The Wild at Heart cover
The Wild at Heart screenshot
PC PS4 XONE Switch Series X Steam Gog
Genre: Puzzle, Strategy, Adventure, Indie

The Wild at Heart

Our new game, Echo Weaver, has a Demo!



đŸ”„We're live!đŸ”„ Come play the Echo Weaver demo as part of the Time Masters Steam Festival!

https://store.steampowered.com/app/2184080/Echo_Weaver/

ABOUT ECHO WEAVER


Echo Weaver is a time loop metroidBRAINia where time is your currency and secrets are your only upgrades. You are the last Weaver, remnant of a ruined society trapped in a fatal time loop. Uncover their story - and your own - as you explore what remains. Use each loop to chip away at the mystery, exploring beautifully drawn biomes, helping quirky survivors, and tracking down leads.



Fine-tune your skills to blaze through new routes, harvest potent “echoes”, and exploit time as a valuable currency. Unearth powerful secrets to reshape the timeline and master the loop, weaving a new fate for all those trapped within.

When faced with eternity, knowledge is the only gear you need.

Hotfix Patch 1.1.9


  • Fixed long-standing bug where player can get more Spritelings than their cap.
  • Safety net for rare bug where player can get to Frostfields Camp without a Shiverling. Now if this happens, you'll just be given a Shiverling.
  • Fixed issue where Faeflies can still spawn in an area where a hive was destroyed.
  • Updated engine for upkeep and small performance and QOL improvements

Twigling Plushies Are Here!!

It's finally time... TWIGLING PLUSHIES ARE HERE!!! Pre-order yours now! đŸ„łđŸŒżđŸ§ž

We need at least 200 orders to be fully funded, so please share with everyone you know!!

https://www.makeship.com/products/twigling-plush




A little bit more about this cutie:

Meet the Twigling, a curious type of Spriteling imbued with floral magic of the Deep Woods. Born from the various plants and trees of the Woods, they have a keen ability to encourage growth in budding plants and maintain an immunity to nature-based toxins. Never the type to idle the day away, Twiglings have been observed to work much faster than other Spriteling species, even at the very same task.

Wild is Two Giveaway!

We're thrilled to announce the 2-year anniversary of the beloved game, The Wild at Heart! Join us in celebrating this milestone and embark on a magical journey once again with a 50% off discount from May 14th through May 21st!



To show our gratitude for your incredible support, we're hosting an amazing giveaway! One lucky recipient will receive an exclusive, hand-painted and signed Scrap Heap figurine painted by our very own artist, Justin Baldwin, along with a fantastic sticker and magnet pack, and a Steam code for The Wild at Heart!

But wait, there's more! We want to spread the joy even further, four lucky Silver Tier recipients will also receive the sticker and magnet pack and a Steam code for The Wild at Heart!

Select additional recipients will also receive the sticker and magnet pack to slap on your favorite things!

Make sure you're following our social accounts to stay updated on the winner announcement!

Giveaway ends May, 5/21 at 11:59 pm PST. Participants will be selected at random and contacted via DM. Open to residents of the US only. This promotion is in no way sponsored, endorsed, administered by, or associated with Valve, Instagram or Twitter.


To Enter



Enter on Twitter:



  1. Like and retweet this post.
  2. Comment on this post with your favorite character or moment from The Wild at Heart, and tag two friends who you think would love the game.
  3. Draw your favorite character or moment from the game and tag us @moonlightkids_ on your Twitter account.

Enter on Instagram:



  1. Like and add this post to your story.
  2. Comment on this post with your favorite character or moment from The Wild at Heart, and tag two friends who you think would love the game.
  3. Draw your favorite character or moment from the game and tag us @moonlightkids_games on your Instagram account.

The "Oh, you guys are still here?" Patch (1.1.8)

Hello forest friends, and long time no see! We've been hard at work on our new unannounced project, but in the meantime have compiled a chunky list of small fixes and improvements for Wild. Read on!

- Fixed an issue where players could simply walk around the first two toxic mushrooms in the Undergrowth, fully dodging the Spriteling learning moment there.
- Fixed an issue in Wispwagon where Spritelings could panic to the wrong side of a particular corruption group, leaving them stranded.
- Improved the look and feel of hit shakes on attackables.
- Fixed an issue in Settings menu where some players were accidentally toggling on a debug control scheme.
- Added some safety nets to pregrown vines, to make sure they're definitely never not grown.
- Attempted fix for a super rare unclimbable Undegrowth vines (or any pregrown vines?) issue. Possibly was only affecting low framerates?
- Fixed a who-knows-how-long-it's-been-there issue where our hitstop was using the wrong time scale O_O Found while working on our new game!
- Fixed issue where credits could sometimes scroll very fast.
- Diagnosed and patched a bunch of NullReference errors that could lead to one-time crashes or weird issues. While almost all were very rare, we suspect they might have been affecting a small percentage of players.
- Added more info to crash reports, so we can better assist in fixing them.

