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Wildgate Dev Livestream VOD

[p]Our latest livestream VOD is now available![/p][p]
Join our Moonshot devs as they sit down to chat about what's new and what's next for Wildgate. In this final pre-launch stream (‼️),  we answer popular community questions, dig into our development roadmap, and provide a first look at upcoming balance changes based on your feedback.[/p][p]
See you soon, space cowboys.  [/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][p]Wildgate launches July 22: https://wildgate.gg/wishlist[/p][p]Join our Discordhttps://discord.gg/playwildgate[/p][p]Subscribe to our YouTube channel: [dynamiclink][/dynamiclink][/p]

CHARTING THE REACH: The Art of Wildgate

[p]In true Wildgate fashion, the earliest days of development were scrappy and full of exploration. Building something in space was incredible, but it could seem too vast and limitless at times—making it easy to lose your bearings. [/p][p]
So, we chased emotion first, asking the question: What did we want people to feel when they saw our game?[/p][p]
We wanted our game to feel feel warm and lived-in, but not necessarily in a cozy way. Our goal was to build the kind of world that feels ready to welcome you in...then promptly tosses you onto a ship full of weirdos and tells you to figure it out.[/p][p] [/p][p][/p][p][/p][p][/p][p]The visual style of Wildgate began to emerge bit by bit. Eventually, we moved away from raw emotion and our team—this resilient, chaotic, Reach-brained crew—pulled all its various pieces together and wove them into the whole you see today.[/p][p]
In this edition of CHARTING THE REACH, we return to the early days of our art direction: the rules we made, the ideas we tossed, and the moment the world we were talking about started talking back.[/p][p][/p][p][/p][p][/p][h2]OUR FIRST LEAP INTO THE REACH[/h2][p][/p][p]Before there were monoliths, mine layers, or salamanders in mech suits, there was Laurel Austin. As the associate art director, her earliest concepts—like a chunky, orb-shaped probe with too many curious little arms—established the tone of our game immediately: it was salvaged parts, repurposed tech, and brightly lit screens in equal measure. [/p][p][/p]
[p]“In the early stages of developing literal space, you can justify including anything. But we weren't going for sleek, sterile sci-fi. We wanted something that felt homey, but not cozy. More like...someone's been here. Someone's tinkered with this. You get the sense that stories happened here, even if you don't know what they were." - Laurel[/p]
[p][/p][p]These sketches didn't just inspire the visual style of the game; they became the foundational guardrails and guidelines that helped warp the world of Wildgate into something tangible, into someplace where you felt like you could truly belong.[/p][p][/p][p][/p][p][/p][p][/p][p]But building our game world wasn't just about figuring out the vibes, it was also about understanding how everything functioned. Enter concept artist Sean McNally, who brought in design-based thinking and a love for tech with "just enough logic to be believable." We were now beginning to establish the visual mechanics of Wildgate, and Sean's arrival marked a new chapter in development: one where our art now had to do things. [/p][p][/p][p][/p][p][/p][h2]THIS SHIP'S GOTTA WORK[/h2][p][/p][p]With Wildgate's plucky, yet dubiously ruthless visual tone taking shape, we turned to how things work—specifically our ships. Silhouettes, turrets, upgrades, and hardware all had to serve gameplay first, while still fitting into our broader patchwork aesthetic. As a result, our focus wasn't on realism, it was on believability.[/p][p][/p]
[p]"You can't just make a ship that looks cool. It has to look like it could do the thing it's supposed to do...and look cool." - Sean[/p]
[p][/p][p]That philosophy carried over into Wildgate's weapons. Rather than standard rifles or pistols, we leaned into repurposed hardware: gear modified or hacked in order to get the job done. [/p][p]
That's how weapons like the Aim-E and Surefire came to life—by starting with a function and layering personality on top. One was inspired by welding tools; another visibly overheats mid-fire. Every detail needed to suggest use.[/p][p][/p][p][/p][p][/p][p]

