other hand, I think the pog-like icons look wonderful. Something different, like a true boardgame feel. I like it!
moonstone140 May 23 @ 10:45am 
I think the art could look better. I'm not fond of the flat pog-like things, and the character portraits look a bit unpolished, but I think there is potential here. Good job on having a playable demo.
KONSTRUCTORS May 23 @ 5:58am 
nice, gl
KnightMayor  [author] May 22 @ 1:28pm 
Thanks folks. So grateful for the support :)
Linkom Games May 22 @ 12:52pm 
good art, upvoted
Vicky May 21 @ 11:31pm 
nice art !! :)