The "Farewell For Now" Patch (1.1.5)

Hello dear players! We have another minor patch ready to deliver. This will likely be our last update for the foreseeable future. We will of course continue to hotfix any critical bugs that pop up, but otherwise it's time for us to move on. A massive, tear-swelling thank you to everyone who has played the game and supported us so far - it means the world! You guys are the best <3 <3 <3 The exciting flipside of all this is we're ramping up work on our next project! No shareable details on that just yet, but we're stoked for it and can't wait to be able to talk about it. Stay tuned!

Ok here are the actual patch notes :P


  • Big improvements to loading times, especially on Switch. Smaller areas won’t notice it much, but the larger areas are now loading 25-35% faster.
  • Adding a Stash Box and a Crafting Workbench to Umbral Lethea, so you can actually prep for the final boss fight.
  • The Night Countdown music track now carries across scene transitions.
  • Rebalancing how many Spritelings are automatically killed if a PC dies at night (was too punishing before).
  • Making Spriteling Cap upgrades cost more in Adventurer mode.
  • Making Lotblops a little harder in Adventurer mode.
  • In Frostfields, adding a little safety wall around that first Crud puddle, so Spritelings don’t accidentally die so much in it.
  • Giving the player a bunch of Spritelings back automatically at the start of the post game, for certain reasons that will be clear if you’ve beaten the game already.
  • Fixing an issue at low framerates where Spritelings would jitter back to the PC after finishing a pushable that was followed by a mini “puzzle complete” cutscene.
  • Fixing issue where Spritelings who dropped off the pearl in Crystalfall Coast wouldn't return from the warp pad, nor respond to soft pull.
  • Fixing an issue where certain controllers couldn’t get through Title login.
  • Fixing rare issue where Spritelings will sometimes show in the wrong place on the map.
  • Fixing issue where PC could run in place when interacting with a Grove building straight out of a run.
  • Fixing some camera jumpiness at the beginning of the final boss fight.
  • Fixing the save logo animation cutting off early.
  • Fixing speech bubble not showing up for a certain Dream character.
  • Fixing weird rectangular fog-of-war chunk in the Undergrowth map.
  • Retro fix to rare players who acquired a Spriteling type but that type isn’t accessible anywhere, because their herd was over-full at the time. (Also preventing the “over-full herd” bug from even happening anymore.)
  • Adding a safety recheck to popping the Cats achievement.

Hotfix Patch 1.1.3.0


  • Urgent fix to a soft lock that could happen in Sunken Grotto, if you killed the bottom-most Knightcap in the Buff Puff fight room, before triggering the little tutorial cutscene that introduces the Buff Puffs.
  • Small optimization to make the foxglove plants to use our sway shader instead of a sway tween.
  • Safety checks for some rare null refs and out-of-bounds errors throughout the codebase.

"Field Guide Update" Week 1 Patch (1.1.1.0)


  • Urgent fix to Chinese dialogue and text being broken and unreadable throughout the game, as of version 1.1. Big apologies for that!
  • Fixed some missing characters in Japanese and Korean, as of version 1.1.
  • Greatly improved inventory sorting! Now crafted items group together by type, the types are ordered by most frequently used, and Pips always sort to the back.
  • Fixed localization issue where the Play Style UI subheader would show the an ID for non-English languages.
  • Fixed soft lock for players that had already defeated the Buff Puff + Knightcaps in Sunken Grotto, then updated to version 1.1, and then tried to walk back through that room. (We added a new visual tutorial for this fight, but forgot to make sure the player hadn't already finished the fight!)
  • Fixed issue where Temp Hearts wouldn't apply to Passive if Player already had some.
  • Fixed a rare a soft lock that could occur if a Shiny Rock call came in right as a separate cutscene was starting.
  • Fixed the climbing animation not playing if initiating a climb during character switch animation.
  • Fixed a bug where quick-crafting a Hearty Meal from three Poop Fruit would instead produce a Mush Sammy.
  • Fixed a Map issue where one of the lost Greenshield markers could show up before it should have, if the player stepped into Wispwagon in Chapter 1.
  • Fixed Spriteling emote icons not fading out anymore, as of 1.1.
  • Fixed Spritelings becoming unresponsive after the Rattlebrook "reunite" scene, if they were carrying any resources when the cutscene started.
  • Fixed issues with Faeflies drifting by in a straight line after cutscenes, ignoring player and Spritelings.
  • Fixed some Map fog slightly overlapping into adjacent areas.
  • Small optimization to large amounts of Scrap and Glint spawning from chests.
  • Some rebalance to Mushroom Sammy and Craft Honey heal amounts.
  • Slightly larger spawn intervals for Faeflies in Adventurer.
  • Hiding the new Shiverling hint sign past Chapter 2.
  • Nerfed that one Bitterblop in Frostfields that Kirby has to fight solo with only a few Spritelings, since it's pretty tough in Adventurer now.

