Make it physical.
We like games you can feel in your hands: cargo that shifts on the tray, straps that hold or don’t, a corner taken a little too fast. If something can be simulated instead of faked, we’ll usually try.
The studio · Canberra, Australia
Moonjump is an independent game studio in Canberra, Australia. We’re making our debut game, building our own engine technology, researching wearable motion capture, and writing up how it all works as we go.
Three habits
We like games you can feel in your hands: cargo that shifts on the tray, straps that hold or don’t, a corner taken a little too fast. If something can be simulated instead of faked, we’ll usually try.
Our Starlight Engine started as raylib and became ours, from console export to in-editor rendering. Owning the pipeline means no black boxes when the game needs something unusual.
The Mechanics Library is 45 long-form, interactive tutorials on how game systems work. It’s the reference we wanted when we started, and it keeps us honest about what we know.
The mark · press the moon
Our mark is a moon caught at the top of its jump, its orbit trailing behind like a motion line. It’s the moment every platformer lives for: you’ve committed, you’re airborne, and you don’t yet know if you’ll make it.
That’s how we like to start things. Bigger than is sensible, with enough craft to land it. You’ll find the moon all over this site: it’s the “o” in our wordmark, it fills in its orbit as you read a tutorial, and it jumps when you press it, here and on the home page. Hold it down for a bigger one.

2026
In 2026 Moonjump was selected as a recipient of the inaugural Canberra Screen and Games Fund, receiving early-stage concept prototyping funding alongside studios including Uppercut Games and Space Dragon Games.
Read the announcementGet in touch
For press enquiries, collaborations or anything else, email [email protected] or use the contact form. Fact sheets, key art, screenshots, the trailer and logos are in the press kit.