If you’ve been following developer Free Range Games’ highly anticipated base-building survival game set in J.R.R. Tolkien’s iconic universe, The Lord of the Rings: Return to Moria, then you may have caught a glimpse of its world map. However, that version was not final. But now, Game Informer is excited to exclusively reveal the first-ever look at Return to Moria’s final map, showcasing all the intricate details, along with two different variants. In the gallery below, you’ll find the finalized map in English, an English version with annotations, and a third version in the Runic Alphabet language from The Lord of the Rings. Here’s your chance to explore the extraordinary world map in The Lord of the Rings: Return to Moria:
Alongside this exclusive map preview, Game Informer spoke with Return to Moria’s talented art director to learn more about the game, its visuals, these maps, and much more. Enjoy this insightful conversation!
Game Informer’s Wesley LeBlanc: The Mines of Moria are incredibly famous. Even those who aren’t die-hard LOTR fans would recognize “The Mines of Moria” from the movies, memes, and so on. I’m curious, which came first: the idea of the mines of Moria as a setting or the concept of a base-building survival game? And did one influence the other?
Free Range Games, The Lord of the Rings: Return to Moria art director Bradly Fulton: From the very beginning of this project, we knew the game would be a cooperative multiplayer survival game set in Middle Earth. It quickly became clear that Dwarves would be the perfect main characters for the game. Among Tolkien’s races, Dwarves are hardy and industrious, which aligns well with the mining, crafting, and building aspects of the game. Additionally, co-op multiplayer experiences naturally lend themselves to goofy fun, and we wanted to ensure that this aspect would blend seamlessly with the characters. Despite their tragic history, Dwarves are known to be raucous at times, making them an excellent fit. Once we settled on Dwarves, Moria in the Fourth Age stood out as the ideal setting. The Mines of Moria can be considered the original dungeon crawl, and we couldn’t pass up the opportunity to draw inspiration from the birthplace of so many fantasy tropes. By setting the game in the Fourth Age, we allow players to contribute to a beloved setting. While we know what transpired in Moria leading up to the events of the books, and how its story ultimately concludes, everything in between is a mystery. Placing The Lord of the Rings: Return to Moria within that time frame ensures that players will encounter unexpected surprises and have the chance to fill in some of those gaps.
LeBlanc: Designing these maps must have been quite an experience. Can you share a bit about the process, and what it was like building a game within such a renowned universe? I imagine creating anything new for one of the most popular fantasy franchises in the world comes with its own set of challenges and excitement.
Fulton: The most gratifying aspect of working in this universe is the common creative language it provides. Creating an entirely original setting can be a struggle at times, as the team hashes out a vision from different perspectives that may not always align. In contrast, our team was bursting with creative energy right from the start. Everyone was incredibly excited about the opportunity to work within this universe, and they brought their extensive knowledge of the setting to the table. You don’t need to explain what a Dwarf or an Orc is; instead, you can dive into the nuances between different Dwarven or Orcish tribes and explore how those nuances influence their visual style and the narrative. This creative energy translated to the map as well. Our artist had a deep understanding of Middle Earth, so the brief only needed to outline our goals. We wanted the map to feel like an authentic artifact, handcrafted by Dwarves using the tools and knowledge of their world. With our illustrator’s familiarity with the setting, the rest of the content flowed naturally.
LeBlanc: Can you provide some insight into the procedural generation aspect of the game and how the team is ensuring that each playthrough remains fun and unique?
Fulton: Moria presents interesting technical challenges as a location for a procedural game. We wanted the game to feature numerous unique landmarks, some of which would be instantly recognizable to players. Additionally, there were locations implied by Tolkien’s works but never directly depicted in the narrative. These locations needed to be arranged in an order that corresponds with the player’s journey from west to east, while also allowing for variation, so the path is not the same every time. This turned out to be more challenging than anticipated. However, within this framework, we implemented layers of gameplay derived from a random seed. Key resources, events, and challenges are arranged differently with each playthrough. Above all, our aim was to ensure that even if players have completed the main story, each visit to a friend’s world would feel fresh and different.
LeBlanc: We’ve heard mentions of Gimli in the game. Can players expect to come across any other familiar characters or locations from the LOTR series?
Fulton: Even before the events of the trilogy, certain members of the Fellowship were known to have ventured into the depths of Moria. While I can’t disclose too much at this time, I can say that they may have left behind traces of their presence. Beyond that, Moria harbors many mysteries of the Dwarven people. Balin’s ill-fated expedition has left its mark throughout the darkened halls, and the kings of the Durin lineage play a prominent role in the story.
LeBlanc: Can you give us some insights into the combat mechanics and how players will engage in battles?
Fulton: One of our core design principles is that Dwarven power stems from craftsmanship. We wanted to emphasize that players’ success in survival, including combat, depends on their efforts to create increasingly powerful gear. Therefore, we focused on ensuring that the fundamental combat mechanics, such as dodging, blocking, and charging up attacks, feel satisfying. However, as challenges escalate, players need to strategize their choice of weapons and upgrades to tackle the diverse problems posed by each new enemy.
LeBlanc: Can you clarify the timeline in which Return to Moria is set within the LOTR universe?
Fulton: The Lord of the Rings: Return to Moria takes place approximately 50 years after the events of the trilogy and Sauron’s defeat. At the dawn of the Fourth Age, Middle Earth is in the process of healing, but lingering shadows remain in certain dark corners of the world. For those unfamiliar, The Lord of the Rings: Return to Moria is a survival crafting game set in the Fourth Age of Middle-Earth. Players answer the call of Lord Gimli Lockbearer and assume control of a company of dwarves on a mission to reclaim the lost treasures of their homeland, Moria. This procedurally generated realm can be explored alone or online with up to eight players. The Lord of the Rings: Return to Moria will be available on PC (via the Epic Games Store) on October 24. The PS5 version will launch on December 5, with the Xbox version scheduled for release in early 2024.
[Editor’s Note: This article has been updated to provide clarity on the release dates for the game’s various versions.]