The Field Guide Update (1.1)



Welcome to version 1.1, the Field Guide Update! We’ve watched, listened and tested throughout the summer and into the fall, and we’re ready to present this quality-of-life update packed with new features, new ways to play, boatloads of performance improvements and usability updates, and more! Let’s dive right into what’s new.

Play Your Way!


You can now choose between two different play styles when starting a new game: “Wanderer” or “Adventurer”.



While we were of course very proud of the game as it has been, we’d occasionally get feedback that some felt it was too hard in spots, causing spikes in an otherwise chill game. Others would chime in that the game was overall somewhat easy, and that the crafting system felt superfluous. Now you have a choice! “Wanderer” for those preferring a focus on exploration and story, and “Adventurer” for those wanting more of a balance between combat, exploration and story. The latter choice, with its added challenge, will also put more of an importance on the crafting system, as enemies will be tougher and try to attack the player more often, as opposed to mostly just focusing Spritelings.

We hope this new choice of play style will give more focused experiences, and have something for everyone. It can also be changed at any time, so if you don’t like your choice and want to switch, or just want to change temporarily, you’re free to do so!

Recall Waystones


One of the most common pieces of design feedback we’ve gotten, both pre-release and post, was “can you give me a way to just call all my Spritelings back to me? I sometimes lose them and don’t realize it.” To be frank, we were stubborn about this for a long time! We felt like it was in the DNA of the genre to manage your herd, and be smart with your time about re-gathering lost Spritelings up if needed. But we’re here to say: we were wrong! So yea, this feature has been a long time coming, and we’re glad to finally deliver it :) Introducing Recall Waystones!



At these magical stones scattered throughout the world, you can spend Glint to warp all Spritelings in that area back to you. The cost of the Waystone differs slightly between Wanderer and Adventurer styles, but in both cases is balanced to be pretty friendly. Sorry it was so long coming everyone! And thanks to all the fans who suggested a feature like this to us <3

“Wait for Night”


Another oft-requested feature was some way to jump to nighttime, since there are a few night-specific tasks and puzzles throughout the game. We heard you, and it’s here!



New Accessibility Features


We’ve added a handful of new settings to make the game more accessible to all:

  • Vacuum Motion: Toggles extra camera motion on/off while vacuuming.
  • Hold To Throw: Allows the user to hold LT (or left mouse) to throw Spritelings while aiming.
  • Throw Sensitivity: Adjusts how sensitive Spriteling throw-aiming is, both in terms of pushing the arc in and out, and rotating.
  • High Contrast: Greyscales the game except for characters, enemies, Spritelings, and important interactable elements.




Reworked & Rebalanced


We’ve smoothed out a few of the game’s quirks, some important spots we always wanted to polish more and now finally had the time for!

  • Buff Puffs: Added a mini cutscene that quickly introduces the relationship between Buff Puffs and Knightcaps, the first time you encounter them in Sunken Grotto.
  • Finding Shiverlings: A new sign has appeared in Frostfields that hints at where the Shiverlings will eventually be found, when it’s time.
  • Length of Day: Slightly increased the length of a full day, to give a little more exploration time. We've wanted to do this for awhile but didn't want to exacerbate the problem of having to occasionally wait around for night-based tasks. Now, with “Wait for Night”, we can finally do it safely!
  • Healing: Until now, consuming a healing item would always heal both PCs. This was actually never our ideal design, we just ran out of time to create the UI necessary to pick who to heal. So now you’ll be able to choose which PC the healing item applies to. While this does change the balance of healing a bit, it helps support the challenge of the Adventurer play style. Meanwhile, Wanderer will be largely unaffected since health management doesn’t play a big role in that play style.


