MOONTIME

Lunar Colony Survival

Build a colony. Survive. Reach further.

First playable beta — 72%

About the game

You start with bare rock on the Moon and a handful of people. You build rooms, expand the base and keep the colonists alive — oxygen, water, food and power must never run out. Once the colony stands firm, you send rockets further into space.

  • Oxygen
  • Water
  • Food
  • Power
  • Morale
  • Rooms
  • Colonists
  • Survive
  • Defend
  • Expeditions

Genre

A 2D strategy game about building a colony, surviving, and heading out into space. The base is a side-view cutaway — Fallout Shelter on the Moon. Depending on the moment, you run the colony, defend it, or leave on an expedition.

Characters

Colonist-astronaut

Colonist-astronaut

Colonists in spacesuits live in the base: they have names, they work, they talk to each other, and you assign them their jobs. The animation at the top of the page shows an astronaut with a jetpack facing an alien.

Clanur

Clanur

Clanur is a large predatory alien that runs on all fours.

Alienworm

Alienworm

Alienworm is an enemy worm that erupts from the ground and attacks.

Reputation

  • Distrusted
  • Doubted
  • Neutral
  • Trusted
  • Respected
  • Revered

AND WAY MORE!

Development

MoonTime is a 2D game that Daniel Dvořák is developing solo in Godot 4.7. Some of the code, translations and art were made with AI tools. The game is in seven languages (Czech, English, German, Spanish, French, Polish, Portuguese) and is still in development.

  • Czech
  • English
  • German
  • Spanish
  • French
  • Polish
  • Portuguese
Platforms: macOS PC

Changelog — development log

30 versions · latest 1.6.1

Development started 5 July 2026. This is not a history of public releases.

+ added ~ changed/fixed − removed

1.6.1

“Clanur, Freeplay and stability”

  • Clanur (all new animations and atlas variants)
  • Freeplay world (sandbox) v1 + v2
  • New walking zone outside (no walking past the gate, to the cliff edge, perspectively behind)
  • Groups that talk to each other (outside max 4, inside max 3, 7 talking animations, never the same simultaneously)
  • Lines on 3D terrain removed (Freeplay + 3D worlds)
  • Morning report in Czech ("Colonists lost: N", "aliens")
  • Stability: null guards, hit-stop restore, guards after await, pick_random on empty array, 27× load() → preload()
  • Fixes from console (GroupTalk, font_pass), groups inside were not being created
1.6.0

“Sound revision”

  • Ravager (Armored Scythe-Mantis Xenomorph) with special attacks (Leap Attack, Sonic Roar)
  • Jingles: morning report, quest complete, level up, heal, game start/load, purchase, rocket arrival
  • Ambient: moon (by zoom), base, water, burning rooms; ducking of dominant sound
  • 60 s pause between tracks; unified button click (3 pitches)
  • Galactic map as holographic archive; reputation leaderboard with colonists
  • Square room multipliers x1/x2/x3
  • Raid sirens and many old sounds (click, rail, death, alarm, door, alert…)
  • Translation passes 3 and 4 connected, English texts removed from Czech version
1.5.3

“3D exploration”

  • Explore Planets 3D Mode (Diablo 2/3 view, Red Alert 2 controls, uneven terrain)
  • Caves, expedition inventory, weekly report, event planner
  • Smoke via shader, lava/toxic smoke; rock pile in corner
  • Hydro Farm always 2 cells + worker animations
  • New morale and firefighter icons, quest and weekly report icons
  • Crash after command planet crystalline 50, crash on starting Explore 3D
1.5.2

“Fires, open world and events”

  • Arsenal & Field Ops connected (Use, Tune, shield, Holo training, buffs)
  • Firefighters, burning colonist, extinguishing animation; decision window; ×N label
  • Rear laser cannon, ledge and new side-wall styles (piece selection)
  • Live colonist profile; morning report + event queue; quest banner; more quests and story communication
  • Aurora as real polar light
  • Towers were shooting after raid end; sound/music disappeared; quest rebalancing
1.5.1