As a team, we strongly believe that everything in the game should read well from the first-person perspective and serve a gameplay purpose—from the biggest ships to the smallest asteroids. So, if something moved, it needed a reason to move, and our art needed to communicate that reason clearly and consistently. [/p][p][/p][p][/p][p][/p][h2]WE DREW A LOT OF ROCKS[/h2][p][/p][p]Outside of ships, Wildgate doesn’t always have a “right way up.” When we committed to full traversal, we meant it— fly, spin, dive, or boost yourself staight into the void, if you want. Our environment design had to shift with that traversal, and we had to make sure every angle was the right one…or wrong one… or both. Who’s to say?[/p][p][/p]
[p]"Wildgate has a really expressive visual language. But we also wanted it to feel tight, purposeful. A place where you trust what you're seeing. In a world where everything is flying, boosting, or trying to kill you, readability matters a lot." - Laurel[/p]
[p][/p][p]To help you find your way in the Reach, we leaned on shape, light, and motion. While big landmarks were given strong outlines and layers to make them stand out, a variety of smaller elements—like fog and drifting debris—were also added to make the world feel more alive and easier to navigate. [/p][p]
A lot of work went into these more miniscule materials that players might not ever notice. Whether its rocks or clouds, we knew they not only had to look good from all directions, but they also had to say—"Hey, there’s something over here!"[/p][p][/p][p][/p][p][/p][p][/p][p]Visual friction also became a tool for us, as well! [/p][p]
For example: space dust can help you feel your velocity. Thanks to these precious little particles, you can tell how fast you’re moving through space (like when your crewmate sets off the clamp jet they’ve just attached to you). [/p][p][/p][p][/p][p][/p][h2]ENTER: PROSPECTORS[/h2][p][/p][p]Once the world started taking shape, it was time to fill it—with life![/p][p]
When it came to Wildgate's characters (a.k.a. "prospectors"), we wanted a lot of visual variety. From tall, burly aliens to sleek, agile humanoids, creating an ecosystem whose inhabitants felt robust was critical, and physical diversity was a big focus. We took inspiration from nature, science, literature, even our favorite Saturday morning cartoons, and more.[/p][p][/p]
[p]“We knew we wanted humans, though we weren’t sure how many or exactly what direction we’d take. We leaned into a strong variety of elements. You’ll notice familiar echoes in some of the designs, like little nods to the kinds of characters I grew up with within the sci-fi and fantasy worlds of the ’80s and ’90s. There’s a lot of nostalgic charm baked into their designs.” - Laurel[/p]
[p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]Since we first started experimenting with our prospectors, our art and design teams have remained in a constant, yet elegant tango—especially in the concepting phases where nothing was set in stone. Abilities, weapons, movement? Initially, everything was fluid and always changing.[/p][p]
What didn't change, though, was our team's shared approach and end goal. [/p][p]
In Wildgate, we like to say that "personality doesn’t equal preset," so the big balancing act was making sure each prospector could stand out visually without locking players into rigid in-game roles. While we wanted our designs to spark community curiosity, we didn't want them to dictate how they had to be played.  [/p][p][/p][p][/p][h2]THE RIGHT KIND OF WRONG[/h2][p][/p][p]Prospectors aren’t just eye candy, though—they're extensions of game's tone and feel.[/p][p]
Although Wildgate is dangerous and has high-stakes, it's not oppressive or bleak. Our prospectors are similar contradictions in motion. They're both clever and clueless, enterprising and endearing, and sometimes they're all those things all at once. Full of contrast sharp enough to cut through the Reach, with a visual style to match.[/p][p][/p][p][/p][p][/p][p][/p]
[p]“It’s a ruthless game, if you think about it. But we leaned into visual warmth, humor, and weirdness, not as a mask for the game’s brutality, but as a way to make it more human. If we went full hardcore sci-fi, it just wouldn’t work. It would be too mean. We wanted something closer to the meanness we reserve for our closest friends.” - Sean[/p]
[p][/p][p][/p][p][/p][p][/p]
[p]“I’ve made some really violent art in my career, but there’s something so fun about living in a world where even when things go terribly wrong, it’s a cute, sneaky little bug-bird-pterosaur-deer guy pulling the trigger.” - Laurel[/p]
[p][/p][p]That balance of violence and whimsy, tension and charm, became one of our team’s signatures. It reflects the game and who we are as a team. We may be some of the kindest people you’ll meet, and yet… we’re absolute villains in-game. That contrast is essential to what we’re building, and informs our decisions from the very first pixel to final render. 
