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Model Builder: Complete Edition News

Expert Model Painter joins the Model Builder team!

We're happy to announce that we've begun cooperation with Bozy Nowicki, the Expert Model Painter🤩.




Bozy will be our support in technical matters, and also he will appear in video series that shows building the same model in real life and the Model Builder game.

Check out some of his work below ⬇️https://www.facebook.com/KRKMINI001










Follow our Discord to see the results! ⬇️
https://discord.gg/XUCDwej

Model Builder premiering in the third quarter of 2021!

Good news, everyone!
We will be finished working on our game by the end of July this year.
Model Builder will be premiering in the third quarter of 2021.



Having gathered countless comments and remarks from the players, We have decided to take another step in evolving the already-popular genre of simulators, elevating it to — what we call — a "virtual hobby."

Taking advantage of the feedback gathered from producers coming to the Gamescom fair and from the community built around the production, we have found our upcoming titles' common denominator. They allow for realizing one's passions and dreams, hence their name — 'virtual hobby.' This is something more than simulators — we conceive of these games as a natural consequence in the genre's evolution. Model Builder is not only a model building simulator — it is a virtual space in which the player becomes free from the restraints and hurdles of real life. We would like our work to be a place of leisure and pursuing one's passion — to this end, we are developing a range of tools with which to indulge in one's creativity inside a game. On the other hand, we are not abandoning the play-the-game nature of the genre — we are working on expanding the career mode, in which the player assumes the role of a professional modeler.



The product site was published in January 2020 on the Steam platform. The underlying prototype lay at the heart of the work involved in exploring the potential of Model Builder and the players' interest surrounding it. The successful completion of the preproduction and project marketing verification phase had led to the commencement of the real development work in March last year. Since then, the project has evolved rapidly, being confronted, on an ongoing basis, with the requirements of the growing community of players surrounding the game — in line with an approach that the company defines as the Marketing Driven Development strategy. As a result, the current version of Model Builder is a larger and more extensive production than the authors initially assumed that it would be.



With the production growth, we had come to see many indications suggesting a much greater potential of the project than initially expected. We decided that additional investment is critical not to waste the tremendous opportunity that Model Builder gives us. We have to rise to the challenge of meeting the players' expectations about the basic version of the game. We are well aware that nowadays — especially in the times of the pandemic — games compete for the player's time with one another and other digital media, say the increasingly popular streaming services such as Netflix. Thus, we will use the additional time that the production is going to take to obtain other important model building licenses — aside from the already present AK Industries or Hobby Zone. At the same time, we are finishing talks with potential distributors of Model Builder, and we are hoping that, in the coming weeks, we will hold an impressive publishing contract.

What makes our model building game different from other titles is a story arc that introduces an emotional layer to the "mechanical" nature of the simulator genre and dramatically raises the extent of immersion in a virtual world. With the High visual quality of the product, attention to detail, and long-term support, Model Builder will become a GAAS ("game as a service") — a game/service upgraded continuously with new content planned to be plentiful.

Works on the base of Model Builder will be over in as little as six months since we started, which, with the scope of the functionalities that we have added, is an optimal result. To us, however, this phase is only the preparation of the base of the game for future development, which has been laid out for the coming years: in the form of extensive project updates. We consider post-premiere support essential to the complete success of the project.

Moreover, besides the already-mentioned story arc, the game will include a relaxing and inventive Sandbox mode that will open up unlimited creative freedom. Thanks to separating the story-line career mode from the sandbox mode, Model Builder will be fit for a broad audience.



We are in the middle of a continuous process of getting to know our audience, which we can generally divide into two categories. The first is so-called mainstream gamers: those expecting fun play as part of managing a model building workshop and whom the story arc directs the hidden intrigue. The second is so-called creators: modelers, hobbyists, and all sorts of individuals with an artistic passion. It is them for whom we are building the sandbox mode, which will allow for virtually unlimited creative freedom. We believe that both modes of the game, as well as the innovations that they have in store, will establish Model Builder as the number one digital workshop designed to realize one's passions.

State of the Game Update beginning of 2021!

The year 2020 has been an intense one for us at Moonlit - Model Builder has been steadily growing, and we have enjoyed attention from players, media, and convention-goers alike. We wanted to talk to you about what lies ahead for us, so we went to the best source for that: our own developers.



Let's start simple: how was progress throughout 2020? How far along is the development?

Michał Beniowski (QA): We started with a simple demo and a proof of concept. Once we were happy with it, we took everything we prototyped and started writing it in a new, cleaner code. Along with that work, we've built a framework for the gameplay, introduced painting tools and photo mode (which is disabled for now). We added a diorama building station and packed it with all the necessary mechanics. We created a mechanism for creating defects and tools to smooth them over, and over the last few months, we've focused on the story/career mode. Our visual design team is working on the workshop and, well, preparing another one. We're also hard at work hunting for bugs and eliminating them one by one.