“Gate and armoury”

  • New gate (LEFT/RIGHT gate), new room doors
  • Weaponry (weapon workshop, 2 cells, visible production)
  • Platforms, rockets, Probe pad shifted left; moon background locked to world coordinates
  • Translations connected: cs + de/es/fr/pl/pt
  • Handover division between sessions
1.5.0

“Fires and leadership”

  • Fires with HP, firefighters, burning colonists
  • Leadership (Leadership 1.0 → 2.0 with tabs) + better decisions
  • COLONISTS overview (UX redesign), credit coin animation, minimap only of room surroundings
  • Base shutdown vs. UFO scan (failure chance 45/55/65/75 %)
  • Manrope font, Barlow Condensed in side menu; PRODUCTION/DAY with thousands separators
1.4.1

“Earth, crates and minigames”

  • Photos of Earth (day/night), attack range by alien type
  • Galactic map on shared panels
  • Crate opening (CrateSlot) with weapon symbols
  • Moontime asset module MtExtra, new water/food rooms, UI kit (badges, icons)
  • Loading screen at startup, minigames from Opus (noise filter)
  • Translation briefs for Haiku (cs + de/es/fr/pl/pt)
  • Laser wall, Arsenal & Field Ops (partly connected), lunar cycle and realistic sky
  • Greenhouse: planters, workers, shadows; room merging; control room as laser wall interior
  • Sleep: shifts, permanent beds, 3-day cycle; daily production overview
  • Storage capacity by level, Expanded Storage II/III research
  • Fast game loading, capital menu, bulk purchase
  • Long series of top bar tuning (clock, credits, medkits, side menu)
1.4.0

“Textures and translations”

  • Texture in gaps between rooms, black building outline, new tunnel and shadow
  • BASE SHUTDOWN (button with orb)
  • i18n for multi-line templates, Czech messages
  • Improved blood/slime, environment reflections on creatures
  • Review S646–S683 by a two-agent team (bug fixes)
  • Fix for giant empty window (platform)
1.3.1

“Profile and planets”

  • Colonist profile with video, level badge (embroidered digits), weapon slots, relationship rows
  • USE MEDKIT, MARK ON MAP; admin commands for each biome
  • Planets: new background, caves, plants, expedition rocket, side wall
  • Hex mode: zoom with wheel; smaller cards
  • ZOOM_DEFAULT 1.7, logo shrinks when menu opens
  • Smoke in ATMO shader (dust remained); oxygen fan animation
  • Fixes: mirrored background tiles, save/load slots
1.3.0

“Frame and RUSH”

  • Pillars and base frame (series of iterations; pillars eventually removed, classic doors back)
  • Base cover (O key) with outsidewall variants
  • RUSH button (⚡) with effects, frame and glow shader, sparks
  • Line touch before entrance + kick out (animation)
  • Melee combat (fists/wrench), melee also at base
  • Building cost grows with number built
  • Humanoid (robot) as full colonist
  • Event window with choice, new logo, ADMIN MODE, message history
  • Warmer room lights, bubbles with 50 % opacity
1.2.1

“UI Skin”

  • New UI style (navy panels, indigo lines, cut corners; UiSkin), shared frosted glass UI frame
  • Unified top/bottom bar, zoom/speed grid → slim pill, resource pills, day orb
  • Side menu: icons, 2 modes, button hover effect (lift/push)
  • Item cards: card flip, purchase confirmation window, hover
  • New quarters photo, bunks (2 rows, shadows), black cell frame, map +1500 px on both sides
  • Door door_b, door shadow, right exit from base, funeral
  • Removed some clothing/armour without assets and the Plasma Shotgun (I/II), Plasma Pulsar, Ion Cannon
  • Stabilisation stress test (random building, sales, raids)
1.2.0

