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Welcome to MOONS — the full guide / FAQ, same as in the game. Click any question to expand the answer. ![]()
Play: https://moons.crypto.ba ·
The game is still on TESTNET / BETA (BSC Testnet) — early days, jump in among the first.
Getting Started
What is MOONS?
MOONS is a browser-based space strategy game: you manage a homeworld, mine resources, build up your economy and military, research technology, and expand across the galaxy by colonizing new planets, trading, or fighting other commanders. Progress also earns $MOON tokens, a real on-chain Web3 token you can withdraw to your own wallet.
What's the basic loop?
Upgrade mines to produce more Metal, Crystal and Deuterium every hour → spend that on more buildings, research, ships and defense → use your fleet to scout, trade, colonize or attack → repeat, always a little bigger than before.
I have multiple planets, how do I switch between them?
Use the planet switcher next to your planet name in the top bar, or open the Empire page — it shows every planet’s resources, queues and military in one table with a Select button on each row.
Do new players get anything to start with?
Yes — every new commander gets a 1,000 $MOON welcome bonus waiting in MoonsBank as pending rewards. Connect a wallet and claim it whenever you’re ready; it’s also the perfect hands-on intro to how the on-chain economy works.
What are Daily Quests?
Small goals that reset every UTC day — run 3 espionage scans, win an attack, complete an expedition, finish 3 building upgrades. Each pays a fixed $MOON reward into your pending balance when you claim it on the Overview page. Claimed quests disappear, the whole card is gone once you’ve finished the day’s set, and you can collapse it to save space.
Can I hide the menu, and why does each page look different?
On desktop, a button in the sidebar collapses the whole left menu so the game centers itself (a floating Menu button brings it back; your choice is remembered). And every section has its own faint themed background — mines/factory art on Buildings, a hangar feel on Shipyard, a red wash on Defense, and so on — so you always know at a glance where you are.
Where's my empire and everything that's flying?
The Overview is your command deck: click the Empire card to open the full Empire page, and the Active Fleet Movements plus a Smuggling & Missiles In Transit panel show EVERYTHING of yours in flight — galaxy fleets, black-market courier runs, an active smuggling contract, and interplanetary missiles — all with live countdowns.
I found a bug — how do I report it, and do I get anything?
Hit the
bug icon in the top bar (or ‘Report bug’ in Galaxy Chat) from wherever it happened — the page you’re on is attached automatically. When we fix it you get a message thanking you AND a $MOON reward credited to MoonsBank, which you claim like any other reward (it shows in your history as ‘Bug report reward’). Good reports genuinely pay.
Can I change how the game looks?
Yes — Profile → Commander Style. Male keeps the classic emerald space theme, Female switches the whole game to a pink galaxy palette, and LGBTQ flies the rainbow across every page. Switch anytime.
Resources & Energy
What are Metal, Crystal and Deuterium?
The three raw resources. Metal and Crystal are used for almost everything (buildings, ships, defense). Deuterium is rarer and is mainly used for research, some ships/defense, and as fuel for sending fleets anywhere.
How is production calculated?
Each mine’s hourly output depends on its level. Metal Mines produce more on hot, sun-facing positions (1-5 in a system); Deuterium Synthesizers produce more on cold, outer positions (11-15). Crystal production isn’t affected by position.
What is Energy and why does it matter?
Mines consume Energy to run at full speed; your Solar Plant (and Solar Satellites) produce it. If consumption exceeds production, all your mines get throttled down proportionally until the deficit is gone — upgrade your Solar Plant, build Solar Satellites, or lower a mine’s throttle yourself.
What are storage caps for?
Metal Storage, Crystal Storage and the Deuterium Tank set the maximum each resource can stockpile on that planet. Production stops accumulating past the cap, so keep storage ahead of your mine output.
The top bar shows '10M' — is my resource count stuck?
No — the top bar rounds big numbers to fit the row (‘10M’, ‘2.4K’). Hover (or tap on mobile) any resource chip to see the EXACT live figure, your storage cap, and your hourly mine output. While you’re under the cap it reads ‘…and counting’ and ticks up every second; if the chip turns red you’re OVER the cap and mining has paused — build bigger storage to keep growing.