We’ve also continued to tweak and tune the balance of all the game’s systems, from combat to items to resource drops to economy. This will make for a better, more seamless experience across the board. For a full list of what was adjusted, see the “Balance Notes” section below.

Map Improvements


The Map has been reworked so that the areas don’t appear so spread out from each other, resulting in a tighter, easier-to-navigate layout. Dotted paths also appear now between areas when respective transitions are taken. All told, the Map now has a more cohesive look-and-feel to it!



Additionally, we’ve added a handy new option to refocus the player on the map, and fine-tuned the feel of panning and zooming.

Fun Random Stuff


Some new things we just wanted to do for fun, more for ourselves than anything - we hope people enjoy them as much as we do!

  • A new "Going to Sleep" music jingle plays when you sleep at tents or in the Grove.
  • Rubbish now has a full range of animations, with brand new sound design to go along with them.
  • Added a couple new lines of dialogue when Wake and Kirby talk to Brussel in the Grove.
  • CATS!!! You can now pet Litterbox’s cats. Finally.


A Smoother Experience


We’ve left no stone unturned in our hunt to make the game as performant as possible! With massive performance overhauls and lengthy optimization refactors (sounds fancy, right?) we’ve created a smoother, more stable experience for all. For anyone curious about some of the specific updates we made surrounding all this, see the “Optimization Notes” section below.

More Improvements



  • Spritelings thrown at a Faefly but miss will return back to the player, instead of just standing around.
  • Additional text effects to various cutscenes and dialogues throughout the game.
  • New “destroy” effect to Faefly Hives.
  • For certain heavy carryables that require the use of a certain Spriteling type, we’ve tinted the UI of that carryable to the Spriteling’s color, as a little tell.
  • Buff Puffs buff Knightcaps way more, to incentivize the proper tactics. Combined with the new tutorial mentioned above, it makes for a more fun fight.
  • The worldspace UI on the big southern boulder in Central Deep Woods pops from further away, since you approach from the back and need to see it from further away.
  • Added a sound for when Brussel poofs away into the tree during the intro.
  • Removing option to recycle Stash items with Rubbish - items must come from Bag. (This was always the intent, just finally getting around to fixing it!)
  • New header icon for the Recycler UI.
  • Adjusting the positioning and visibility of a couple Lootbacks, so they don’t get lost behind scenery as much.
  • The Lunaling dance area now gets cleared of all Spritelings before the dance starts. Wake and Kirby also move off to the side and sit down.
  • Updating the night boulder hint sign to be slightly more obvious in its riddle.
  • Big audio mix pass.


Bug Fixes



  • Fixed a few unlocalized headers in the credits.
  • Fixed some snow ground decal flickering in Central Deep Woods.
  • Fixed a header overlap issue in Stash's Info overlay, if it was too long (like Chips).
  • Fixed carry paths being visible over water in Map.
  • Fixed issues of button prompts on the Map not being consistent sizes.
  • Fixed some loc overlap issues on Map.
  • Fixed a little annoying thing in Heartlands where trying to vac the main whirly from the ramp side, before the one-sided wall is down, would be obstructed by the wall, even though visibly it looked like it should work.
  • Fixed a bug where Wispwagon Shrine door didn’t visually stay open when returning to the scene after completing the mural.
  • Fixed issue where silhouette shader was happening on ground bits in Central Deep Woods, causing the PCs’ feet to clip through the floor.
  • Fixed some text spacing on KBM prompts in Recycle UI.
  • Fixed Kirby squeeze logs layering in certain situations.
  • Fixed SFX for farewell hug being slightly off.
  • Fixed Kirby Statues not having correct SFX loop.
  • Fixed a longtime issue where Recall Tonic would also warp back the Passive's herd, without resetting them, so they would be broken/frozen.
  • Fixed longtime issue where non-following Passive would incorrectly break out of Sit anim if the Player initiated dialogue or a cutscene.
  • Fixed issue where Kirby would sometimes do a cringe-face if she was following Wake when he started vacuuming.
  • Fixed an issue where Faefly motion sometimes wouldn’t pause during cutscenes.
  • Preventing Spritelings from rebounding off a defeated Faefly, before they poof away.
  • Fixed issue in Wake's backyard where camera bounds could rarely get messed up.
  • Fixed issue where the ground under the big Luna boulder in Wispwagon flickers.
  • Fixed issue with the achievement "Look Ma, No Hands!" would not unlock if attempting to solve it using the Separate command.
  • Fixed issue where only the top halves of Crafting tabs were clickable with mouse.
  • Fixed issue in Crystalfall Coast where the music wouldn’t fade cleanly from daytime to night, only during the post-game.
  • Adjusted some carry paths in certain areas to avoid awkward Spriteling position-snapping when crossing bridges.
  • Fixed issue where walking along the south wall at the east exit of the Sunken Grotto would not trigger the scene transition.
  • Fixed issue where you could leave all your Spritelings in Central Deep Woods before visiting Grey Coat at the Catafalque, then return to the Grove, then not be able to leave again because of the message reminding you to take Spritelings with you.
  • Fixed issue where Spritelings weren’t playing their “Land” animation if landing from a vacuum fling.
  • Fixed rare issue where the game could soft freeze if you have the Crafting menu open when a Grove building piece is warped away.
  • Fixed issue of lilypad bridge popping in/out of view in Central Deep Woods near camp when high on cliff.
  • Fixed issue when meeting Kirby, after she steps on the plate to reach Wake, where Wake's vacuum effect would continue playing through the whole cutscene if it was already playing when the cutscene began.
  • Fixed issue when meeting Kirby, if a Spriteling is carrying an item when the reunite cutscene starts, the Spriteling becomes unresponsive after the cutscene.
  • Fixed Passive sometimes running in place after the player has stopped moving.
  • Fixed “Push Camera” prompt in Controls menu having one arrow pointing the wrong way, when displaying KBM controls.


