Moon Hunters is a one to four player cooperative experience which changes each time you play. Each play through you build a myth, a legend of sorts. There are currently “thirteen major personality traits and you can have a combination of any three at a given time”. Tanya states that the game is not one of morality; not good and evil but reputation and how the people talk about you. She compares this idea to our own mythological heroes like Hercules, Odysseus, and Gilgamesh, “there are examples of different kinds of heroes”. Each were different in their own status, “Odysseus was a cunning hero, Hercules a brave one, and Gilgamesh was brave but very foolish”. This is all in relation to one of the tag lines for Moon Hunters: ‘How will you be remembered?’ Tanya and her team believe that “actions outlive us” and that “why you do something can be as important as what you do”. Tanya makes the excellent point that “there are heroes that kill people and villains that kill people but it’s all about context and marketing in a way. Ancient Marketing”. Moon Hunters is not so much the black and white of being good or evil but more like “a complex personality test, but with killing monsters in the middle” she laughs.A key gameplay element in Moon Hunters was also present in Shattered Planet. Procedurally generated content is effectively a way to allow a game to be played forever. But it’s difficult to pull off. Being a designer, Tanya has personal experience with the difficulties. “It takes constant awareness of what you’re doing”. She goes on to say they went back to the drawing board for Moon Hunters especially for this feature. “We learned a lot from Shattered Planet but we decided we really needed something that I, as the designer, could build scenes myself”. She references the nature of their previous project, as each map was made up of randomised tiles, rather than scenes and environments.Tanya went into further detail on this randomised generation, “you start off with this blank sheet; you have code you need to write”. This seems like the problem to begin with; not enough rules and the game would be chaos. There would be no system or method to the generation. However she continues, “But it’s very very easy to make so many rules that are so reliable... suddenly it’s not different anymore, it’s predictable”. This ends up on what can only be described as a knife edge situation; there has to be change but especially meaningful change. “It’s very difficult and we’re still struggling” she chuckles, “After a while you kind of have to accept that it’ll be a little strange. But I’d rather it be strange than boring for sure”. Moon Hunters is set to release on PC in January of 2016, with a beta scheduled for Autumn for Kickstarter backers. To keep up with this project (and you certainly should) check out their Facebook page for more details.