What's new
Sign in from your phone
1.1.0
- Signing in now works inside the iPhone and Android apps. Google and Discord open in your phone's browser and bring you straight back to the game.
- On iPhone and iPad you can also sign in with Apple. The game asks Apple for a sign-in code only, with no email and no name.
- Settings links to two new pages: Support, with answers to common questions, and Delete your data, which shows how to remove everything the server keeps about you.
- In the opening film, the rush of air now lands as the camera reaches the bottom of the shaft, and the low hum keeps going until the meteor comes in.
All time means all time
1.0.4
- There are four boards now: Today, This week, 30 days and All time.
- All time keeps each climber's best climb ever, not just the last 30 days. Climbs already on the boards count.
The same rule in both
1.0.3
- The Terms of Service now say what the Privacy Policy does: climbers under 13 are on the online leaderboards, under the callsign the game made for them.
- The Privacy Policy now lists what the player ID is used for, and how long each thing kept about a climber under 13 is kept.
The suit you chose
1.0.2
- MoonMan's boots keep their colour in play. The cobalt, moss and plum suits were going grey at the boots the moment the climb began, after the film had shown them in colour.
A gentler training ground
1.0.1
- Each training level asks for twice the practice, and hearts and shields come round twice.
- When you finish a level, your last move plays out and a chime sounds before the card fades in.
- Tips for new things wait a moment, so you see what they are about before the game pauses. Two never arrive back to back.
Out of beta
1.0.0
- The opening film's music is back to how it first sounded, now the full length of the film with no gaps.
- Jumping and venting sound the way they did before. Venting is also a little quieter.
- A simpler start: one button to begin, your best score above it, and four clear links below.
- Share a run with the score first. Pick a tall, square or wide card, and sharing works in more apps.
- In Settings, Back is always on screen and the tabs stay in view while you scroll.
- The stones stay fixed in the rock as the view moves, and stars sit behind the planets.
Darker, smoother, in tune
0.6.0
- The shaft is darker and moodier. Your helmet lamp lights the rock around you, shadows run cold, and each planet tints the light.
- When the collapse closes in, a red glow climbs the walls and a low drone rises with it. The start of a climb stays quiet.
- Every sound is in tune with the music, from landings to the meteor strike.
- A new Helmet sound setting muffles effects as if heard from inside the suit, with a heartbeat when air runs low. It stays off until you turn it on.
- Between laps the walls slide apart, light streaks straight up, and the wall comes back to meet you. Your air refills and a tear is patched while you watch.
- The shaft is not the same twice. Each lap may be mirrored, and you land on a different wall.
- Pickups count when they touch any part of MoonMan, helmet and boots included.
- The pickaxe is swung with both hands, and MoonMan no longer shifts as the countdown starts. A second climb goes straight to the countdown.
- In the opening film the music keeps the game's tempo, satellites no longer blink into view, and a ship that enters a wormhole is seen coming out.
- The collapse warning pulses slowly and steadily.
Smoother, all the way up
0.5.1
- The game runs more evenly. MoonMan, the view and everything that falls now move the same distance every frame, and the short pauses are fewer.
- Between laps MoonMan flies on up the shaft at speed, with light streaking past.
- Falling things are the size they should be. A helmet is small, a drum is waist high and an ore cart is the big one. The hard hat is now a suit helmet and the lantern a suit lamp.
- In the opening film the mine head caves in with slabs, boulders, an ore cart and dust, and the hoist cage drops down the shaft.
- Ships fly in and out of the picture. Only ships between the Earth and the Moon, and craft in orbit, fade from view.
- The wormhole opens somewhere new each time, and so does the saucer's visit.
Choose your MoonMan
0.5.0
- Choose your MoonMan. Pick from four suits the first time you play: classic red, cobalt, moss or plum. You can change it any time in Settings.
- Finish a lap and MoonMan flies on up the shaft at speed while the run's numbers show together. The game never stops, and a tap sends you on sooner.
- A jump always leaves the wall you jumped from. Under an overhang, the arrow only swings through jumps that clear the rock.
- MoonMan stands up straight with both boots flat. Knees bend while you hold, and MoonMan springs when you let go.
- Everything that falls has been redrawn so you can tell what it is: satellites, a lunar lander, a space telescope, ore carts, lanterns, hard hats, and rocks with scars of their own.
- Your best height is marked in the shaft, and so is the next climber above you. Pass them and the game tells you.