“Animations and mechanics”

  • Ship landing, fires, blood and slime; stronger aliens; dynamic silhouette shadows on the Moon
  • Dock icons + profile card (frosted), SOUND button
  • Animations: bunks, pickup, artillery turret, talk, reading, emotes, new death animations, jetpack, light FX
  • Elevators: new asset, 150 s cycle, boarding/exit, colonist in elevator
  • Bar ("Moon Bar", double room), drink vending machines
  • Raider attack drone, laser cannon, laser control room
  • Medkit with animation, level-up effect, energy shield
  • New room designs (jammer, observatory, quarters), Probe Centre, new platforms
  • Memory stability, life in the fortress, towers vs. drone
1.1.0

“Languages and gates”

  • Language switch EN / CZ
  • Side gates instead of doors, opening on each passage, exit/entry via ramp
  • New moon background bcg_moon_v2, freely walkable path, marking by field
  • Playable zoom range, wider zoom, minimap
  • Objects disappearing at the edge when zooming (Lit off at the edge)
  • Soft glow, falling "+" in the gym, dynamic shadows according to room lights
1.0.0

“New graphics and English”

first official release
  • Graphics integration from Grok bot, nature integration
  • Canteen, larger base, keyboard camera controls
  • Full game translation into English

(17 Aug – 18 Oct: development pause, no entries)

0.14.0

“New systems”

  • Life animations (idle colonists, consoles, outdoors)
  • New game systems (2 brainstorming rounds, 20 batches), pets (Twemoji icons)
  • Dust: root cause of "rainbow bubbles" found, more realistic movement
  • Parser error fixes (combat_juice_intensity)
0.13.0

“Light and dust”

  • Path across the bottom of connected rooms, reactor lights
  • Biome photos of planet surfaces, fog of war on planets and in caves
  • Spaceforce Knight elite armour; pixel censorship on WC
  • Real dynamic lights (Lit addon) in all rooms
  • Dust particles in rooms (after ≈12 iterations: from flat ellipses to small sharp particles with swirl)
  • Parser errors from editor (Variant inference, draw_colored_polygon) fixed
0.12.0

“The big wheel”

  • New rooms: Library, Shooting range, Jammer room, Corridor (hall); strength bar in the gym
  • Weapon workshop: production progress bar, click-to-collect
  • Mission panel, TASKS CTA, morale on mission, WC during exploration, live enemy cards, larger hex grid
  • Chain quests, more activities and dialogues, expanded settings
  • New effects/sounds, new hex mechanic, HQ assets for connected rooms (3 cells), L4 assets
  • Longer dialogues without overlap; parallax removed
  • Series of bugfix rounds (parallel work, monthly limit interrupted one round)
0.11.0

“The world around the base”

  • Expanded world around the fortress, wider paths outside and during exploration
  • Credit effects when mining (coins with arc, shadow, volume) at all production points
  • 22 new weapons from assets/weapons (DPS, price, rarity, icons), real weapon in hand
  • Colonist colouring by room light, Gaussian shadows, Lit shader for aliens
  • Gate at entrance, entrance as 2×2 room, interior ladder with depth illusion, trapezoidal walking zone
  • Hex combat: live portraits on cards
  • Long fight with disappearing moon background on zoom (S187–S198): finally found the cause of number precision issues at large coordinates
  • Fixes for shadows (pixelation, invisible shadow behind character), colonist profile, critical fix for starting colonists
  • Settings: full volume controls, window/fullscreen
0.10.0

“Aliens and progression”

  • Alien jointed PNG rig (scout/soldier/warrior), alien HP bar
  • UFO wave + boss; UFO scan tied to radio; 3 raid waves with rising difficulty
  • Inventory/shop 6 columns, 7 new armour pieces, armour icons
  • Real sounds (Sound FX Starter Pack), colonist leveling system
  • Cutscenes: headingback, defend, end, alien_retreat, abort
  • Late-game invasion milestone; side quests, extended research, new achievements
  • Critical fix: immortal aliens; crash after ~20 min when building/connecting a room
  • Fix for END OF GAME screen, expedition end was still showing
0.9.1

