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About the game

Moons of Madness

First-person science-fiction horror adventure

An enormous creature looms inside a research facility.
Moons of Madness · Game artwork

About Moons of Madness

On Mars, technician Shane Newehart is assigned to keep a research base running while awaiting a relief crew. A concealed signal, failing systems, and disturbing visions turn routine maintenance into a first-person investigation of isolation, paranoia, and cosmic horror, with practical machinery and exploration shaping how he navigates the outpost.

Moons of Madness is a first-person science-fiction horror adventure set on Mars. A signal of apparent intelligent origin has been detected from the planet, but the corporation behind the discovery keeps it secret and builds a research outpost to investigate. Shane Newehart, the technician stationed there, is kept outside that knowledge. His assigned task is ordinary: maintain the base until a transport arrives with the next crew. This gap between what the player knows and what Shane has been told establishes the story's tension. The outpost exists because of a discovery that has been deliberately hidden, yet Shane begins with routine responsibilities and no explanation for its larger purpose. The narrative builds from that imbalance, placing a worker inside an isolated facility whose reason for existing is already entangled with the unknown.

Shane's shift begins with everyday work at the research base. He is expected to keep its lights and systems operating until the Cyrano arrives with the next crew, but that routine becomes difficult as the facility develops problems. The security system goes into lockdown, the greenhouse is compromised, and the rest of the team does not return from an EVA mission. Instead of following a normal maintenance schedule, Shane has to move through disrupted work areas and determine what still functions. Each breakdown makes the base less dependable as a place to live and work. The changes remain practical at first: doors, growing spaces, and essential systems are affected. Yet their timing and accumulation make it harder to treat them as isolated equipment failures, especially when Shane begins encountering events that do not fit his job's ordinary demands.

The outpost’s computers, electrical systems, rovers, and solar panels give its problems a practical shape. Shane uses the equipment and infrastructure of a working Mars base to overcome obstacles, and exploration moves from the inhabited facility to areas beyond it. These systems make the setting feel built for research and survival: power must be managed, machines must function, and access depends on the state of the installation. Interacting with technology is part of navigating the story, not a separate engineering simulation. The player encounters a workplace whose tools are familiar in purpose but difficult to rely on as conditions worsen. Going outside the base also widens the experience beyond corridors and rooms, placing the character in the Martian environment that makes rescue and communication feel distant. Rovers and solar panels extend that working infrastructure into the landscape, underscoring how much the outpost depends on functioning equipment.

An enormous creature looms inside a research facility.
An enormous creature looms inside a research facility. Official game screenshot; copyright belongs to its respective owners.

Horror grows from Shane's isolation and uncertainty about what he perceives. The relief ship is far away, his fellow crew members have not returned from an outside mission, and malfunctioning systems leave him increasingly alone. He begins to see and hear things that may be visions or hallucinations, although he cannot easily determine what is real. The fear is therefore tied both to external events and to the reliability of his own senses. Cosmic horror pairs supernatural elements with the familiar strain of being isolated in a remote workplace. Apparitions and unsettling visions challenge Shane's interpretation of the base around him. The premise ties fear to his uncertainty about whether the threat comes from his surroundings, his mental state, or something beyond either explanation.

Mars is a defining part of that pressure. It is a scientific workplace with equipment and procedures, set in a remote environment where a failure can leave Shane isolated. The base's computers, electrical systems, solar panels, and rovers are practical tools, while the terrain beyond the outpost extends exploration into a harsher setting. Familiar infrastructure gives the player a way to understand how people operate there, but it cannot make the surroundings predictable. Shane's assignment to keep the facility functioning means that every malfunction carries a direct consequence for his ability to work and stay safe. The scientific setting therefore supports the horror: an engineered habitat that should make Mars manageable becomes increasingly unreliable as the mystery deepens.

Moons of Madness shares a thematic universe with Funcom’s Secret World Legends, though this story can be followed on its own. Its setting draws on that series’ lore and mythology without requiring prior knowledge of its characters or events. Shane’s assignment, the signal, and the failing outpost provide the central context. The game is a first-person adventure built around exploration, machinery, and psychological cosmic horror on Mars. Familiar maintenance tasks gradually become entangled with mystery as Shane encounters events his assignment never prepared him for. The premise joins scientific work and supernatural dread while leaving the exact nature of the signal and Shane’s experience to the unfolding story. The player stays close to one technician’s perspective, moving between the practical problems of the base and visions that make it difficult to distinguish a real danger from something he may only be perceiving.

A figure stands in a dim cavern lit by hanging lamps.
A figure stands in a dim cavern lit by hanging lamps. Official game screenshot; copyright belongs to its respective owners.
Developer
Rock Pocket Games
Genre
First-person science-fiction horror adventure