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The Lord of the Rings: Return to Moria™ News

The Lord of the Rings: Return to Moria™ Launching Aug. 27 on Steam!

[h3]Hello friends! We are extremely excited to announce our BIG NEWS!!! The Golden Update for Return to Moria is coming to Steam on Aug 27th! [/h3]

We have a ton of great stuff to share in the next couple of weeks as we head towards the big day, so check back often for the latest info and videos and more (and perhaps some broadcasts soon!)


But first, please check out our new trailer here: https://www.youtube.com/watch?v=bBfuq_25M5I

And if you haven't yet, please head over to the store page and wishlist today so you can be notified as soon as the game is live! We can't wait to see you in Moria!


Baruk Khazâd!
- The RtM Team

RTM: A Year of Improvements

Return to Moria will be arriving on Steam after delivering on nearly 10 months of our roadmap. This includes quality-of-life improvements, bug fixes, new features, additional content, and tuning changes. Throughout three major updates, our dev team has worked diligently to listen to our community! Join them on Discord Invite Link

If you haven’t checked out the game since its release, now is a great time to start playing with the upcoming Steam version.

[h2]Update 8/22/24[/h2]
Since we wrote this article, we held a Forge Talk as well as released a new Quality of Life Showcase - please check those out!
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And now, let's go through the major changes from the 1.0 launch in October 2023 to the Steam version:
[h3]Crossplay[/h3]
That's right, the Steam version includes crossplay with Xbox, PS5, and Epic Game Store players. Check out this article for more details. 7/18 Crossplay Blog Link
[h3]Sandbox Worlds[/h3]
Now there are two ways to play. Campaign worlds offer an authentic, mostly linear adventure that tells a new Lord of the Rings story. Sandbox worlds provide a more procedural, non-linear generation of Moria that is narrative-lite but rich in freedom. Play either one, but we believe Sandbox plus Hard difficulty makes for a great NewGame+ option.

[h3]All New Map[/h3]
A completely revamped map makes it easier to understand where you are and where you need to go, plus we’ve added color blind options.

[h3]Improved Combat Feel & Rewards[/h3]
New sound effects, visual effects, and tuning improve the previously floaty feel of combat, making it more grounded. We’ve also adjusted the frequency of combat encounters (it was WAY too often in 1.0). Additionally, we’ve added many new unique drops to orc fights, ensuring you always get rewarded for taking out a patrol or camp.

[h3]End Boss Fight Overhauled[/h3]
No spoilers, but our first major update back in December overhauled the final boss fight to be more satisfying and less buggy.
[h3]Difficulty Settings[/h3]
The game was often too hard for solo players and too easy for groups. Now, players can adjust everything from combat difficulty to resource drops. Fine-tune it for your group, or just play for the story.
[h3]Inventory and Storage Quality-of-Life[/h3]
You can now sort your inventory, use ‘deposit similar,’ and hold the pickup button to grab everything you see. Plus, we’ve added new chests and increased stack sizes.
[h3]Building is Much Snappier[/h3]
We’ve not only re-tuned stability and building part snaps, but we’ve also overhauled major sections of the world to make building easier. Both the feel of building and the creative possibilities have significantly improved.

[h3]Updated Cooking[/h3]
This fall with the upcoming Steam release, we’ll update the cooking system. Check this out for more details. 6/21 Cooking Blog Link
[h3]Core Loop Tuning and Exploration Rewards[/h3]
Ten months of playing, observing, and reading feedback has led to a lot of iteration. We’ve adjusted many loot drops, crafting costs, and spawn rates—too many to list them all! We’ve also added more items to collect and craft as you explore. Check this out for more details. 6/28 New Stuff Blog Link
[h3]Pause the Game[/h3]
One of our most requested features is the ability to pause while offline. It's a game-changer for solo players who really do need to take the trash out—no more asking twice!
[h3]More Background Music[/h3]
It’s not Lord of the Rings without a sweeping score. We added more music for roaming around, combat, and relaxing by the hearth.
[h3]More Content & Environments[/h3]
We added dozens of new weapons, armor variants, helmets, shields, base decorations, building parts, and lighting options. It's easier than ever to kit out your Dwarf to look unique and live in their own Dwarf home. Many locations in the game are now more diverse, with new nooks and crannies to discover.

[h3]Stability and Quality[/h3]
On top of all this, we’ve also fixed over 1,200 bugs, including improving our multiplayer network code and save systems.