[/p][p][/p][p][/p][h2]WELCOME TO THE LUCKY DOCKS[/h2][p][/p][p]For years, Wildgate lived exclusively inside the minds of our Moonshot teammates; it was a strange, beautiful little game built on shared trust and endless imagination. From an artist's perspective, it feels rare to be able to craft something original, from scratch, with this kind of freedom—and that gift isn't something we take for granted. [/p][p][/p][p][/p][p][/p][p][/p][p]We've poured our heart, souls, and passions into this project...and now, it belongs to you![/p][p]
And if you’ve made it this far—through axolotls and mech suits, tools and turrets, rocks and cosmic storms—then you’re one of us now! So, choose your ship, prepare your loadouts, and always remember that the only plan that matters is the one you make up on the fly. We hope to see you gate-side.  [/p][p][/p][p]
Wildgate launches July 22
: https://wildgate.gg/wishlist[/p][p]Join our Discord:  https://discord.gg/playwildgate[/p][p]Subscribe to our YouTube channel: [dynamiclink][/dynamiclink][/p]

CRASH COURSE: The Loot

[p]Welcome to your CRASH COURSE on The Loot.[/p][p][/p][p]In Wildgate, loot isn’t just about shiny things. From hardpoints that make your ammo go BRRR! to ancient weapons that whisper "maybe don’t give this to Mophs," the items you find (or steal) can have a big impact on your in-game experience. They can affect the survival of your ship, the size and type of explosions you bring to the Reach, how quickly you can get from Point A to Point "SEE YA," and more...[/p][p][/p][p]Can't tell a hardpoint from a handheld? Let's crack open a few loot rooms and see what's inside!
[/p][p][/p][p][/p][h2]BEFORE WE DIVE IN...[/h2][p][/p][p]As a reminder: When you first enter the Reach with your crew, the only things you bring with you are your prospectors, the weapons and equipment you select as part of your loadout, and your ship. [/p][p][/p][p]To increase your chances of success, you'll want to locate upgrades (known in Wildgate as loot). [/p][p][/p][p] [/p][p]Loot can found in appropriately-named loot rooms, which will open after completing Points of Interest. The types of loot you can find in the Reach fall into three categories:
[/p]
  • [p]CANNONS - Cannons are your ship's guns. Before they can be used, cannons must be mounted into turrets, which are located in various locations around your ship. Different ship types can support different quantities of cannons. [/p][p][/p]
  • [p]HARDPOINTS - Hardpoints provide additional tactical bonuses and capabilities for your ship. Similar to cannons, hardpoints must be installed into designated placements across your ship's hull before their benefits kick in. 
    [/p]
  • [p]GADGETS - These are handheld devices that usually are one-time use or have a limited duration. They can range from weapons to utilitarian trinkets. [/p]
[p]
[/p][p] [/p][p][/p][h2]CANNONS: BOOM, SHAKE THE ROOM[/h2][p]
At the start of every match, you'll find standard cannons equipped in each of your ship's turrets. [/p][p][/p][p]These cannons are servicable, but ultimately simple. Functional, but pretty flavorless! Thankfully, there's a variety of weapons-grade upgrades just waiting to be rescued in the Reach. [/p][p][/p][p] [/p][p]Here are some examples of cannons you can find:
[/p]
  • [p]Long-range? The SNIPER CANNON hits hard and tactically.
    [/p]
  • [p]Up close? SCATTER CANNONS or THERMAL CANNONS will turn ships and shields into scrap.
    [/p]
  • [p]Need space? The MACRO CANNON knocks enemies back like a Lucky Docks bouncer on a Friday night.