Buildings
Metal Mine / Crystal Mine / Deuterium Synthesizer
The three resource mines. Each level costs more than the last (roughly exponential), and increases hourly output and energy consumption.
Solar Plant & Solar Satellites
Solar Plant is your main power source. Once it gets expensive relative to what it gives back, build Solar Satellites in the Shipyard instead — they’re cheap, quick, and stack extra energy without touching the Solar Plant. They’re stationary (can’t be sent anywhere) but do count toward your score.
Robotics Factory & Nanite Factory
Both speed up every other building/ship/defense construction on that planet — Robotics Factory linearly, Nanite Factory by halving the remaining time per level. Build these before you need to mass-produce anything.
Shipyard, Research Lab, Missile Silo, Missile Storage, Alliance Depot
Shipyard unlocks and speeds up ship/defense construction. Research Lab speeds up research and is required for advanced technologies. Missile Silo is your launch tubes (salvo size); Missile Storage (Storage category) holds your finished missiles in reserve. Alliance Depot is a prerequisite for some late-game options. Note: Mines, Factories and Storage are all one Buildings page now with a filter at the top to switch between the three.
Research
What does research actually change?
Weapons/Shielding/Armor tech directly buff every ship and defense unit’s combat stats (+10% per level). Espionage tech affects how much you see when scouting, and how likely you are to detect enemy scouts. Drive techs (Combustion/Impulse/Hyperspace) increase ship speed. Energy and Hyperspace tech gate access to higher tiers.
Why can't I research something?
Some technologies require a minimum level of another tech first (shown on the card), and all research needs a Research Lab. Only one research runs at a time per account (not per planet). Ships and buildings have classic-style prerequisites too — e.g. the Graviton Tech needs a huge energy surplus, and a Deathstar needs Graviton.
Where can I see all requirements at once?
The Tech Tree page maps every building, research, ship and defense with its full prerequisite chain, marking what you’ve met and what’s still missing.
A ship / building / defense is greyed out and says 'Not researched' — why?
You haven’t met its prerequisites yet, so the build form is replaced by a locked panel listing exactly what’s missing (e.g. ‘Impulse Drive Lv.4, Shipyard Lv.5’). Tap the panel and it jumps you straight to the Research (or Buildings) page to go unlock it. Once every requirement is met the card turns back into a normal build form.
Can I cancel a research or build in progress?
Yes — every in-progress building, research, ship batch or defense batch can be cancelled for a full (or, for ship/defense batches, partial) refund. Look for the small X button on its progress card.
What does the Intergalactic Research Network do?
It wires your planets’ Research Labs together. Each IRN level links your next-strongest OTHER planet’s lab into every research run — IRN 1 with Lab 10 at home and Lab 10 on a colony works like one Lab 20, roughly twice the speed. Higher IRN levels link more colonies. The Research page shows exactly which labs are combined and the effective level. Labs only exist on planets — moons carry none.
Shipyard & Fleet Missions
What ships are there?
Combat ships (Light/Heavy Fighter, Cruiser, Battleship, Battlecruiser, Bomber, Destroyer, Deathstar), utility ships (Colony Ship, Recycler, Espionage Probe), and cargo haulers (Small/Large Transporter). Each has its own cargo capacity, weapons, speed and fuel consumption.
What can I do with a fleet?
Transport (deliver cargo to any planet, ships return empty), Deploy (permanently relocate ships/cargo to your own other planet, one-way), Attack (fight the defenders there), Espionage (scout resources/fleet/defense/buildings), Expedition (explore deep space for a chance at resources, ships, or $MOON), and Recycle (collect a debris field).
How does fuel work?
Deuterium is spent upfront for the whole trip when you launch — round trip (there and back) for Transport/Attack/Deploy… actually Deploy and Espionage only pay for one leg since they never return. If you Recall a fleet mid-flight, you get back whatever unused deuterium the shortened trip didn’t need.
