Props
Props are Moonveil’s self-developed flagship games, designed to deliver top-tier, immersive gaming experiences. These games are deeply integrated into the Moonveil ecosystem, both from gameplay and tokenization perspectives.
Examples: Astrark, Bushwhack
Development Timeline: 12-18 months
Astrark

Astrark is a tower defense mobile game developed using Unity, primarily coded in Lua and C#. It blends PvP and PvE elements in a cooperative multiplayer environment. AstrArk's open beta officially launched in January 2025 and has already attracted over 600,000 players to the game. Designed as a Web2.5 experience, Astrark introduces elements of asset tokenization while keeping gameplay familiar and engaging.
In-Game Mechanics: Players combine soldiers to optimize DPS, activating hero passive skills and proactively casting hero abilities during crucial moments. Strategic augments chosen during gameplay allow players at a disadvantage to potentially stage comebacks.
Out-of-Game Preparation: Deck-building is crucial in Astrark’s second design layer. Players select one hero and five soldiers to build a strategy, choosing between various playstyles such as control, aggro damage, or regeneration.
Spaceship Progression: The third layer revolves around spaceship progression, introducing map effects, shields, and runes that affect in-game dynamics. For instance, certain runes provide powerful buffs, like increased attack speed for specific units, creating a highly strategic environment.
Bushwhack

Bushwhack, built on Unreal Engine 5 (UE5), is a extraction battle royale game that brings innovative financial and asset tokenization features. The game will enter its alpha test in Q2 2025.
In-Game Mechanics: In a competitive arena, 8-10 players compete to be the last survivor, using stealth, looting, and upgrades. Bushwhack also features "Tarkov-like" extraction gameplay, where players must decide whether to engage in combat or attempt a strategic retreat to secure their loot.
Learning Curve: The game introduces a multi-dimensional learning curve across hero traits, skills, weapons, and assassination methods, encouraging strategic play and vision control in a limited-visibility, dark-forest-like environment.
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