    [/p]
  • [p]If you’re super lucky, you may even find an ENTROPY CANNON. Congratulations! You’re now a problem—perhaps the problem. (Just make sure someone doesn’t decide it’d look better on their ship instead of yours.)[/p]
[p][/p][p][/p][p][/p][p][/p][h2]HARDPOINTS: TACTICAL TREATS[/h2][p][/p][p]While hardpoints technically all come in the same shape and size, their greatly varies![/p][p][/p][p]Some hardpoints are passive, conveying persistent benefits as soon as they're installed in your ship's hull, while others require you or your crew to activate their primary ability—usually by pushing a big, bright red button. Some are defensive in nature, boosting your shields or resources for example, while others (you guessed it) provide more offensive functionality focused on sowing chaos and space crimes in equal measure.[/p][p][/p][p] [/p][p]Here are some examples of hardpoints you can find:[/p][p][/p]
  • [p]AMMO REGEN - Enables passive regeneration of ship ammo for cannons.
    [/p]
  • [p]SHOCK FIELD - Temporarily wraps your ship in electrical energy that does more than just tickle rival boarders. Perfect for crews who enjoy setting "healthy" boundaries.
    [/p]
  • [p]PROBE SENSOR - Amplifies your probe scan range, which means you might get info earlier than anyone else (including but not limited to the location of rival ships).
    [/p]
  • [p]SMUGGLER'S TURN - Boosts your ship's rotation speed and lets you drift like a true Lucky Docks SpeedStar. Punch it, Sammo! (rawwwwrawrwarawll)
    [/p]
  • [p]LASER RAM - Projects a short-range beam from the hull of your ship that converts enemy hulls into deep-fried. plasma-glazed regret.
    [/p]
  • [p]MINE LAYER - Dumps collision-activated explosives into space, which can be great for both defensive and offensive strategies. Just be careful not to run into your own mines. 😅[/p]
[p]
[/p][p][/p][p][/p][h2]GADGETS (AND GIZMOS APLENTY)[/h2][p][/p][p]Whether you're boarding, floating, or holding down the fort, a good handheld gadget can swing the tide of any battle! [/p][p][/p][p]Gadgets are perfect for diving overboard, last-minute loot grabs, or causing minor diplomatic incidents, so be sure to use them "responsibly." Or don’t—we’re not your parents! In fact, the more creative the use....the better.[/p][p][/p][p][/p][p]Here are some examples of gadgets you can find:[/p][p][/p]
  • [p]TRACTOR BEAMS pull in loot, Artifacts, or even whole ships from a big distance.
    [/p]
  • [p]The STAR LANCE is a high-impact beam that melts shields and hulls in one shot—even piercing two items (or prospectors) at once!
    [/p]
  • [p]CLAMP JETS provide a powerful, though temporary speed boost to whatever object they're attached to.  Whether it’s your own ship or an enemy ship, choose wisely! (Rumor has it they also work on prospectors.) [/p]
[p][/p][p][/p][p][/p][p][/p][h2]EMBRACE THE CHAOS [/h2][p]
Finding and combining loot in Wildgate isn't always just about what's best; it's also about what's fun! And whether you want to fight at range, fight close up, or try not to fight at all, the Reach is both your battlefield and your playground here. [/p][p][/p][p]There's so many possibilities: A Shock Field and Laser Ram turn your ship into a close-range deathtrap. A Sniper Cannon with a Probe Sensor give you long range vision and precision. How about some Mine Layers and a Tractor Beam? Pull'm up and knock'm down.[/p][p] [/p][p] [/p][p]While your loot room drops are as random as the Reach itself, a real prospector makes their own luck. So don't just wait for good things to find you when there's four other ships out there to pillage with doors that open! [/p][p][/p][p](You see it → you like it → you want it → you steal it.)[/p][p][/p][p][/p][p]
Wildgate’s loot is big, bold, and begging to be used in creative ways. So, pick something ridiculous, push some buttons, and see what happens. Don't like what happens? Find some more loot and fly, fly again. (Worst case: You get a big laugh and someone else gets a great replay out of it!)[/p][p][/p][p]---[/p][p][/p][p]Wildgate launches July 22: https://wildgate.gg/wishlist[/p][p]Join our Discord: https://discord.gg/playwildgate [/p][p]Subscribe to our YouTube channel: [dynamiclink][/dynamiclink][/p]

CHARTING THE REACH: The Lore of Wildgate

[p]Every universe has a beginning, and not always a neat one![/p][p]
In the early days of "Project Nebula" (our codename for Wildgate), we weren’t trying to write a space bible. Well, not immediately, anyway. There was something a lot more pressing for our team to answer:[/p][p]
Why would anyone choose to go into a dangerous place like the Reach?
