Last 7 days · history since Nov 1, 2026
Screenshots, achievements, specs, every price change and sale we've seen on Steam, and trading cards.
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Steam prices for United States (change the country in the top bar), and Steam keys from authorized stores.
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100% positive of 4 · 4 user reviews · Live from Steam
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Free on Steam. The demo has its own app, so its players are counted separately.
Fly an Apollo-style lander around various planets, landing to earn points and then redocking with the command module to advance to the next level.
Live data from Steam, tracked by SteamPlayerBase.
What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
Review score: 100% on 2026-11-01 → 100% today (4 reviews)
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Not tested by Valve yet. Results from Valve's own testing.
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Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
Bug Fixes: Fixed phantom torque on lateral translation thrusters.
In light of recent news of a security exploit in Unity, I have rebuilt the latest version of the Physics Update (v0.2.14) with an updated version of the Unity Editor that I'm using for this project. The demo version has also been updated. Note that I am not ab…
Bug Fixes: Fixed a null reference exception (that has zero impact to the user) triggered by moving axis response sliders when no axis is assigned to the control. Additions: Added the "physics-update" branch to list of betas which will contain the latest build …
Bug Fixes Disabling both Command Module RCS blocks now gives a game over screen.
Changes/Bug Fixes Removed the old restriction preventing portrait layout from being used in-game. Audio and chunk size settings are now properly saved and loaded. You will need to re-adjust these settings for them to take effect. Changed the minimum selectable…
Remember back to the previous Devlog where I said I wanted to do a number of things over several, small, incremental updates? Well, that didn't quite go as planned. First off, I started working on the updates about 2-3 weeks late. And of course there was a lot…
IntroductionAfter the previous devlog, I decided to take a break from developing Solar Lander to work on my other two projects. Solar Lander's development is being juggled between those other two projects. This break was about 3 months in length. And afterward…
I took about a one-month break from game development, then returned a couple weeks ago and was able to basically knock-out the rest of what I needed to make fully-custom spacecraft entirely possible. So here is the basic process, as it currently stands, for ma…
After taking far longer than I had intended, I finally have a good plan for ending Early Access. And it involves having 1 or 2 more updates in Early Access. If there's just one more update left within Early Access, then it's going to be the Modding Update (v0.…
In a previous Devlog, I gave a few details about how mods will work in the upcoming Modding Update (v0.3.x). In this Devlog, I'll go into a bit more detail, since I now have more details worked-out. Specifically, I've been working out details for mods that add…
One of the goals I've always had for the Modding Update was for players to be able to load a controller profile without affecting their other settings. And I'm finally working on making that goal a reality. Before the Physics Update, you had to assign axis con…
I wasn't able to get a devlog out for May, but at least the gap between the previous devlog (#003) and this one is smaller than the gap between Devlog #002 and Devlog #003. And we got another unexpected patch to the Physics Update. Plus, a little something ext…
It's been a while since the last devlog. And it's also been a while without any work being done on this game. I haven't forgotten about the game, but it was necessary to put the development of this game on pause for a while. While the development of this game …
New Devlog Series? I figure I may try something new: A devlog on the first of every month (assuming I remember to do it) to keep players informed about the development progress I'm making for this game. Now, if the first falls on a Saturday, then the devlog wi…