About the game

You pilot a lunar module, and your goal is to reach the landing platform before you run out of fuel. Inspired by the classic Lunar Lander genre, the game takes it to a whole new dimension, with realistic and unforgiving gravity controls. Are you up to the challenge?

Screenshots

Release history

Release 3.1 August 2026

This release fixes a few annoying gameplay issues: faster respawn, and better detection of when the vessel runs out of fuel. On the rendering side, global illumination has been improved. The level editor has also been removed from the game.

Release 3.0 April 2026

I used the feedback from the game jam to improve the game, hopefully on the way to finishing my first game. The main weaknesses were the visuals and the lack of sound: I reworked the lighting and added normal mapping. I also added sound effects, as heard from inside the cockpit, which greatly improves the player experience.

Release 3.0: flying high Release 3.0: main menu Release 3.0: in-flight warning Release 3.0: level completed

Release 2.0 October 2025

I kept improving the game and took part in my first game jam. Improvements include better joystick controls and menu navigation, as well as enhanced visuals (ground rendering, dynamic lighting range, etc.).

Release 2.0 screenshot Release 2.0 screenshot

Release 1.0 January 2024

I finally released version 1.0, focusing on polishing the user experience. Achievements were replaced by a scoring system, and you can now replay your best successful attempt as a ghost vessel. The web version now has its own dedicated build: a portable version.

Release 1.0 screenshot Release 1.0 screenshot

Betas 5, 6 and 7 2022–2023

I focused on the features that round out the user experience, such as checkpoints, achievements and joystick support. The web version was also released.

Beta 7 screenshot Beta 7 screenshot

Beta 4 May 2020

Many improvements to the models and the rendering, including a complete rework of the Moon model.

Beta 4 screenshot Beta 4 screenshot

Beta 3 and earlier November 2018

I rebuilt the game from scratch on PC with OpenGL, learning OpenGL along the way. The concept grew into a 2D platformer with 3D rendering. I put a lot of effort into the custom physics engine (see the dev log).

Beta 2 screenshot Beta 3 screenshot

Prototype around 2003

The idea was born in math class, where I wrote the first version on a TI-82 programmable calculator. Unfortunately, the program has been lost.

The player controlled the engine thrust of a vessel pulled down by the Moon's gravity, and the vessel could only move vertically. The goal was to land below a maximum speed, with limited fuel.

TI-82 calculator