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Moros Protocol News

Moros Protocol - Live Discord Q&A

[p][/p][p][/p][h2]Incoming Transmission: Live Dev Q&A on Discord[/h2][p][/p][p]Ever wanted to crack open the secrets of the galaxy? Now's your chance![/p][p][/p][p]The Moros Protocol dev team are stepping into the hot seat for a live Q&A on Discord![/p][p][/p][p]Bring your best questions, from the origins of Jocaste to the wildest bugs we've fought along the way, and we'll answer them live.[/p][p][/p][p]The Q&A will take place on Discord, tomorrow Thursday, September 4th at 3PM BST in the #Dev-hangouts stage channel, and will last an hour.[/p][p] [/p][h3]How to ask questions?[/h3][p]- Drop them in #qa-questions starting today.[/p][p]- React to the ones you're most curious about.[/p][p]- Tune in live with the team![/p][p][/p][p]Spare no-one. Spare no questions.[/p][p][/p][p]See you there![/p][p]The Moros Protocol Team[/p][p]
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Moros Protocol - Release Date Update

[p][/p][p][/p][h3]\[RECORDING: ORPHEUS-LOG.4128-5: TRANSCRIBED][/h3][p] [/p][p]"Something's wrong with the ship! … I’ve tried to figure out exactly what the problem is, but I’m struggling... I just need a little more time. These damn things, they’ve taken over and they’re EVERYWHERE! [/p][p][/p][p]I need to get into engineering. If I can then I can put The Orpheus back on the correct course, and we can get out of this system. I don’t know how much longer I can take the noises these things are making. I feel like I’m going mad!! … September 18th, I just need to make it to September 18th." [/p][p][/p][p]\[TRANSMISSION ENDS][/p][p][/p][p]The launch of Moros Protocol has been rescheduled to September 18th, and will drop on Steam and GOG simultaneously. We know many of you have been standing by patiently, and we're grateful for the continuous support as we chart the course forward. [/p][p]The Pixel Reign Team[/p]

Dev Diary #19 - Moros Goes Metal

[p]\[RECOVERED TRANSMISSION: ORPHEUS-AUD.17] Timestamp: 04:12:37 // Location: Primary Habitat Deck // Speaker: Unknown[/p]
[p]“The red emergency strips barely light the corridor… but I can still hear it. Not footsteps... something else.
Low, pulsing, almost like a heartbeat carried through the hull.
Sometimes it fades, like it’s retreating. Other times, it swells until it’s right behind me… even when nothing’s there.[/p][p]The others think I’m imagining it. Maybe I am. But there’s a rhythm to it… a pattern. Like the ship itself is trying to warn us… or mourn us.”[/p]
[p][/p][p]This week, we’re hearing from Vicky Fysika, Pixel Reign’s co-founder and composer, about how she shapes the music of Moros Protocol, and the inspirations behind its soundscape.[/p][p][/p][p][/p][hr][/hr][h3]1. What inspires you when you’re composing tracks for Moros Protocol?[/h3][p]The space/sci-fi theme has always been my favorite. It’s a universe I love to immerse myself in. I often draw inspiration directly from the game itself; its atmosphere, its story, and the world we’re building.[/p][p]I was also influenced by iconic sci-fi films like Alien, Blade Runner, Tron, Star Wars, and others that shaped my imagination. Their soundscapes and moods left a deep imprint on how I approach the game’s soundtrack.[/p][hr][/hr][h3]2. Can you describe where you start when creating music for specific moments in the game?[/h3][p]For action tracks, especially battle themes, I usually start with the rhythm. The beat helps me capture the intensity and energy right away.[/p][p]For atmospheric pieces, I begin with drones and ambient pads, layering textures to create a sense of space and tension.[/p][p]Boss music is a different beast: I focus heavily on strong, memorable melodies, using distinctive sounds that stick with you even after you’ve stopped playing.[/p][hr][/hr][h3]3. What’s your favorite track so far, and why?[/h3][p]That would be the game’s main theme. It encapsulates the mystery, intensity, and emotional weight of Moros Protocol.[/p][p]I started writing it around the time composer Vangelis passed away. He was a huge inspiration to me, so in many ways, it became a tribute to him as well.[/p][hr][/hr][h3]4. What made you want to get into composition?[/h3][p]When I was a kid playing Super Mario, I remember wondering, Who creates the music I’m hearing right now? I knew immediately: That’s what I want to do when I grow up.[/p][p]I started piano lessons early and began composing soon after. By high school, I wanted to be a rock singer and start a band... which I did, and I’m still the lead singer today.[/p][p]Later, while at university, I discovered The Longest Journey. Its atmosphere and soundtrack reignited my childhood dream. That was the moment I knew I wanted to create music for video games.[/p][hr][/hr][h3]5. What do you want players to feel when they hear your music in-game?[/h3][p]I want them to fully immerse themselves in Moros Protocol’s dark, layered world. The soundtrack shifts between mysterious ambience, tension, high-energy action, and epic emotional moments.[/p][p]It’s a mix of electronic textures, metal and goth influences, atmospheric pieces, drum & bass, and more! Something for every mood and moment in the story. My hope is that the music helps players connect more deeply with the protagonist and the characters they encounter.[/p][hr][/hr][h3]6. Any advice for aspiring game composers?[/h3][p]Video games are a magical medium. Composing for them lets you explore the wildest ideas, even ones that seem unrelated at first.[/p][p]Game music tells the story, breathes life into the world, and stays with players long after they’ve finished playing. My advice? Experiment, push boundaries, and never stop creating. Not everyone will like your work and that’s okay. Art is subjective. The most important thing is to stay true to your own creative voice.[/p][hr][/hr][p][/p][p]Thanks for reading about Vicky’s process and inspirations. Next week, we’ll return with another deep dive into the making of Moros Protocol. Until then… keep listening. You never know what you might hear in the dark.[/p][p][/p][p]See you in the stars 💫
- Pixel Reign 🚀[/p][p][/p][h2]Be sure to wishlist👇[/h2][h2][dynamiclink][/dynamiclink][/h2]

