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Zones

How Zone 1-4 unlock, towers and conveyors, and the Hatch after a full Moon clear.

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Goblin Raid HUD mid-sweep—goblins hit the converter until Moon Guards or the ray gun stop them

How zones unlock

Clear the ring, drop the barrier, walk out.

Your Moon is one save, split into four cleaning rings. Clear the ring you are in, watch the barrier fall, then push outward. The Hatch is the exit after the surface is basically done.

Zone 1 is the starter cage. You cannot mow dust past its wall. When the last clumps inside Zone 1 go, the barrier fades and Zone 2 opens. The same rule repeats for Zone 3 and Zone 4. Zone 4 is the final ring and it is tiny compared with the earlier ones. A whole-Moon clear percent sits alongside zone leftovers, so a prompt like "81% still remains" can mean the current ring, not the whole planet.

Zone 1 walkthrough is on the Beginner guide. Tools, bags, and vehicles are on Upgrades.

Zone 1-4

Starter ring through the tiny finale.

ZoneUnlockNotes
Zone 1Open when you spawn. Finish clearing this ring before the barrier drops.Sell Pad, lunar converter, gear shop / space station, early conveyors, sleeping Moon Guards. Toothbrush to Hand Brush, then Pan or Bucket capacity. Push Sell Value in TAB upgrades early.
Zone 2Clear Zone 1. The barrier fades and you can sweep the next ring.Junk Hauler or Cleaning Rover, robots, and more conveyors matter more than hand tools alone.
Zone 3Clear Zone 2.Bigger money sinks show up here: Cleaning UFO bay, expensive towers, oxygen garden.
Zone 4Clear Zone 3. Last ring. It is small compared with the earlier zones.When the whole Moon hits about 100% clear, the Hatch opens so you can leave.

Towers and conveyors

Remote sell pads, radio cash, solar, guards, Goblin Raid.

Sell pads and the lunar converter stay near base. Conveyors (west, east, northwest, southwest, and more) let you dump dust on a remote pad so it rides to the converter. Early quests can push a cheap conveyor around $60. Later segments cost thousands. Radio towers add cash multipliers after you clean the dust around them. East tower costs about $75 for +0.1x cash. Southwest tower offers a similar bonus. Some towers sit outside your open zone until that ring unlocks. Solar panels (about five) print passive cash. Moon Guards wake for cash and hold for the rest of the run. Oxygen gardens and plant plots show up later as cash sinks for the crew.

UFO raids land a ship, hand you a ray gun, and pay a chest before self-destruct. Goblin raids hit the converter and vehicles. Repair waits until goblins retreat. The Meteor Merchant is a timed shop with bots like Scrap Grabber. Arcade buildings rotate mini-games: Lunar Blocks pays poorly, Meteor Blaster pays better.

Hatch and late buys

Full clear exit and late cash sinks.

Near full clear, big buys like a Cleaning UFO bay or a digger around $10,000 show up. When the Moon is fully cleaned, the Hatch opens. Jump in to leave the Moon and finish the run. A full clear takes about an hour to an hour and a half, depending on gear and co-op.

FAQ

How many zones are there?

Four cleaning rings on your Moon: Zone 1 through Zone 4. Zone 4 is last.

Do I buy a ticket to open a zone?

No cash gate in normal play. Clearing the current zone drops the barrier. Spend cash on gear so the clear goes faster.

Why can't I buy that tower?

It sits past your open zone wall. Finish the current ring, then walk out and clean around the tower before paying.

What is the Hatch?

After the Moon is cleaned, a Hatch opens. Enter it to leave the Moon and end the run.