- The training ground has a sixth lesson: hearts and shields.
- Settings has tabs now, and it is the same in a run as out of one.
- In the opening film the wormholes sit far off in open sky, and the crew vent their suits as they get away.
- The air pickup is called O2 and the suit patch is called a heart, in every language.
Room to breathe
0.4.0
- Climbers under 13 are on the boards now, under the callsign the game made for them. That is all the game sends for them: no sign-in, no chosen name, no play data.
- A training ground with five short lessons: jump, vent and turn (and pick natural or inverse), land PERFECT, take cover, and find air. It is on the title screen and in Settings.
- Finishing a lap gives you a moment. The shaft holds still while the lap card comes up, and a tap sends you on.
- The tank goes further. Turning costs less air, the first sections drain slower, a torn suit leaks less, and O2 comes a little more often.
- Landings forgive a little more on angle. The speed limit is where it was.
- Your boots catch the rock the moment they are square to it. Brush a wall crooked and it still pushes you clear, but only for a moment.
- Pick a suit in Settings: classic red, cobalt, moss or plum. Colour only; nothing about how you fly changes.
- The opening film runs slower, the way space does, and the traffic drifts instead of darting. The wormhole sits far off in the deep sky.
- Falling rock comes in more shapes and sizes: cratered and split asteroids, more mine gear, more wreckage, and bigger pieces show more of their damage.
Your climbs, wherever you play
0.3.0
- Sign in with Google or Discord and your climbs come with you. Change phone, reinstall, or play on a laptop, and your runs and your place on the boards are still yours.
- Playing as a guest works exactly as it always has. Your callsign, your runs and your place on the boards are all the same. Signing in only decides whether they survive losing the device.
- The game asks once how old you are. Climbers under 13 play entirely on their own device, and nothing about them is ever sent anywhere.
- MoonMan stands like someone who has been standing a while, weight on one leg and the other boot rolled up on its toe. Boots sit flat on the rock at last.
- Oxygen is a floating O2 mark and a patch kit is a heart, so you can tell at a glance what is worth flying into.
- Falling rock comes in many more shapes: torn solar panels, a sheared truss, a thruster bell, and gear off the mine floor.
- Unstable rock no longer puts a banner over the shaft. The crack in the rock is the warning, and it is where the danger is.
- A run of perfect landings now earns a chord.
The game teaches itself
0.2.0
- Each of the four moves is explained beside MoonMan, and keeps being explained until you have made it once.
- The first time you meet O2, a shield, a patch kit, a torn suit or the collapse, the run holds while one line tells you what it is. Each line is shown once, ever.
- Landing boots first and square to the rock is what earns a PERFECT and what stops your suit tearing. The game says so now, instead of leaving you to work it out.
- The aim arrow shows the range it can swing through, so you can see where it will stop before you hold through a whole sweep.
- Shaft events run to a budget: at most one of the hard ones a lap, and none in the first 600 metres. One run is no longer three times harder than the next.
- Health packs no longer sit on shelves that knocked your shields off as you reached for them.
- One set of colours and shapes across the whole heads-up display, so a colour means the same thing wherever you see it.
- Pause is Resume, Restart and Settings, with the sliders one tap in rather than under the Resume button.
MoonMan moves like a person
0.1.3
- MoonMan moves on springs, with an oxygen hose trailing off the pack and a visor that catches the light instead of carrying it everywhere.
- Out of air, MoonMan goes starfish for the last breath.
- The opening stretch of every run carries fewer obstacles, filling in by the sixth section.
- A tank of air lasts 10% longer, and there is more room to thread past falling rock.
- MoonMan sits lower in the view, so there is more shaft above to react to.
- Desktop shows the four controls under the playfield, in all fourteen languages.
Easier, and quieter about it
0.1.1
- Sound starts at 100 overall, with music and effects at 50.
- Unstable rock warns you 2.5 seconds before it goes, rather than 1.5.
- Runs are about 7.5% easier: debris costs less air and the collapse gains on you more slowly.
- The per-run grade is gone. A run is its distance and its points.
- Every release now carries a version, shown on the title screen.
MoonMan goes live
0.1.0
- The game is live at game.playmoonman.com. Free, no ads, nothing to buy.
- An opening film, a collapsing mine, ten solar zones and a leaderboard.
- One thumb: hold to aim, let go to jump, hold and slide to turn, land on your boots.
- Fourteen languages.