Grzegorz Chyb (Producer): Setting out to create Model Builder, we wanted to give players something more than a bunch of repetitive tasks - we wanted to unleash their creativity. Building models, painting them, and applying various stickers sounded like a good outlet for that. We let the ideas develop until we were ready to build the first prototype and test our assumptions. It looked promising, and at this point, we knew that we had an interesting idea on our hands; the trailer and reactions to it only further reinforced that.

Maciej Siwek (Designer): As of now, we have finished work on the main mechanics and are adding new gameplay elements on top of that - those include the career mode, shops, and the ability to personalize your workshop. We're also at the point at which we are building tutorials that should allow more people to test the game and give their feedback.



What has changed since the first prototype? How much larger/wider in scope is the game now?

Michał Beniowski: Our first prototype allowed only for cutting out, assembly, and painting the model. Those have served as a nice basis on which we keep adding new mechanics in order to create a rich, unique simulator that should be appealing to a wide audience.

Maciej Siwek: There are no games that are or would be a direct competitor to Model Builder, and that drove our efforts to make it a great way of exploring the modeling hobby. For that purpose, we added the ability to build dioramas and kitbash different models, as well as a plethora of tools. Seeing how enthusiastic our community is, we decided to add a way of measuring progress and a story to follow, both realized in the single-player campaign. It should allow players to engage with a narrative and gradually gain access to more and more mechanics, which, we hope, will make the game more engaging.
We get how important building a community around our game is, which is why we have plans for adding the ability to interact with other players - via social media and possibly Steam Workshop.

Grzegorz Chyb: Some of the assumptions we made during prototyping have allowed us to develop more gameplay elements. We quickly realized that installing models into dioramas is a natural step in building models and allows the modelers to express themselves even more.
The diorama builder should give the players the ability to go wild with their ideas. We think that kitbashing in by itself will allow for making many incredible builds. We recognize that while building dioramas is exciting, there is also some fun to be had with taking photos of them; for that, we are developing a separate station. Players will be able to put their models on display in their virtual workshop, but we also have plans for an online gallery. We also decided to focus on the story element to create a sort of pacing, allowing for a gradual introduction of new mechanics as the story progresses.


You've built an actual home for the player - why?

Maciej Siwek: Your home - or rather your workshop - is just a place where your virtual self works. We wanted to maximize player immersion in order to do that; we decided to add a number of different workshops for the player to choose from, offering various creative and environmental settings - as well as the ability to customize that personal space - to create a perfect workspace.



What should the players expect from the career mode and story?

Michał Beniowski: The career mode will put you in the shoes of a newbie modeler who takes on more and more challenging assignments and slowly builds their experience and renown in the community. Along with fame and prestige, you will receive better assignments, new tools models, and even access to competitions! There is also a story to follow, which is our attempt at breaking away from typical simulation games. We hope to attract mainstream players with an engaging story and a career mode.

Maciej Siwek: The career mode is about following a story, delivered via messages, special assignments, and collectibles. The story element should be non-invasive, though, and should the player be interested only in expanding their workshop and building new models; it shouldn't be a showstopper.
You can expect character development and the ability to expand your workshop both in terms of new workstations and by getting new tools and resources. There will also be a steady flow of new models, which you will be able to keep and not necessarily send back to your clients. Player character will build up their renown in the community, and with that, it will gain access to various competitions and challenges, which will allow them to show off their creative skills. We hope to surprise the players with our story.

And what about our ability to step away from pursuing a career? Is there going to be a Freeplay mode?

Maciej Siwek: We have plans for a Freeplay/Sandbox Mode, which should remove the limitations on equipment and model prices. This mode should allow you to freely explore your creative side without constraints and limitations - we kind of expect that this mode will produce the craziest and most interesting models that you could share with the community.

Speaking of community - what social elements are we to expect in Model Builder?

Maciej Siwek: Our goal is to have tons of interesting content for the release, but aside from that, we have plans for a range of DLCs. We are also considering model exchange mechanisms, competitions, and challenges (different from those in the career mode) conducted as live ops for the community. There are plans to create direct links to social media in order to help players easily and quickly share their creations and photos from the Photo Booth with the outside world.

We are also considering the modding aspect, but many tools and resources related to that will be developed later, in post-production.



How much impact on the game's current shape does the community have?

Michał Beniowski: We are collecting any and all feedback from our Discord community, as well as that from social media, and we encourage players to leave their thoughts and comments. We've received suggestions on potential new mechanics and solutions that our community would love to see in the game.