Explore Moria like never before and experience the enhancements we've made. We look forward to seeing you in the mines! To see all of our blogs, updates, the latest news and information about Return to Moria, check out https://www.returntomoria.com/news


Full Crossplay at Launch

Two things we have consistently heard from our community since launch have been:

It's a blast to play to play with my friends
  • “Started a new game to play with my son after the update. We're having a blast - it feels like a completely refreshed & polished game!”
  • “The quality time spent is worth any penny. Its a rly nice koop game to play with my gf not too hard but not too easy as well.”
I wish I could play with my friend/sibling/partner/kid who has the game on a different platform.
  • “I'd love to play this game with my wife but she's on PC I'm on PS5 lol”
  • “Any chance we will get crossplay in the future? Really want to play with some of my friends who sadly doesn't play on the same platform.”

That's why this fall, when Return to Moria arrives on Steam, it will come with a major new addition: Crossplay.

Any player on Steam, Xbox, PS5 or the Epic Game Store will be able to host their games to be joined by any other player. Just like non-crossplay games, Steam players will be able to host 8-player games, regardless of what platform the joining players are on. Just share the same code! Once everyone joins the game there will be no difference between them.

Keep an eye out for details on ship date as well as more blogs and livestreams in the coming weeks and check out our latest Youtube video: https://www.youtube.com/watch?v=OGM1ogjam3w
Note: hosts on Xbox and PS5 will have different limitations.

Dev Blog: Campaign Mode vs. Sandbox Mode


Survival games generally lean towards sandbox and non-linear gameplay, where players have the freedom to explore and create their own stories. However, the world of The Lord of the Rings thrives on epic journeys and well-defined narratives. In creating The Lord of the Rings: Return to Moria, we faced the challenge of merging these two contrasting approaches. Our solution? Offering two distinct world types: Campaign and Sandbox.

Campaign Mode: An Epic Journey
For fans of The Lord of the Rings, the Campaign mode delivers a rich, story-driven experience. This mode is designed to be linear, providing a structured journey with a clear beginning, middle, and end. It’s crafted to give players a traditional adventure that aligns with the grand narratives found in Tolkien's works.

In Campaign mode, the dynamics cater to those who prioritize story over survival mechanics. Here, you’ll find a finely tuned balance where the narrative takes precedence, allowing you to fully immerse yourself in the lore and culture of the Dwarves. This mode is perfect for players who want to absorb each game mechanic and atmosphere deeply before progressing, ultimately ending their journey with a profound appreciation for the Dwarven race and their rich history.

Sandbox Mode: Embrace the Unknown
On the other hand, Sandbox mode draws inspiration from traditional sandbox survival games, offering a stark contrast to the linearity of the Campaign. This mode is inherently non-linear, providing minimal story guidance and leaving the player to forge their own path.

In Sandbox mode, the game world is generated with a wide variety of random seeds, meaning each playthrough can vary significantly in layout and difficulty. The dynamics here are vastly different: there's no hand-holding. From the moment you start, you make all the choices, and can face dangers that don’t necessarily match your skill level. This mode doesn’t push you forward; it lets you move at your own pace, encouraging exploration and experimentation.

Fine-Tuning Your Experience with Difficulty Settings
Both modes offer a range of difficulty settings, allowing players to tailor their experience. And the diverse difficulty options extend beyond combat, allowing control over various aspects of gameplay to ensure that everyone, from solo players to those seeking a hardcore challenge, can find the right balance for their adventure.

Choosing Between Campaign and Sandbox
Deciding between Campaign and Sandbox ultimately comes down to what kind of experience you’re looking for. If you’re a fan of The Lord of the Rings and crave a structured, story-rich journey, the Campaign mode is your best bet. It offers a traditional adventure that pays homage to the epic tales of Middle-earth. To learn more please check out our preview video we made when Sandbox Alpha released earlier this year: https://www.youtube.com/watch?v=QKkhZPSvU68

If, however, you prefer the freedom to explore and create your own stories without the constraints of a linear narrative, Sandbox mode will be more to your liking. Its open-ended nature and varying challenges provide a fresh experience each time you play.

Gear up and let's delve deep into Moria!
In summary, The Lord of the Rings: Return to Moria masterfully blends the narrative depth of Tolkien’s world with the freedom and challenge of survival games. Whether you choose the guided journey of the Campaign or the unpredictable adventure of the Sandbox, you’re in for an immersive experience that celebrates both the lore of Middle-earth and the thrill of survival gaming.

