In the future, “Wildgate,” created by Moonshot Games and distributed by Dreamhaven, represents an exhilarating multiplayer PVP shooter set within the ominous and perilous Typhon Reach, the deepest and most enigmatic regions of space. Players assume the identities of different “Prospectors” and engage in ship-versus-ship/crew-versus-crew conflicts to seize valuable artifacts exclusively discovered within the Reach. In “Wildgate,” players embark on a thrilling cosmic odyssey, grappling with the choice between swiftly securing the Artifact or systematically eliminating rival spaceships until only their vessel remains.
In this conversation, representatives from Moonshot Games – specifically Jason Chayes (studio head) and Dustin Browder (co-founder) – shared insights about the narrative, characters, and setting of their upcoming game, Wildgate. They delved into the personal histories of their preferred prospectors, explained their character creation methods, and clarified why the game departs from the hero shooter genre despite its widespread popularity. This transcript has been simplified for better understanding.
Wildgate Is A “Hero Builder,” Not A “Hero Shooter”
As a die-hard fan, I can’t help but be captivated by these extraordinary characters! Could you share some insights into the creative journey that led to their design and creation?
To begin, our primary character artist, Laurel, is responsible for creating all of our characters. Her task, naturally, involves devising an original design that stands out with a rich personality, allowing viewers to envision the character’s voice even prior to any dialogue.
From the outset, we’ll focus on establishing that character accurately, after which we delve into the development process of defining their gameplay skills and attributes. Our aim has been to create a game with extensive character customization options since the beginning, so we decided early on to design characters similar to those in Star Wars yet distinct from Overwatch. In essence, our characters can wield lightsabers, pick up blasters, or even carry thermal detonators, for instance.
In our concept, each character comes equipped with a variety of passive and special abilities, but it’s up to you to decide how you’d like to arm them. Perhaps you prefer a healing gun for one character, while another might wield a Mark II blaster. Essentially, you have the freedom to design the character that suits your preferred playstyle using the equipment of your choice.
In summary, Laurel is our production designer who creates the unique visual ideas for our show, including how our characters appear in their settings. She then has a team of characters specialists who help bring these concepts to life during the production process.
Q: Is that why you didn’t go the hero shooter route? Given its popularity, I’m curious.
Browder expressed: Our aim was to create an experience where players could mold the character according to their preferences. Back then, when we began developing this game five years ago, the market was quite distinct from what it is today. To be honest, we weren’t primarily focused on marketing; rather, our thoughts were along the lines of, “What if, instead of Sammo consistently using a sonic boom, players could equip Sammo with any weapon they desired?
As a fan, I yearned for the characters to embody the spirit of explorers from shows like Firefly, Star Wars, or Star Trek, bravely navigating the treacherous and enigmatic Typhon Reach. I wanted them to grapple with challenges, not have all the solutions at their fingertips. Characters like Spider-Man seem to have a wealth of answers, and he’s always prepared. He doesn’t even need a gun, and that’s just part of his world. Captain America is similar, ready for anything with just his shield. It’s the essence of their character development.
In our creative process, we aimed to portray these characters as not fully prepared or polished. They experiment with various tactics, frequently switching weapons and testing new ones. Unlike how Captain America’s shield is integral to his character, these characters’ weapons are more flexible and adaptable. We weren’t focusing on market trends or expectations; instead, we were simply passionate about creating intriguing content, hoping it resonates with the audience.
Our intention was to make “The Reach” seem incredibly potent and intimidating, while also making our explorers feel somewhat vulnerable and ill-equipped as they ventured into this perilous environment. We didn’t want them to portray themselves as superheroes, rather, we aimed to steer clear of the familiar superhero trope. One of the ideas we had – though its validity is questionable – was to distance ourselves from the superhero archetype. Typically, superheroes carry a single set of weapons that define their identity. In contrast, explorers have multiple roles and adapt to various situations based on their needs.
As a gamer, I didn’t predict that hero shooters would be booming or diminishing in the future; instead, it was about crafting an extraordinary and chilling experience with Typhon Reach. I wanted players to feel like adventurers, not superhumans.

As a game designer, let me walk you through the process of creating characters’ abilities. It’s all about maintaining a balance between individual strengths and team dynamics. We want each character to have unique skills that align with their persona, yet also contribute effectively to party synergy.
For instance, imagine I’m designing a healer character. I’d ensure this character can restore health effectively but perhaps at a slower pace compared to a damage-dealing character. This way, the healer complements the rest of the team by keeping everyone alive while the other characters deal damage.
In essence, it’s like a well-oiled machine where each part plays its role harmoniously, resulting in an enjoyable and strategic gameplay experience.
