WHO WE ARE

The No Moon story

Founded in 2016, we committed to develop the next generation of emotional and fulfilling interactive experiences.

From companies such as EA Games, Riot Games, Ubisoft and Gameloft, for more than 15 years, the talented people that are now in No Moon changed the way people play.  In the process, we have learned to build experiences of recognized brands and by creating No Moon, we are trying to become one of the most valuable interactive entertainment companies in the world.

 

We value innovation over iteration. We know it's not an easy way, but we hope our games bring fun, sensation and happiness to everyone.

 

We are promoting No Moon as a democratic workplace as a key part in the transition to a better economic system in which the value of the employee is equal with the compensation, as well as taking part in making decisions company-wide.

 

Our first title, MINDNIGHT, debuted in August 2017 as a small game jam project on the Steam Store for PC, macOS and Linux. On its way to attract over 100.000 players across the world, it went on to be named the game that breaks friendships and creates a totally new paradigm to online social deduction games.

 

After developing a passion for community-driven development as part of our transparent process, including weekly progress updates, live streams and frequent updates - we have set our sights on our initial goal - to build the best multiplayer experiences and the most enticing single-player experiences

 

Today, we continue to work towards our studio's mission to deliver narrative-heavy games, with strong atmosphere and meaning. Triggering emotions is our top priority and we can't wait to share it with our community and the world.

 

What we believe in

Ex-AAA employees that wanted to go away from the classical corporate environment, teamed with other industry professionals and talent from the game industry to work together in a new type of company that promotes quality and creative-risks.

 

No Moon is a cross-continent operation. Working across time zones is not something we do occasionally, it is how we operate. To us, it doesn’t matter where, how, or when we work.  We care about what we can create.

 

We believe that good design and good business are not mutually exclusive ideas.  We design for both.

Community-driven

There is nothing more important to what we create than the people who will play our games. Engaging with online communities is so important for gamers like mus. In many ways, they become a digital family. This is where we’ve met new friends, learned about new games, and become who we are today.

 

A lot has changed since then, and we are glad we have what we have now.

 

We use Discord to automate giving out game keys, help our players find matches faster, create engagement and competition between community members and last but not least collaborate in order to create the best experiences. There will always be a Discord for each of our games so we can discuss and receive criticism, because ultimately this is the final frontier of becoming better and better game developers.

 

Innovation over iteration

To mistake the design tool of iteration for design itself is a grave error.

Without change there is no innovation, creativity, or incentive for improvement.

 

Those who initiate change will have a better opportunity to manage the change that is inevitable. We want to change how we play, we want to change how we create. We will always challenge the status-quo and create something new rather than iterating endlessly on lost and boring causes.

 

Changes call for innovation, and innovation leads to progress in the game industry.

 

High Quality

As ex-aaa developers, we have very high standards and we are very harsh with ourselves. In order for our products to stand above the competition, every one of our exceptional team members has ownership over what they do. With ownership comes responsibility.

 

Everyone is responsible for their own work, both the process and the outcome. Every interaction within the team, with the player community, and with the broader industry as a whole, reflects our desire to excel and improve upon what we’ve done in the past.

 

The end results are deep, polished titles that can stand among the best-of-the-best in the industry.

Multicultural, Remote and Efficient

25 Members, 10 nationalities. 12 languages. No Moon embodies the modern multicultural workplace. We are living now in a very small world thanks to the technology. Hence, we are going to be dealing with people from different places in our games, so if we know their culture, it will make things much easier.

 

We can learn to be more open-minded, flexible and tolerant and this offers a window to other cultures and ideas. We learn all the time about other cultures and things happening in all countries, so basically it allows us to understand better this complex world and entertain it better.

We have fun, we love what we do

We're all in this together. We love making and playing games.

 

We love what we build, our team, players, and the industry. Loving what we do is important to us, and it allows us to be objective in our processes, uncompromising in self-evaluation, and to care deeply about the success of each and every member of the studio as we create great things together.

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