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Moon Studios' Moonity engine bet: financial and technical risk behind a proprietary Unity fork

Summary
Moon Studios rebuilt Unity from source into a proprietary fork called "Moonity" to ship No Rest for the Wicked.
Deterministic multiplayer via Photon Quantum missed the Early Access launch window.
The studio's remote-first, tool-heavy pipeline compounds both creative control and capital risk.
"It was a bit of a bummer not shipping with multiplayer initially, because it's such a big marketing beat"
— Patrick Williams, Gameplay Tech Lead, Moon Studios
01

Moonity is years of compounding R&D with no external reuse

The team holds Unity source code access and builds custom render pipelines, timeline, input, and audio systems.
This hybrid stack originated during Ori and the Will of the Wisps, then expanded for No Rest for the Wicked.
Every new capability requires internal engineering rather than off-the-shelf middleware.
"We have source code access, so we build a lot of our own render pipelines, timeline systems, input, audio, just whatever we need"
— Patrick Williams, Gameplay Tech Lead, Moon Studios
For publishers evaluating similar studios: Moonity R&D is non-transferable outside Moon's own titles.
That makes it a structural cost that deepens with each project, not an asset that depreciates.
02

Photon Quantum demands full simulation on every client

Moon Studios chose Photon Quantum's deterministic model: inputs sync across machines, not positions.
The studio co-developed extensions with Photon to push Quantum into 3D-capable territory.
Four simultaneous players force every client to simulate all actors, including off-screen ones, at full fidelity.
"When you have four players doing different things across the map, it becomes much more demanding"
— Patrick Williams, Gameplay Tech Lead, Moon Studios
This ceiling directly constrains enemy density, map scale, and difficulty tuning in multiplayer.
03

Delayed multiplayer traded a launch beat for a staged re-engagement bet

Multiplayer was always intended for launch; testing ran across machines a year before Early Access.
Performance and design gaps prevented inclusion, despite the foundational tech being in place.
Williams frames the later multiplayer drop as a deliberate "relaunch moment" for audience re-acquisition.
The model assumes single-player retention bridges both audience windows.
Source material provides no data on whether that retention held.
04

Remote-first flexibility multiplies proprietary tooling burden

No standardized DCC software: environment artists use Blender exclusively; others split across Maya and 3ds Max.
"Everyone is free to use whatever they want"
— Daniel van Leeuwen, Lead Environment Artist and Art Director, Moon Studios
Custom Blender-to-Unity bridges automate vegetation and collider workflows.
The studio also built a proprietary timeline editor, debug system, "ArmaMan" combat simulator, and chunk-based streaming.
Each tool carries internal maintenance cost with no third-party support or documentation.
New artist onboarding faces a non-standardized environment backed entirely by custom tooling.
05

Handcraft-first art pipeline resists throughput scaling

Visual direction set by CEO Thomas Mahler a decade pre-launch rejects PBR realism for hand-painted, artistically lit assets.
Old Masters references include Caravaggio, Shishkin, and Levitan.
No enforced texturing workflow: artists choose sculpt-first, concept projection, or paint-from-scratch.
Boss production chains span concept, modeling, hand-painted texturing, rigging, combat, VFX, SFX, and cinematic rigs.
This multi-department pipeline is iterative by design and structurally resistant to AI-assisted acceleration.
Per-asset cost scales poorly under aggressive content cadence.
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