Creating an Authentic Tolkien Journey for Fans, By Fans


We set out to make a game that felt 100% authentic to Professor Tolkien’s Middle-earth. Something for fans, by fans. The response from The Lord of the Rings community has been wonderful.

The podcast Keep on Tolkien said, “There are so many things... so many little lores that they created for this game that fits so well I couldn’t tell if it was just something I didn’t know or what. That’s good lore building. It's believable.”

And on YouTube, The Nerd of the Rings said, “It feels like this game was built specifically for me.”


Building out the lore started with the Dwarves. We knew we wanted something with a lot at stake. And what better place to survive than Moria? The great realm of Khazad-dûm would let us explore their entire history.

But fans like us know the War of the Ring inside and out. How do we avoid rehashing the same things we’ve seen before? With help from our friends at Middle-earth Enterprises it became clear: the Fourth Age! We could go beyond the end of the Ring to tell the epic tale of how the Dwarves reclaimed their ancient homeland.


When our story begins, decades after The Return of the King, there are two great Dwarven realms. To the north lies Erebor and the current King Under the Mountain: Thorin II, called Stonehelm. To the south lies the Glittering Caves, led by the new Lord Gimli.


He has promised his old friend Aragorn to rebuild the gates of Minas Tirith with Mithril. That precious metal is only found under the mountains of Khazad-dûm. And this makes Gimli impatient to get in there and take it back!

King Stonehelm refuses to let Erebor help. He believes they must wait “Till Durin Wakes From Sleep.” It’s a phrase the Dwarves often say to each other as a farewell, to remind themselves that their work here in Middle-earth is not done. But the King takes it very literally and believes any attempt to enter Moria is doomed unless led by the return of the great father of the Dwarves.


Gimli, being a less traditional Dwarf in experience and thinking, does not want to wait. That is where our players get involved in this tale. Along the way they’ll discover the history of Khazad-dûm, what happened when the Balrog emerged, the Dwarves’ own creation myth and how they see their role in the world.

That is a lot of weighty topics to adapt or invent! It had to be done in a way that felt authentic. So how did we do it?

It started with the team's experience. The game's Director, Jon-Paul Dumont, previously worked as the loremaster for The Lord of the Rings games at Electronic Arts. Many of the engineering team worked on The Return of the King game for the PlayStation.

Together with the rest of the team, we dove into everything Professor Tolkien wrote about the Dwarves. We set out a few key values that stayed with us the entire development of the game.

  1. Only use Professor Tolkien’s actual words. Avoid secondary interpretations.
  2. Every choice must honor the spirit of Middle-earth, as described by the text, its influences and his letters.
  3. Reinforce and never undercut the stakes of the published works.

This last value is the reason we do not have a Balrog. We had to live our values and that meant we would not lessen Gandalf’s sacrifice to Durin’s Bane. That was his story, not ours.

With our values in hand, we enlisted the help of four experts to aid in our quest.


Writer TS Luikart
First, we brainstormed how the world building and gameplay could come together with veteran tabletop game designer and writer, T.S. Luikhart. He contributed to many of the published Lord of the Rings role-playing games. These sessions are when the framework for the player’s journey came together.


Second, we wanted to immerse ourselves in what it meant to be a Dwarf in the same way J.R.R. Tolkien would have – through language! We turned to famed linguist David Salo, who consulted on all six of the Peter Jackson films and published a book on the Elvish languages. For Return to Moria he invented an entire lexicon and grammar for Khuzdul. He also translated much of the game’s spoken dialogue.


Third, we needed to know if we were on the right track. Well into development we had concept art, built environments and a full story treatment. This is when we reached out to The Tolkien Professor, Corey Olsen. We frustrated him by refusing to tell him anything about the game until he read our planned narrative. We needed him to come in cold and tell us if our plans would feel authentic and would pass muster with fans who studied the lore as much as him.


Finally, it would only be right if everyone’s favorite dwarf reviewed things. It was a highlight of the entire project to work directly with John Rhys-Davies as he reprised his role as Gimli. Hearing him say the opening lines of the game just felt right. Only the real Gimli could say “Everything you know about Dwarves was told to you by Hobbits and Elves. It is time we told it ourselves.”

https://www.youtube.com/watch?v=pFYTKnwRItA

From the beginning we knew the story of Khazad-dûm and Durin’s return is not our story, it belongs to Professor Tolkien. We were just the next set of hands and minds to try our best to tell the tale. And for those of you who have experienced the journey's end know its just the first part of that grand adventure.

The result is world building and a campaign story we hope will feel right at home with your love of The Lord of the Rings!