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When the Sun Sets
When the Sun Sets is a 2D action-management game inspired by Dave the Diver and Vampire Survivors, and Papers, Please, made by Moonlit Moss Studios as part of Indie Game Academy's Level 3 program. This game was pitched to a panel of publishers!
Our game seeks to reflect the struggles of the Appalachian region, highlighting issues like generational poverty and the drive to create something from nothing. The player begins their journey by unexpectedly inheriting a humble Bed and Breakfast in the town of Grim Glades, and aims to grow it into a successful business while fostering a sense of safety and community. Alongside this, they protect the region from cryptids, blending themes of survival and what we call an EmPowerment fantasy , that empowers both the player and the community. Appalachia’s unique setting, combined with the intriguing lore of cryptids, adds depth and authenticity to the game’s world. As the story progresses, the player discovers that there’s more to Grim Glades than what meets the eye. Uncover mysteries about the nocturnal cryptid population through unique NPC storylines to investigate where they came from and why they’re so interested in the rural Appalachian town.


Some comments from our fans, during our pitch!


Our pitch-night script. We used VG insights to research stats for our game genre and audience rate for Steam games. The marketing research helped us model our game design through a business-focused lens.

Our GDD highlighting the main features, systems, narrative (world building, NPCs, character designs), enemy design, and mechanics.
Role: Game (Narrative) Designer

Our game was initially designed to have a customizable lobby to increase guest satisfaction statistics. While this may still be implemented, this was a digital prototype I made using Sunny Valley's tutorial for a builder system.
A dialogue document highlighting all the in-game dialogue I wrote for NPCs 
I ended up winning the "Dialogue Diva" award after pitch night!
Different types of guests and their bark dialogues based on positive or negative interactions (if the player gives them a room or not). There is also an extensive list of names for the random generator.
Economy doc highlighting how daytime and nighttime money management works


We carried out playtesting in 3 cycles- prototype showcasing, alpha, and beta. We carried out surveys and interviews with playtesters to shape our game based on feedback.

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