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Moonlight Dialogue: Therapy-Inspired, Star-Studded, and Lovely

Written by Lover's Lens, Writer, Gamer Girl, Podcast Host, Cat Lover
Published on May 22, 2025
 

In the world of visual novels and romance sims, few projects have stirred as much early excitement as Moonlight Dialogue, a chat-based game blending emotional storytelling, gorgeous art, and the therapeutic depth of a late-night confession. We sat down with Donnie Yoon, creator and director of the game, to talk about the inspiration behind the project, the development process, and what fans can expect from this touching, star-lit journey.

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Can you tell us a little bit about yourself and how NTale Studio came to life?


Donnie: Hi, thanks so much for having me. I’m really excited to be here. I’m Donnie Yoon, the creator of Moonlight Dialogue. Our studio started with a few friends who love games and handsome 2D characters. We just wanted to create something meaningful and fun.


Moonlight Dialogue is the result of that shared passion. As for Cheritz, I was incredibly thrilled to have had the chance to work there. It was a really tough experience, to be honest, but it shows how much I love Mystic Messenger and the amazing team behind it.


We wanted to create a game that brings people comfort, happiness, and emotional warmth—something that feels like a gentle hug, shared with charming characters and heartfelt moments. That’s what drives us as a team.

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Is this your first project where you’re directing everything?

Donnie:For games, yes. But in my real job—this is kind of a side job—I’m actually a team director. So maybe that experience helps me lead the team here, too.

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What sparked the idea behind Moonlight Dialogue?


Donnie:There was a time when I went through some really difficult moments in my life, more than five or six years ago. During that period, I started receiving psychological counseling. That experience changed me.
It helped me understand myself better and sparked a deep interest in psychology. Now I’m studying psychology formally at Korea University, and it’s become a big part of how I see the world and tell stories. It took me a long time to learn how to love myself—and honestly, I’m still learning.


Moonlight Dialogue was born from that journey. I wanted to create something that could help others feel seen, understood, and maybe come to love themselves a little more easily than I did.

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Why did you choose to use a messenger app format for your game?


Donnie:I’ve always found something powerful in small, quiet conversations—especially the kind we have online. When you’re chatting late at night behind a screen, it sometimes feels easier to open up and be vulnerable.
That’s why we chose a messenger format. Our characters interact with the player through the Moonlight Counseling Center’s talk app, and players engage with various topics in a natural, casual way. This makes it easier for players to immerse themselves in the story.

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Can you tell us more about the love interests?


Donnie:I’m still getting to know the characters myself, because they’re very much alive to me. I’ll start with Jiwon: he’s calm and sincere, always trying to keep things together. He listens before he speaks.
Suha is playful and emotional—like a bright light hiding some shadows. Bomi is energetic, warm, and full of heart; she can cheer you up just by being there.


Seojun is quiet and thoughtful. He might seem distant at first, but he cares deeply. Yoochae is serious and poetic with a dry sense of humor—he chooses his words carefully.
Habe is gentle but guarded, the kind of person who watches over others from a distance. Sanya is mysterious and intense. He speaks the truth, even when it hurts, but with sincerity.

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Why did you decide to keep the love interests hidden in the demo and only show their zodiac signs?

Donnie:We wanted players to connect through emotions first—not appearance.

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Can you give us a sneak peek of the relationship dynamics?

Donnie:Each route explores a different kind of emotional bond. Some characters open up slowly, others challenge you right away. You might experience comfort, tension, healing, and even a few surprises.

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What was the biggest challenge in balancing visual novel scenes with chat and voice call features?


Donnie:The biggest challenge was keeping the emotional flow consistent. Visual novel scenes are immersive and dramatic, while chat messages feel casual and fast. We had to adjust the tone, pacing, and even character expressions carefully to make everything feel like one seamless story.

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How did you manage to gather such a well-known voice cast?


Donnie:We still can’t believe it—it really is a dream team. Many of the voice actors have worked on amazing titles. We were so lucky they connected with our story.
During some emotional lines, a few actors even went completely silent. They really loved our lines, thankfully.

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Tell us more about your CG and visual storytelling approach.

Donnie:Thank you so much for the kind words about our CGs! We’re crafting everything very carefully. We’re planning around 50 CGs for season one, and each one captures a key emotional moment to show the characters living in a real world.
I write detailed scene briefs with dialogue, mood, and camera angle notes. We work closely with the artists to bring those emotions to life—sometimes we even act out the poses ourselves.

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What inspired the custom room system in the game?

Donnie:We wanted players to feel like the characters are part of their world, even outside the chats and calls. Decorating your space with gifts or memories from them makes the bond feel more personal and lasting. It’s a quiet way to show love.

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How has the Kickstarter campaign experience been for you?

Donnie:It’s been overwhelming—in a good way. We didn’t expect to reach our goal, being a small team in Korea. But we’re grateful every day for the support.

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What are your localization and stretch goals?


“Localization is very close to our hearts. We want players worldwide to experience the story with all theoriginal emotion. That’s why high-quality translation is our top priority. If we reach stretch goals, we’d love to add bonus scenes, side stories, and new romance routes.

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Have you received any standout messages from fans?<br />


Donnie:Yes, many. One that really stayed with me was someone saying the game made them feel seen and understood. Seeing fans pick favorite characters before the game is even out—it’s just stunning.

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What kind of content and emotional journey can players expect?<br />


Donnie: Season one introduces the main cast and includes early dates with two romanceable characters. We’ve recorded over 10 hours of voice acting. This season is about forming attachments—deep emotional moments come later.

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When is the game expected to launch?<br />


Donnie:We’re aiming for an August or September release. It’s not easy since many of us have full-time jobs, but we’ve been working on this for over two years—it’s time to launch.

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Any final message for your players and supporters?


Donnie: The only thing we can say is just thank you. Every bit of interest means so much to us. Thank you.

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As Moonlight Dialogue prepares to make its debut, Donnie Yoon and NTale Studio remind us that stories don’t just entertain—they heal, connect, and sometimes help us find the courage to love ourselves. Whether you’re here for the romance, the mystery, or the late-night chats, this is one game that might just speak to your soul.

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