Browder: The main objective is ensuring that a character’s skills align with their appearance and persona. Often, these skills were developed before the art, followed by deciding their voices and selecting voice actors. Simultaneously, we worked on their abilities, but the primary aim is achieving this match between look, personality, and skills.
Another key aim is ensuring these characters address issues relevant to you within Wildgate. For instance, there won’t be a tank character as seen in other games, nor will there be anyone at the front pushing a payload. Although we have payloads in some of our other games, it’s not a central element in Wildgate like it would be in a game such as Overwatch.
In our game design, we aimed to focus on different character roles such as ship defense, loot manipulation, boarding, and repairing. These roles aren’t exclusive; some characters might combine these skills in various ways. However, not all characters will have every skill. We believe the unique strength of our characters lies in their ability to make a significant impact on gameplay as players engage with them.
In games such as Mophs or Sammo, there are chances for me to excel as a particular character, but it’s not to the point where my teammates feel compelled to control which character I choose. This is quite typical in class-based games, including MOBA, hero shooters, and so on. If I pick a support role, it implies that I should play the tank role. I may have a preference for a specific tank, and I might suggest you play it. Similarly, if I select a specific DPS character in a MOBA, then it’s expected that you play a certain role based on the meta. However, we aimed to make each character impactful without giving one such an overpowering effect that I would feel like forcing you to play a particular character.
We haven’t yet determined if we’ve tread on that path. We’ll discover as we continue to playtest with the community, since our team of approximately 50 enthusiastic developers are eagerly anticipating the game. Currently, we test a couple of times per week, but given the novelty of the game, there are numerous strategies within it that remain unexplored. As we delve deeper into the community playthroughs, we’ll gain more insights into its progress and learn about potential adjustments to our creation for future refinements.
As a passionate fan, I’d like to emphasize another point Chayes made: our team has aimed to provide a multitude of playstyles when it comes to Wildgate. Instead of referring to it as a traditional “hero shooter,” we’ve coined the term “hero builder.” This means that the choices you make for your loadout significantly impact the outcomes of each game, offering a unique and customizable experience for every player.
In the Mark II, you have the freedom to select any of the characters for your mission. For instance, you could pick Sal armed with a side pistol, and this decision alters the entire course of events. From the outset, we aimed to provide you with the flexibility to tailor your approach and playstyle. This is one reason why we don’t restrict character choices within a crew; you can send in four distinct Sammos if that’s your preference. This way, you can adapt to the diverse challenges presented by the Reach.
Wildgate Features A “Dreamscape Science Fiction” Aesthetic
A: It’s hard not to observe some artistic resemblances between Wildgate and Dreamhaven’s other title, Sunderfolk. Is this a deliberate choice, or is there something about the Wildgate art style that particularly appealed to you? What inspired you to adopt this aesthetic for Wildgate?
Chayes: You understand that there wasn’t a direct link in that case. Here at Dreamhaven, we value independence in our different studios, allowing them to pursue what ignites their passions. The appearance of characters, the Reach, and ships were all shaped by the team and based on what we believed would create the most engaging game, focusing on what was coolest for us.
In the mix, there are numerous sources of inspiration. Ranging from classic Saturday morning cartoons to modern content that has us all buzzing with enthusiasm due to its captivating aesthetics. However, what truly ignited our passion was the concept of a space-set game that was exceptionally brilliant, vibrant, and breathtakingly beautiful. While there are numerous space games and intellectual properties (IPs) that boast a more traditional sci-fi look or feature chrome, blue glows, they’re fantastic in their own right. What set our hearts racing was the prospect of immersing ourselves in a world where space was not just cold and lifeless but radiant and dreamlike. This vibrant vision significantly shaped the overall aesthetic of every aspect of Wildgate.

A: Is that a suitable description for the science fiction aspect of this game as “dreamlike sci-fi”?
Chayes described it as a blend of scientific fantasy, with an undeniable element of science fiction. However, if you consider the general appearance and the concept of the Reach itself, the term “dreamscape” seems to capture its essence quite well.
The Lore Of Wildgate Is Deep And Sometimes Well-Hidden
A: Is there a way for enthusiasts of the game’s backstory, who appreciate the intricate details discussed during the presentation, to delve deeper into the lore? Could you elaborate on how they can access and engage with this lore beyond multiplayer matches?
Browder: We’re making every effort to seamlessly incorporate it into the game. As you note, there’s a great deal of activity and events taking place. At times, swift action is necessary to complete tasks. Our lobby screen, Lucky Docks, serves as a gathering spot for prospectors before they delve into the Reach for combat. It’s also significant within the game’s lore that there exists a space station on the fringes of space, beyond the reach of law, past the Accord’s borders. This is where prospectors reside, dine, hear whispers of new artifacts, and carry out their activities.
