indiegame.fan
MOLTYN header art

MOLTYN

MOLTYN is a destructible terrain physics sandbox where every pixel is real matter that melts, floods, freezes and falls. You are a volcano born superhero with all the powers of the earth. Dig, flood, erupt and fight walking Kaiju across an 18-mission story, or wreck free-play worlds however you like

Steam Page
Release
Coming Soon
Steam Reviews
No reviews yet

Does this feel indie?

Vote based on whether this game feels indie to you. You can change your vote at any time. Results earn an IGF score after 10 accepted votes.
No votes yet
Vote on More Games
Game contextLatest: IGF Team
ContextThe evidence factors used to assess whether this game belongs on IndieGame.Fan.Status
Notes
Latest Contributor: IGF TeamEdit notes
Search Google: Who developed MOLTYN?Developer scaleThe operating scale of the game's developer.
Search Google: Who published MOLTYN?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is MOLTYN self-published or published by Hingston Capital?Publisher statusHow the game's publishing relationship is classified.
Search Google: How is MOLTYN and Hingston Capital funded?FundingThe known source of funding behind the game.
Search Google: Who controls the creative direction and IP for MOLTYN and Hingston Capital?Creative controlWho appears to retain creative control of the game.
Search Google: What is the release status of MOLTYN?Release statusWhether and how the game has been released.

Media

8 items

About the Game

Everything is real!

MOLTYN is a destructible-terrain physics game where the whole world is a live simulation.

There is no scenery. Every pixel of rock, sand, water, lava, steam, ice and metal is real

matter that melts, floods, freezes, burns, sets, cracks and collapses on its own. Nothing is

scripted, so the solutions are yours to find and every disaster plays out differently.

Underneath it runs a hybrid simulation: a cellular-automata grid for terrain and granular

materials, coupled to a Position Based Fluids solver for true liquids and gases. Lava that

meets water flashes to steam and freezes into obsidian. Cut the base out of a tower and it

pancakes into rubble you can then bury or melt.

All the powers of the earth

You play MOLTYN, a volcano professor who leaned in for a closer look, fell in, and came out

the other side with, for reasons the volcano never explains, every power of the earth. You

fly, you fire a laser, and you earn more powers across the story: LAVA, WATER,

LAVA, WIND, STORM, GRAVITY, FREEZE, and a last-resort NUKE (and LAVA).

Two ways to play

Story an 18-mission, five-chapter campaign. A volcano makes a superhero by

accident, and his first job is cleaning up his own arrival. From there the disasters escalate:

fire that breeds, acid that eats dams, storms with a grudge, and finally eruptions that learn

to walk and wade ashore. Missions grade your work instead of failing you, and the score is

always the collateral: what the town lost while you were saving it.

Sandbox free play in generated worlds, or a blank canvas. Pick a volcanic island,

a coastal city, a frozen world or an ocean trench, then do as you please with full powers and

no fail state. Paint terrain, pour fluids, trigger reactions, and level the lot.

Fight things the size of a skyline

The kaiju are not monsters. They are eruptions that learned to walk: deep terrain animated by

pressure, glowing at the seams. You fight them like geology. Strip the armour with heat, freeze

a leg to stagger it, rip loosened plates off with gravity, and put the core out. Each one is a

multi-phase fight against something that is actively eating the town while you work.

A warm, funny world

Under the destruction sits a comedy told in council correspondence: a mayor who files you under

weather, an insurance industry that reclassifies you as an Act of God, cats that must be rescued

and will invoice you for it, and a dog that barks at monsters it believes it could take. It is

a superhero story with a small-town heart and a very long repair bill.

Built to be trusted

Accessible adjustable screen shake, a photosensitivity safeguard that caps flash

intensity and rate-limits strobe effects, a damage assist, a colour-blind-safe hazard palette,

full controller support including controller-only menus, and UI scaling with a readability

floor.

Native and light a pixel-art world that runs on modest hardware, with a bespoke

synthesised soundtrack and no fluff.

MOLTYN is in active development and heading to Early Access. Wishlist to follow along and be

there when the page opens.