[/p][p]
The Reach isn’t just some cool backdrop for exploding ships (though it is absolutely that, too). It’s the cornerstone upon which Wildgate’s entire world was created—from the prospectors that explore it to the ancient civilizations whose artifacts they now hunt...and all the untold stories in between.[/p][p] [/p][p][/p][p][/p][p][/p][p]In this edition of CHARTING THE REACH, we sat down with our game director, Dustin Browder, to learn a bit more about the lore of Wildgate, including a brief history of the Reach as well as some recent events that have caused this particular sector of the galaxy to become such a hot spot for adventure. [/p][p][/p][p][/p][p][/p][h2]THE TYPHON REACH[/h2][p]
The Typhon Reach (or simply "the Reach" to veteran prospectors) is the setting of every match you play and story you create in Wildgate. And it's exuded Main Character Energy right from the start.[/p][p]
Whether you’re watching an ascending rocket break Earth’s upper atmosphere or a team of astronauts on an EVA take their first step into a vaccum-filled void, the idea of space can send chills of awe and wonder down your spine. We always knew we wanted the Reach (and Wildgate itself) to be similarly beautiful and inspiring, as well as a little deadly.[/p][p][/p]
[p]“We wanted it to feel dangerous and unknowable. This is the sea before we knew the boundaries. This is the sea when there were still dragons at the edge of the map.” - Dustin[/p]
[p][/p][p]For our prospectors, knowledge of the Reach stretches back hundreds of years. When the first space-faring civilizations discovered it, a smattering of small mining and science bases were established on its edge. Various expeditions set out from these settlements with the aim of charting the Reach, with most completely vanishing without a trace.[/p][p][/p][p][/p][p] [/p][p][/p][p]After a time, and whether by their skill or sheer luck, a few stragglers started to return from their voyages. Sitting at bars, these suriving crews drank and told tales of ancient monuments, abandoned spaceships, technology beyond understanding, and valuable exotic resources in huge quantities. [/p][p]
It's from these early stories that the legend of the Reach began to grow... [/p][p][/p][p][/p][p][/p][h2]THE 100-YEAR WAR[/h2][p]
In the world of Wildgate, the Accord is one the largest governing bodies, ruling over a quarter of the known galaxy. An alliance of many different species and civilizations—including former rivals —the Accord brought together a melting-pot of cultures in the shared pursuits of support, protection, and exploration. This unusual family held together and expanded peacefully for many years…until they encountered the First-Born.[/p][p]
An ancient race, the First-Born proudly believed themselves to be the oldest empire in the universe, persevering through nearly 50 million years of rises, falls, in-fighting, and starting again from nothing. In spite of their storied past, vast periods of First-Born history have been lost to time due to their lack of interest in either anthropology or record-keeping.[/p][p]
In their most recent cycle of ascendancy and expansion, the First-Born confronted the Accord, and decided to conquer them. Arrogant, aloof, and cruel, their aggression marked the start of over a century of brutal and total war. This multi-system-spanning conflict has only recently concluded, and is very fresh in the minds of all our prospectors.[/p][p][/p][p][/p][p][/p][p][/p][p]While the First-Born had huge technological advantages over the Accord, and initially forced them into a defensive war of survival, they were not infallible...and they had certain tells. After studying First-Born society, history, and actions in battle for many years, Accord xeno-anthropologists began to notice patterns in both their tactics and thinking.[/p][p]