In this location, you’ll find various elements with text and images that serve as educational resources. Additionally, our game includes chapters featuring your adventurers, which act as a progression mechanism and contain additional learning material. Characters within the game also engage in dialogue, including some unique lines that offer insights into their backstories or reveal aspects of their relationships.
In order to provide players with a rich experience, we aim to include as many details as possible within our creation. However, you’ll need to delve a bit deeper for the full picture. It’s not feasible to present this information in a two-hour movie format. Instead, expect a slightly more challenging task where you’ll have to dig a bit and explore on your own. I’m optimistic that we can provide enough depth so that the community can engage actively with our creation.
If you prefer not to wait for the ideal dialogue line, rest assured that someone from our community will likely post it online for you to easily access and enjoy as a complete collection. This is part of an ongoing process for us, as we strive to integrate the story’s lore more seamlessly into the gameplay experience.
A: When it comes to the Docks area, I’m always fascinated by the names of the ships. In a game I was recently playing, one of the opposing ships was called “Still Relevant”. Since we couldn’t locate this ship during our scouting, it became a source of humor among us, as we joked about how even in its absence, it was still relevant. My curiosity is piqued – could you explain to me how these ship names are chosen? Are they randomly generated, or do they follow some specific pattern? In your observations, what impact do these names have on the gameplay?
As a devoted fan, I can tell you, each of these spacecrafts has its own unique origin story within the team’s history and the game’s lore. Sometimes, it’s a quirky comment or idea that emerged during development, which we found amusing enough to include. The ships themselves are full of character, and we can’t wait to share them with you!
In the game you were playing, ships weren’t created on the spot but rather picked at random. However, soon, players will have some control over the types of ships they prefer for their fleet. Another intriguing aspect is that our localization teams are now working to discover catchy names that would appeal to their respective regions, much like how “Still Relevant” struck a chord with you. We’re eager to witness how this global naming strategy unfolds for players across Europe and Asia too.

Q: What is your favorite piece of lore that you can share right now?
Browder: We’ve filled that space with a variety of elements. We’ve penned more than 100 pages of background details for the game, and we’ve incorporated them throughout the game. I particularly enjoy the tale behind Ion, the character who shatters windows, doors, and invades ships, then physically assaults them. Isn’t it fascinating that Ion was once part of a military unit known as the Vanguard during the 100 Years’ War against the Firstborn?
As a seasoned gamer, I’ve just emerged victorious from the fierce battle that the Accord narrowly escaped. In my past, I was part of an elite gaming unit, tasked with infiltrating enemy territories and creating as much chaos and distraction as possible. The Firstborn, blinded by their arrogance, were incapable or unwilling to tolerate any opposition. They’d squander millions to quell a handful of opponents. Once we discovered this vulnerability, the Accord cleverly exploited it, sending us behind enemy lines to distract as many forces as we could.
The Vanguard team fully understood that their journey was non-reversible. There was no doubt or ambiguity. They didn’t deliberately choose to embark on a lethal mission. Instead, they realized the slim chances of rescue and braced themselves for a challenging task. Their objective was to create as much disturbance as possible and attract as much enemy fire, without it being a suicide mission. Each member of the Vanguard was well aware of the risks, and their bravery was undeniable in taking on such a difficult mission. Ion, one of the rare survivors from the Vanguard during the war, emerged with a slight shift in perspective. Ordinary life now seemed dull to him. He wasn’t significantly traumatized by it, but he developed an appetite for more excitement than his daily trips to space Starbucks could offer.
I find Ion particularly appealing because he embodies the spirit of exploration and danger that we’ve woven into our IP’s history. His presence in the Reach, the most perilous corner of the galaxy, adds authenticity to the characters we’ve created. It gives them a sense of place and context, allowing them to react realistically to their surroundings and feel alive. This resonates with me, as I believe many others can relate to wanting a bit more adventure in our lives, even if it doesn’t come close to what Ion experiences daily.
Regarding the question of why people are venturing into the treacherous Reach, a place known for its extreme perils as seen earlier, there are multiple motives at play. Dustin had a conversation with Ion, while Sammo is heading there in search of an artifact to preserve his world.
One aspect I’ve always found intriguing is the reason why Mophs is venturing out. Mophs, having been through his share of adventures, has made his way into the Reach. He’s a war veteran like Ion, but he’s on a quest to discover an artifact to fund his lavish lifestyle. This man appreciates the finer things that the Accord offers, living in a luxurious penthouse, savoring gourmet cuisine, and indulging in life’s pleasures. However, such opulence comes at a cost. To maintain this image, Mophs is on a hunt for these artifacts as they play a significant role in his public persona. In essence, he resembles a sophisticated character, much like Lando Calrissian.