Dev Diary #18 - Pixel-Painted Art Style

[p]\[RECORDING: ORPHEUS-LOG.4123-7: TRANSCRIBED][/p][p]"…we're down to emergency power. Life support is holding, barely. Hallway lights are dead, just those strip lights along the floor now, pulsing like a heartbeat. I don’t know if that’s comforting or just cruel."[/p][p]"I saw something in Hab Deck 2... hiding, crouched under the bulkhead, hunched over one of the maintenance crew. Its body was... wrong. Not just in shape but also in the way it caught the light. Like it wasn’t reflecting correctly. Like the shadows didn’t agree on where it was."[/p][p]"I couldn’t make out a face. Just movement... jerky, non-human. Every time I blinked, it was somewhere new."[/p][p]"If you're hearing this… don't come looking. It's too late for us, for me. Destroy it before it..."[/p][p]\[TRANSMISSION END][/p][p][/p][p][/p][p]This week, Pixel Reign's Project Lead is taking over the dev diary to share some insights into what makes Moros Protocols visual style stand out. From retro pixel inspirations to custom rendering tricks, here’s how they brought our world to life...[/p][p][/p][h3]Inspiration[/h3][p]A lot of people look at Moros Protocol and say, “Oh, it’s like DOOM!” But actually our visual foundation goes back further to the 16-bit pixel art era.[/p][p]I spent years working with pixel art in game development, and I’ve always been fascinated by how a few well-placed pixels can suggest complex shapes, lighting, and motion. It’s all about illusion and technique, especially the shading methods artists used to imply depth and texture.[/p][p][/p][p][/p][h3]Old Tricks, New Tech[/h3][p]Once I knew the look we wanted, the challenge became how to achieve it in a modern engine without losing that hand-crafted feel.[/p][p]To do that, I rewrote Unity’s deferred renderer, modified the GBuffer, and created custom shaders that simulate the old pixel art shading techniques using real-time lighting.[/p][p][/p][p][/p][p]1: Unlit texture.  2: Traditional lighting.  3: Final result.[/p][p][/p][h3]Low-Poly, High-Intent[/h3][p]We wanted a visual style that felt grounded and stylized, but not “blocky” like voxel-based games. So we targeted an early 2000s polygon count for our 3D models: low-poly enough to feel stylized, but detailed enough to support modern lighting and animation.[/p][p]Textures are kept at a constant pixel density across the board. In fact, our pipeline uses more texture layers than most conventional 3D shaders.[/p][p][/p][h3]The "Pixelizer" Shader[/h3][p]One of our key tools is a custom shader we call the Pixelizer. It uses a special texture built with diffusion techniques taken from classic pixel painting.[/p][p]This texture allows our lighting to behave the way pixel artists used to simulate with color ramps and dithering, giving smooth shading without losing the stylized look.[/p][p][/p][p][/p][p]Thanks for reading. We’ll be back next week with another behind-the-scenes look at Moros Protocol.[/p][p][/p][p]See you in the stars 💫
- Pixel Reign 🚀[/p][p][/p][h2]Be sure to wishlist👇[/h2][h2][dynamiclink][/dynamiclink][/h2]