Balance Notes



  • Adding touch damage to Blazeblops.
  • Increasing touch damage on Bitterblops, Blazeblops, and Blazeblop fire trails (Adventurer only).
  • Rebalancing heal amounts from Meals.
  • Lowering, just a little, some of the loose resource amounts in a few areas.
  • Lowering the spawn chance of Loose Parts from Junk Piles and some Trash Bags.
  • Lowering some Mesmerite drops in a couple places.
  • Slightly adjusting Burly Burr drop chance.
  • Upping Beastie Guts drops for some of the beefier enemies.
  • Lowering Burly Burr drops from Frostflies and Frostfly Hives.
  • Lowering Honeycomb drops from Faefly Hives.
  • Power Tonic increases damage by 100% (instead of 50%).
  • Sturdy Tonic grants Spriteling invulnerability for 15 seconds (instead of 20).
  • Lowering Gumblop bounty requirement to 10 (from 25).


Optimization Notes



  • Garbage collection cleanup throughout the code base.
  • Spreading Spriteling “Follow” update over several frames, since it gets expensive with a large herd.
  • Don’t update offscreen Spine animations (that aren't PCs).
  • Caching a bunch of variables and object references, so they don’t have to be null-checked anew so frequently.
  • Moving velocity clamping off of Job System.
  • Moving grounded check off of Job System.
  • Reducing overhead of updating tweens.
  • Cleaning up Spriteling follow logic a bit, for less expensive update.
  • Optimizing Game Time (GTime) ticking code, and caching some updates.
  • Converting some properties over to variable fields.
  • Preloading more VFX into the pool, for less on-the-fly instantiating .
  • Caching more tweens throughout the code base, since killing tweens is expensive.
  • More minor efficiency fixes.

The October Patch (1.0.21.0)

Hello all! And happy Fall (or Spring, for you Southern Hemispherians). We have another minor patch ready and are eager to share the details - let's dive in!


  • Fixed a bug where Lunalings could get stuck running in place when overthrown at large boulders.
  • Improving Lunaling spacing when they're carrying heavy items at night.
  • Improvements to Frostfields scenery and polish.
  • "Play Time" no longer ticks during inventory / pause menus.
  • Adding explanatory text to in-game Exit options, to better communicate where you'll be when you load back in.
  • Improving behavior and stability to all varieties of Shelterhorns.
  • Improving a particular bridge area in Wispwagon where attempting to toss Spritelings across could result in them examining the bridge, then attempting to run back through the Crud. Now they will no longer attempt that precarious run, and will instead stay put (and out of harm's way).
  • More improvements to the "Crud" hazard, to help prevent accidental Spriteling deaths when moving around nearby.
  • Some minor cleanups to ground texture layering in certain spots.
  • Polishing up the first few cutscenes with Brussel in North Willowvale Woods.
  • Fixing issue where a creaky wooden door sound would play when entering and exiting shrines.
  • Improving GPU performance by adjusting the render settings on certain ground textures/
  • Improved performance when viewing the map.
  • Fixing layering issues with Kirby entering and exiting some of her Log Squeezes.
  • Improved performance to loading and unloading Spritelings.
  • Fixing visual walk-off bug when exiting Undergrowth for Forgotten Path.