When the demo was up, Periods were also the ones during which we received the most feedback and suggestions regarding features that should be added. Our development process is also rather open - we're constantly showing our community what we are working on and ask them what they think. Our Discord server has become home to a large group of modeling enthusiasts who are constantly chatting about their experiences and techniques (and practice!), which gives tons of inspiration and reference materials.

Maciej Siwek: We are in constant contact with our players and are listening to feedback. We also conduct closed tests with the number of players having access to them constantly growing. Their feedback drives many changes that we make. We are extremely lucky to receive all that feedback and suggestions, and we hope that the player engagement will not stop!

Michał Gardeła (CEO): Thanks to our community, Model Builder keeps growing. This obviously impacted the development time but has also allowed us to spread our wings and realize our full potential as a team. Our conversations with publishers have also impacted the scope and shape of the game: we have a clear image of what a complete, rich modeling game should look like. And what DLC content we might want to add post-release to satisfy our customers. Building a game as a service - one that is attractive to both new and returning players - is our primary goal.

In this second year of development, we are full of hope - we wish our final product becomes everything the players have wanted - and more! We hope that both veteran model builders and more mainstream players will find something appealing in our product.

Do you have questions or feedback? Don't hesitate to write to us! We are eagerly following all comments from our community.

Model Builder Developer Live Stream and Q&A Autumn Game Festival

Dear Modelers,

[h3]Watch Model Builder live stream![/h3]
Join us at the Autumn Game Festival as we're playing through the Model Builder and answering the Community questions live on our Discord.

Live Stream Date: 08/10/2020 to 13/10/2020

[h3]About the DEMO[/h3]

The demo you can play during this event is our pre-alpha prototype. We originally built it to test selected core game mechanics and find out which of them create the best player experience. Once the event is over we will scrap the code and create the final game using what we learned during the event. This means that it would be super helpful if you would report bugs (either on Discordor using in-game widget).

This is only the beginning of this adventure and we will keep testing builds as we go. In case you would like to be a part of that process hop on our Discord to join the growing community.

Demo Start: 07.10.2020 19:00
Demo End: 13.10.2020 19:00

[previewyoutube][/previewyoutube]

[h3]About the game[/h3]
The huge experience, that both sides have, enabled Kuba WĂłjcik - the originator - to team up with Moonlit - the developer and publisher - to create Model Builder, an exceptional, one of a kind simulator.

Model Builder brings the joy of, well… model building, to the virtual world. It allows you to build model machines just like you would in reality, by cutting out, assembling, and then painting and customizing your creations. Fill your shelves with cars, planes, helicopters and tanks from various countries and eras, display them in dioramas to add a bit of shine and tell your own story. Sell your creations for-profit and expand your toolkit or simply let the works you're proud to be displayed on your Shelf of Glory.

The game offers a wide variety of tools and models to choose from, as well as tons of paint colours and decals, that will make the assembled models truly your own. You are bound to have weeks upon weeks of creative fun - and meanwhile, your relatives won’t be able to complain that you fill every bit of free space with plastic toys that smell of glue and paint. Building models in virtual space has never been so fun!

[h3]Social Media[/h3]
Discord: https://discord.gg/QgVhpcN
Twitter: https://twitter.com/modelbuildersim
Facebook: https://www.facebook.com/modelbuildergame
Website: https://modelbuilder.game/

https://store.steampowered.com/app/1164250/Model_Builder/

We’re bringing some heavy armor for Steam Game Festival

Dear Modelers,

A new Festival has come around, so we’ve got a brand new demo for you guys – with fresh content to boot! Last month we’ve shown you our progress in a demo for PAX and in return, you’ve gave us plenty of feedback on what we managed to improve and what needs a bit more work. And we took it to heart!



We know that you guys love WW II fighters and that the Spitfire and Messerschmitt were to your liking, but we wanted to give you something fresh this time around, so… we brought in some heavy ground troops. T-55 A will be ready soon to build in paint in the new demo, and along with it comes a showcase of our very own boxes for kits – how do you like that aesthetic?



The demo will be available for the duration of the festival (October 7-13th) and we would love you to get your feedback on improvements large and small – and your impressions after playing around with our first tank!



If you like what you are seeing be sure to wishlist the game, and join our Discord to get more information on progress with Model Builder and talk with the devs directly!

Full changelog for New Demo:

0.1.38 (2020/10/07)

- Improved paint quality on models
- Changed "Press Space" to "Press Any Key" in main menu
- Changed player's starting position
- Added survey button in main menu
- Increased quality of airbrush particles
- Fixed high music volume
- Fixed problem with window's ghost
- COMING SOON: T-55A

Additionally, we have a huge request for you. We need your support in developing our game, so we ask you to complete the little survey :)