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Watch trailer on Steam ↗Solar Lander
TChapman500 · Published by TChapman500 · Official site ↗
4 user reviews — 100% positive (4 reviews) · 15 achievements
Last updated 27 Sept 2026
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.
£4.59
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Price history
Indie, Simulation, Early Access, Casual · 2017 · More under £5 games
Explore diverse planetary surfaces in Solar Lander, where your mission is to navigate an Apollo-style lander for points. Redock with the command module to progress, combining simulation gameplay with early access features.
About this game
Developers Note (May 6, 2025): This game has not been abandoned. I'm still developing it, but development has been slow, especially while trying to take it off of the Unity Engine.
Solar Lander a 2D space lander that simulates orbital mechanics and the conservation of angular momentum. Players fly around in an Apollo-style lander, land on the surface of a planet, and then redock with the command module to advance to the next level. You start out in orbit around a planet and docked with the command module. It is your job to make a safe landing on the surface of the planet, then get back into orbit to redock with the command module. Each planet has it's unique characteristics based on real life planetary bodies with procedural terrain generation.
All of the game's mechanics are simulated with a full physics simulation that runs 1,000 times per second! This makes the 2D simulation very accurate and very realistic. There is no arbitrary rotation rate or acceleration. As you use-up fuel, your maximum acceleration will increase and you will be able to change your rotation rate more quickly.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7
- Processor: 1.0 GHz, 64-bit
- Memory: 256 MB RAM
- Graphics: Not Determined
- DirectX: Version 10
- Storage: 65 MB available space
- Sound Card: N/A
- Additional Notes: Needs Testing on Lower-End Hardware
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10
- Processor: 2.0 GHz, 64-bit
- Memory: 512 MB RAM
- Graphics: Not Determined
- DirectX: Version 11
- Storage: 75 MB available space
- Sound Card: N/A
- Additional Notes: Tested on 2.8 GHz, 64-bit Quad-Core Processor with Intel Iris Pro Graphics 6200 Integrated Graphics
Supported Languages
Latest news
AnnouncementsOfficial
Devlog #009: Scripting System Progress Report
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 afterwards, I got back to working on Solar Lander again.Just like before the break, I was initially stuck on a specific issue pertaining to mod validation. Actually, several issues. One of which was with edge cases surrounding Json files including other Json files. Another case was with included Json files sometimes not being read when instantiating spacecraft. A third was validating Lua scripts (more on that later). And the fourth issue being how I was going to properly sandbox the Lua environment.The Mod Loading ProcessSolar Lander will start by populating a list of every mod it can find, as well as a list of dependencies for each mod. It will then validate the dependency tree, and remove any mod from the list that has a missing or circular dependency. Then it will do a partial load of all of the mods that are left. This partial load will validate all of the mod's contents (or as much as it can). This mostly involves checking all of the references in all of the Json files. Missing or circular references will result in the mod failing validation and being removed from the list (which fails all of the mods in the dependency chain). Part of this check is making sure that the Lua scripts don't have any syntax errors.Once a mod and all of its dependencies have passed validation, the mod can then be fully loaded for use within the game.Script ValidationValidating models, audio, and Json files turned out to be trivially easy compared to validating Lua scripts. In fact, beyond simply using Lua's built-in syntax validation, validating Lua scripts to the full extent that I want is pretty much impossible to do with static analysis. At least, it goes beyond my current skillset. So what I will do instead is write some functions th...Read full article on Community Announcements (TChapman500)AnnouncementsOfficial
Devlog #008: Craft Modding Implemented
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 making a fully-custom spacecraft.ModelingI used gmax to make the 2D craft models, following the original sprites as closely as possible to create some nice 2D vector graphics to replace the sprite graphics. The 2D vector graphics are essentially flat planes layered on top of each other. Then I used max2msh to export the model to an Orbiter mesh file (making sure that "Rotate 90 degrees" was turned off).Here are a couple of screenshots of the new, 2D vector graphics.3D vector graphics are theoretically supported, but I haven't made any 3D models for the game yet.For the colliders, I created a text file using the msh file as inspiration to define the collider shapes. I currently do not have a convenient way to define the shapes in a modeling program, so they have to be defined by hand.Solar Lander will not be able to read Orbiter mesh files because it's going to have its own mesh format (and file extension). So I have to convert the msh files generated by max2msh. So I made a tool to do the conversion for me. Solar Lander Model files will support 2D and 3D meshes, as well as circle, box, and polygon colliders.The tool I made will take a msh file representing the 2D model, an optional msh file representing the 3D model, and an option text file representing the colliders. If everything is in order, it will produce a model file that can be used in the game. This tool has the limitation of not being able to make a scene graph for the model. I'm not quite sure yet how I will create a general-purpose tool that can make the a scene graph. That will have to come much later in development.For 2D geometry, the Z coordinate is used to control the layering. Positive X is right, and positive Y is up. In gmax, objects with a hig...Read full article on Community Announcements (TChapman500)Patch NotesOfficial
v0.2.15: Lateral Translation Thruster Torque Fix
Bug Fixes: Fixed phantom torque on lateral translation thrusters.Read full article on Community Announcements (TChapman500)AnnouncementsOfficial
Devlog #007: A Roadmap to Release
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 (v0.3.x) followed by the Release (v1.0.x). If there will be two more updates within Early Access, then the first of these updates will be the Modding Update (v0.3.x) followed by the Multiplayer Update (v0.4.x) before finally getting to the Release (v1.0.x).Modding Update (v0.3.x)Currently, I'm working on the Modding Update. This update will give an official means for users to add their own content and game modes to the game, without changing the vanilla experience. And I am very close to having a solution for Solar Lander to load mods and make them playable. I will leave the details to future devlogs though. But here's what to expect if the Modding Update is the last update before release, and what to expect if the will be one more update after the Modding Update before release.Either way, here's the bare minimum of what to expect from the Modding Update, with the rest of the features I originally planned for the Modding Update being added eventually before release.Create your own spacecraft and possibly non-spacecraft physics bodies.Write your own game modes.Publish your mod to the Steam Workshop or host it elsewhere.Make mods that reference other mods.Create control profiles that can be shared through the Steam Workshop or hosted elsewhere.Add your own music to the game (I currently have no plans on adding any default music ever).Built-in level timers for stuff like speed-running.Last Update Before ReleaseIf the Modding Update is the last update before release, then it'll have multiplayer built-in. It will also have all of the features related to modding that I want to include before release, including:Write your own flight computer programs.Write your own terrain generators.Make complex scene graphs with animati...Read full article on Community Announcements (TChapman500)Patch NotesOfficial
Unity Security Patch
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 able to apply updates to the "physics-update-playerprefs" or "pre-physics-update" branches. If you want to play on those historical branches of Solar Lander, then you should apply the patch that Unity has provided. But "physics-update" (non-playerprefs version), "beta-build", and "default" branches have been updated with a clean build of the game.Read full article on Community Announcements (TChapman500)