More Wildgate Community Playtests Are Upcoming
A: One of the key phrases in this game seems to be “Outrun or outgun.” However, from my games, it seemed more about “outgunning” since it usually ended up being a situation where only one ship was left. Is this just how we’ve been playing, or have you noticed the same on your end? In terms of making “outrun” as appealing as “outgun,” are there any strategies or changes you might be considering?
As a dedicated gamer, I must admit, there’s something irresistibly thrilling about annihilating ships. It’s not about appealing; it’s about the raw excitement that comes with it. The results from the playtest you were part of showed that 30% of games ended with an artifact victory. Now, that wasn’t your specific game, and that’s perfectly fine. However, our aim for artifact victories is not far from that mark. Ideally, I’d love to see a 40% or even 50% artifact victory rate, but 30% seems acceptable for now. As the game continues to develop, we’ll keep a close eye on these numbers and adjust accordingly.

Artifact wins can be trickier to achieve compared to battle victories since they require careful map reading and a good grasp of the artifact’s location. As players get more experienced, I believe we’ll witness an increase in artifact wins. Currently, our data suggests around 40% success rate, but remember that we are a small team playing within a limited group rather than the broader gaming community. We’ll keep observing and learning!
As a fan, I can see that we possess a variety of strategies to maintain balance in this game. For instance, let’s consider a scenario where the gate opened at 6 minutes instead of 25. This small shift could significantly increase artifact victories. Similarly, if artifacts spawned closer to the gate, it would undeniably make achieving an artifact victory much more achievable. While we won’t be adjusting the gate to a 6-minute opening, I believe you can grasp my point about our extensive range of tools. I firmly believe these strategies could become crucial for winning if the number of artifact victories drops too low.
A: Could you describe what your journey towards the Wildgate release, expected in late 2025, entails for your team?
Chayes: This week, we’re approaching one of our significant milestones – our community preview starts on Thursday! I’m thrilled to welcome a lot of new players who haven’t had a chance to experience the game yet. We’ll run this event from Thursday through Monday. Our main objective is to identify areas where we might need further refinement. While we’re confident about the game, we understand there will be lessons to learn along the way.
Based on our knowledge of your early playtests, we’ve decided to make some adjustments and will continue to do so following this coming week. Afterward, it seems we might have another round of community previews, which could stretch out for approximately a week.
As a gamer, I can’t wait to share this exciting development with as many fellow gamers as possible once it’s ready, likely around mid-summer. Experience from past projects has taught us that iterative processes are key – testing, learning, and adjusting what works and what doesn’t, ensuring the best gaming experience for everyone!
At the current stage, we’re deeply immersed in the project, with some team members like Dustin having been involved for five years. Despite our enthusiasm and strong attachment to it (considering it our baby), prolonged work on it has led us to a point where we require new perspectives to identify areas that still need improvement. Therefore, we have several stages left in this process. If everything proceeds smoothly, as hoped, we aim to launch it towards the end of this year.
Q: Is there anything else about Wildgate you’d like to add, to share with our readers?
Chayes is thrilled to invite everyone to experience the game, a project that has kept an enthusiastic team engaged for almost five years! What makes this moment significant is the transition from a private endeavor to something we’re now sharing with our community. The entire team is eager and passionate about this collaborative effort.
As a gamer, I totally get what you’re saying! This game is quite a beast, packed with lots of unusual elements that make it intriguing. It’s more like an open-ended adventure, where the solutions to the challenges are largely dependent on my strategies as part of the crew. Do I rush for the artifact or take my time? Is the number of artifacts enough or should we aim for more wins? The choices are mine to make!
Hey there! Why don’t you join us in exploring the depths of Wildgate? We invite you to demonstrate your expertise and share your insights with us. Remember, this game has immense potential that often goes unnoticed. Let’s uncover strategies we haven’t thought of before. If there are aspects that might be problematic for the majority of players, let’s find ways to address them. On the other hand, if these elements make the game more engaging and enjoyable, let’s emphasize them further. Perhaps there’s an exciting feature that, while challenging, only a select few can master. Could we find a way to make it accessible for everyone? Let’s brainstorm together!
Here are some intriguing aspects of the game that have us all thrilled! Where do you think it might head next? It’s almost reaching a level of awe-inspiring brilliance. How can we bring those possibilities into reality? I wholeheartedly urge everyone to join us in our playtest. Let’s collaborate on refining this game together.
[END]
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