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Become the Moon Mixes Deckbuilding with Cosmic Chaos

Become the Moon just launched on Steam, and it’s unlike anything else in the autobattler space. At a glance, it might remind you of Hearthstone Battlegrounds, but the further you get into it, the more it begins to unravel into something stranger.

The setup is familiar. You build a team of units, position them on a grid, and let the battles play out automatically. But here, your units are referred to as “children,” and the battlefield is more like a ritual. At the start of each run, you choose whether to play as the Parent or the Moon, and that choice shifts everything about how you interact with the game.

 

It feels familiar at a glance, but it seems to be a really interesting take that’s actually blending multiple genres.

 

Combat unfolds round by round. You’ll choose upgrades, manage positioning, and occasionally step in using “Will” abilities to change the outcome. There’s a strong roguelike structure beneath it all, but what sets this apart is the tone. The art is raw and stylized. The cards don’t just fight. They evolve. They fail. They sometimes forget who they are.

There is narrative here, but it’s not told through cutscenes. It seeps in through the visuals, through subtle changes in the way your units behave, and through the choices you make between fights. The game doesn’t explain itself. It expects you to figure it out, and that trust makes the experience feel personal.

If you’re looking for an autobattler that leans into mood, meaning, and mechanical depth, this one is worth a look. Become the Moon is available now on Steam, with a launch discount for early players.

Become The Moon

by Feldspar Games, Ben Allen, Mosman

PC (Steam)

Edited by

Kevin Fernandes

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