“Stabilisation”

  • Expedition inventory (grid), healing with medkit, emergency expedition end
  • Frosted-glass shader for UI panels and CTAs, white CAPS names
  • Fix for overflowing inventory/shop/chest; fixes from live test
  • Panel blur: iterated from weak to strong, final simple mipmap blur; logo no longer shows through
0.9.0

“V2 (beta)”

beta
  • Galactic map
  • Main questline
  • Minigames
0.8.0

“Content Pack”

  • Deep drill, Swarm, Observatory, night sleep, artifacts
  • Opening cutscene of new game
  • All 4 starting colonists exit the rocket
  • Colonist terrorist_1 finally removed
0.7.1

“Atmosphere”

  • Ambient room glow, day/night, "breathing" hull, footsteps by zoom
  • Film grain with setting; colonist wandering in rooms; shooting turrets and hit effects
  • Dozens of UI tweaks (positions, sizes, spacing) and fixes (white resource dots, invisible logo, Font.set_spacing error, white screen after start)
0.7.0

“New UI and HQ character”

  • Resource icons, research icon, day badge with orb, global game font
  • Button CTA textures; "+1" text game-wide; label toggle (eye)
  • Bottom bar redesign, build menu (uniform cards, scroll), rocket/attack icons in top bar
  • Attack and landing cutscenes (mp4→ogv); HQ raider ship also for UFO scan
  • HQ colonist assembled from parts: jointed rig, backpack, back arm, idle gestures, weapon in hand, shooting 2.0
0.6.0

“Cutscenes”

  • Moon in main menu as PNG
  • Cutscene at mission start and landing; cutscene refactor
  • Game speed also on expedition
  • Fix for window/fullscreen toggle
  • HQ elevator texture + glass layer
0.5.0

“Hex Combat”

  • Turn-based hex boss combat
  • Full 2.5D combat redesign, HUD in Heroes style
  • Medkits, expedition flow, music for missions and bosses
  • New world design for caves and planets
  • More compact main menu + SETTINGS panel
0.4.0

“Content and storage”

  • Expansion of dialogues and messages (5 parallel batches)
  • Explore mode expansion (4 batches)
  • Storage capacity + own inventory panel
  • Turrets, WC, incoming ships, grid adjustments
  • Experimental colonist terrorist_1 (SCML) — discarded, replaced by PNG animation
0.3.0

“Systems and UI”

  • Research, achievement tracking, emergency mode
  • Background music; save slots; scrollable build panel
  • Graphics quality (low/high) + first HQ assets, HQ doors universally
  • Quests, weapon quality, lab/gym/workshop depth; planet biomes, colonist relationships
  • Defence turrets, nomad trader, death reactions, retractable notification panel
  • Colonist card redesign (per mockup), shop as icon grid with tabs (8 Jul)
  • Fixes: colonist hovering, paths to entrance, foreground bubbles, compile errors
  • Responsive main menu, unified rounding and colours for all HUD elements
0.2.0

“Life at the base”

  • Events, colonist stats, notifications, QoL
  • New rooms, morale system, more aliens, tutorial, colonist dialogues
  • Achievements, bosses, combat mechanics, visual effects
0.1.0

“Foundations”

  • Project structure, building rules (grid, floors, elevator), controls (drag, zoom, pan)
  • First visual of the base on the Moon; layout cloned from reference screenshots
  • Build menu + elevator; exit build mode
  • Exterior: platforms, rocket arrivals, natural colonist dragging, NPC cards, shop
  • Blue "bento" UI, story layer, first alien
  • UFO raids, inventory, task overview
  • Planet exploration (big update): second platform, loot, dynamic universe, active scouting
  • Fixes for crashes and build errors from first tests