Two years ago, a demo from a three-person team in northwest North America landed in my inbox, and I wasn't prepared for how special it would turn out to be. My name is Buddy Solá. I'm the Head of Publishing for Akupara Games, and with a title like that, I spend a lot of time playing demos from prospective indie developers. To put it in the clearest possible terms, Echo Weaver is the best demo I've ever played in my career in indies.
Created by Moonlight Kids, Echo Weaver is something of a cross between Outer Wilds, Edge of Tomorrow, and Celeste, and we've been using a very fancy new term to describe its genre. If a Metroidvania is a game where acquiring gear and upgrades lets you progress in new ways, Echo Weaver is a Metroidbrainia, where the only thing you ever need to acquire is knowledge.
You're stuck in the colony of Provenance, a futuristic space colony suffering after something called the Collapse, and you're stuck not just in place but also in time. Every cycle, you have minutes to live, tracked at the top of your screen. When that clock runs out, the cycle starts over, giving you a fresh chance to progress as long as you're clever. Make no mistake: this isn't a roguelike. Nothing here is random or procedurally generated. It's a grand, clockwork time loop puzzle, and every reset gives you a chance to come back faster, smarter, and armed with everything you learned last time.
Moonlight Kids
Moonlight Kids is a three-person studio spread across three states, fully remote since 2018. Its debut, Wild at Heart, took cues from Pikmin and Luigi's Mansion and became a quiet, beloved indie of 2021, picking up a Day of the Devs slot and an IGF nomination along the way. Echo Weaver is the follow-up, and it's a noticeably darker turn, though the team was quick in a recent livestream to push back on the idea that “darker” means “hopeless.”
“The whole game is sort of about being totally lost,” one of the designers told us on the Akupara 10th Anniversary Livestream. “And then, it's about discovery, and ultimately, it's about mastery.” That's the design philosophy: start somewhere oppressive and master your way into brighter, quirkier spaces as you learn the loop.
That mastery doesn't come cheap. The team was candid about how brutal the game was to build. “It's like five times as much work as it is to make any other type of game that isn't using a knowledge-based time loop core,” one of them said. “Honestly, the hardest game I've ever worked on.” The team initially thought a time loop game would be easier, since they wouldn't need to build save systems. Instead, because the whole world streams in with no loading screens, they ended up having to save the state of literally everything, constantly, as it loads and unloads around you. As one dev put it: “very funny, in hindsight.”
The entire game is knowledge-gated on purpose. “If you Googled all the answers ahead of time, you could boot the game up and beat it in five minutes,” the team explained. “There's no ‘go spend two hours getting your hookshot.' It's all stuff you can already do. It's just buried behind layers and layers of secrets.” Even the endgame, what the team calls “the Golden Path,” changed almost entirely from their original plans, because you genuinely can't know how all the pieces fit together until you've built every piece.
Now that the game is out on XBOX, the team has followed through on the vision they set out with two years ago, even if the specifics didn't survive the trip. Echo Weaver actually started out much darker: a mature-rated game with brutal finishers and a totally different tone. The team pulled back from that not out of nerves, but because, as they put it, “It was just a tonal mismatch with the art style.” What stuck around was the part that mattered: that arc from lost to capable, from nothing to mastery. As one of them summed it up: “glad we ended up where we were.”
If Moonlight Kids' pitch sounds like your kind of trouble, hop into their Discord. Echo Weaver lands today on XBOX with Game Pass. See you in the loop.
Echo Weaver
Akupara Games
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