For example: When faced with a challenge, the First-Born would continuously commit forces to a campaign until resistance was completely wiped out. It didn't matter if they had technically won the engagement, a clear and decisive victory was imperative to First-Born leadership, regardless of the cost. This led the Accord to adapt their tactics to exploit such rigidity. Sent on what was often a one-way-trip, new Vanguard units (of which Ion was a member) engaged in long-term guerrilla warfare with the First-Born. Drawing massive enemy deployments away from key battles through sustained hit-and-run action, the Vanguard kept the Accord in the war long enough to eventually triumph.[/p][p][/p]
[p]“It wasn’t the railguns that beat the First-Born, it was that the First-Born were too predictable in how they behaved. And that’s ultimately what allowed the Accord to survive this incredible danger—their willingness to learn and to understand their enemy.” - Dustin[/p]
[p]
Even during the war, both sides still ventured into the Reach in search of rumoured relics they felt could turn the tide. And based on ongoing discoveries from these expeditions, Accord historians soon realized that, contrary to their aeons-long belief, the First-Born were not, in fact, the first.[/p][p][/p][p][/p][p][/p][h2]ONCE MORE UNTO THE REACH...[/h2][p]
During past Reach exploration, evidence of unusual buildings, technology, and devices from another distinct, mysterious, and highly-advanced precursor to the First-Born had already started to surface. Now, thanks to the analysis of the Accord's scientists, it's theorized that these "Primes" (a name given them by said scientists) had already vanished from the galaxy millions of years before any other species had even discovered space flight.[/p][p]
As a result, when the Accord eventually emerged triumphant following a final, daring attack on the First-Born homeworld, their battered and bruised citizens looked once more to the Reach—and to the remnants of the Primes—for answers. The war had nearly taken everything from them, leaving entire planets stripped of resources (or in smouldering ruins) and large amounts of displaced people desperate to rebuild and start their lives anew. Could the Reach and its secrets help the Accord and new Free Colonies recover from the damage the First-Born had wrought? [/p][p][/p][p][/p][p][/p][p][/p][p]As the dust of war settles, a new chapter in this enigmatic part of universe begins—and waves of prospectors set course for its horizon. Some seek glory, some adventure, while others search for things they've lost...or hope for a brighter future.[/p][p]
Whatever the motivation, all roads lead to one destination... [/p][p][/p][p][/p][p][/p][p]Wildgate launches July 22: https://wildgate.gg/wishlist Join our Discord: https://discord.gg/playwildgate Subscribe to our YouTube channel: [dynamiclink][/dynamiclink][/p]

Wildgate Dev Livestream | July 17

[p]One final week remains until Wildgate launches on July 22![/p][p][/p][p]To celebrate the end of this incredible phase of our game's development, we're hosting one final pre-launch livestream. (And, as always... you're invited. 🎉)[/p][p][/p][p][/p][p][/p][p]Unlike our previous dev streams, this one will be a full fireside chat. No queues, no games, just a few of our Moonshot teammates chatting face-to-face. We'll dig more deeply into what's new for launch, provide additional insights into our current plans for supporting Wildgate after its release, and answer questions from our community. (Don't worry—we'll return to the Reach alongside you all very soon.)
[/p]
  • [p]WHAT: Fireside chat + live Q&A[/p]
  • [p]WHEN: July 17 @ 11:00am PDT (7:00pm BST)[/p]
  • [p]WHERE: discord.gg/playwildgate[/p]
[p]
If you're interested in hearing more about what's next for Wildgate—or just want to get to know our devs a little better—then be sure to tune in. (And if you can't? Don't worry; we'll post a full VOD of the stream on our official YouTube channel for you to watch at your leisure.)[/p][p][/p][p][/p][p][/p][p]Missed our last dev livestream? Check it out below![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]And don't forget to wishlist and follow Wildgate to stay up-to-date on the latest game news.[/p]