
We also wanted to give players just new interactions, new physical interactions in the world, just different textures of interaction. So we said, “How can we make this game larger? How can we make it bigger, so you have more time in the headset with Quill?” One of the biggest things that we got in terms of reviews from players was they just wanted more of the world. If we can say that’s the foundation, then what can we do to make it better for players that are now jumping into Moss: Book 2. So, we want players who played the first game and had a great experience to feel like they can plug into the next game, and just basically pick up right where they left off and feel like it's consistent, but better. When we started thinking about what do we want to do for the second game, our main thought was, “Don’t mess up what we figured out for the first one, we landed in a really good spot.” And we started calling that our foundation for the second game. It's been a really great reception, fans have really glommed on to the mix of action, adventure, and puzzle solving, that we really tried to work hard to find a good balance for. The feedback that we've gotten from reviewers and players has been overwhelmingly positive towards the world that we created, the characters, the main character, quill that you bond with, and work together to solve puzzles, fight enemies, and, you know, go on just a grand adventure together.

We are largely just completely blown away and excited about the reception for the first game.

And then, you know, for Moss: Book 2, you've played the first game, but just kind of give you a general idea of where we went with the second book, without spoilers.

Joshua Stiksma: I am a design director at Polyarc on the Moss franchise.