I sent an attack and changed my mind — can I stop it?
Yes, as long as it hasn’t arrived yet: hit Recall on that fleet (Fleet page or Overview page). It turns around and gets home in exactly as long as it already spent travelling.
Can I quickly scout where my fleet is headed?
Yes — each active fleet card has a small satellite icon that instantly sends a few espionage probes to that fleet’s destination, without opening the full send wizard.
What does Travel Speed (10-100%) do?
Slower travel means the fleet spends longer in transit but burns proportionally less fuel — 10% speed costs just 10% of the deuterium. Great for cheap hauls and long fleetsaves; full speed for raids that need to land NOW.
Can I time my fleet to arrive at an exact second?
Yes — the Arrival Timing panel in the launch step shows your natural arrival as a clock time and lets you push it later with +3s/+6s/+9s buttons. After each launch you also get ‘after last wave’ buttons, so multi-wave raids (warfleet first, transporters +3s, recyclers +6s) stack perfectly with one click per wave.
What is Fleetsave?
A mission whose whole point is that fleets in transit CANNOT be attacked. Send your ships (and resources in the cargo hold) on a fleetsave loop before logging off — nothing happens at the destination, everything comes home untouched. Combine with 10% speed for a long, cheap overnight save. High Command members can enable nightly automatic fleetsaves in Profile.
What is a Resource Run?
Empire automation: pick your colonies and some transporters, and the fleet tours them all in one dispatch — loading whatever fits at each stop — then hauls the whole take back home with a summary report. No more manual transport hops between colonies.
Do I have to re-select ships every time?
No — save any composition as a named fleet template (‘Raid pack’, ‘Full save’) and apply it with one tap, or hit ‘Repeat last mission’ to reload your previous target, ships and speed in one click.
Can I test a battle before risking my fleet?
Yes — the Battle Simulator runs the REAL combat engine on any matchup you configure (your fleet vs. an estimated defense, techs included) and shows the outcome, losses and loot capacity. Zero risk, same math.
Defense, Combat & Debris
What defenses can I build?
Rocket Launcher, Light/Heavy Laser, Gauss Cannon, Ion Cannon, Plasma Turret, and Small/Large Shield Dome. Unlike ships, defense stays on the planet — it can’t be sent anywhere.
How is a battle resolved?
Both fleets (and the defender’s stationary defense) fire simultaneously for up to 6 rounds. Whoever has units left standing wins; a victorious attacker can loot up to 50% of the defender’s resources, limited by their fleet’s cargo space.
What's a debris field?
Any ships destroyed in a battle (either side — defense losses don’t count) leave 30% of their metal+crystal cost behind as drifting debris at that position. Send Recyclers there to collect it before someone else does — the Galaxy view shows a badge wherever debris is sitting.
Can I detect an incoming attack, or a spy on me?
A red banner appears across every page the moment an enemy attack fleet is en route to one of your planets. Espionage is stealthier — whether you notice a probe scouting you depends on your Espionage Tech level versus theirs; if you catch one, it’s destroyed and you learn who sent it.
I'm under attack — can I call friends to defend me?
Yes. Open the War Room from the red incoming-attack banner: scan the inbound fleet (costs a probe) to reveal its composition, hand the exact matchup to the Battle Simulator, and hit ‘Alert friends’ to broadcast a defense call. Each friend gets a message and a reinforce prompt.
A friend called for help — how do I reinforce in time?
Their defense call shows up in your War Room and in your private chat with them, with Accept buttons to land your fleet 3, 6 or 9 seconds BEFORE the attacker hits. Accept picks the timing, jumps you to Fleet Command with a Defend mission and the target already set — you just choose which ships to send. Buttons that can’t make the deadline are disabled, so you never send a doomed rescue.
Can I watch battles play out in 3D?
Every battle report has a ‘Watch in 3D’ button that replays the clash — both fleets closing in, wave-by-wave losses, lasers and explosions. The Hall of Fame (in Rankings) keeps the biggest battles on record so you can replay legendary fights any time.
Galaxy & Colonization
How is the universe laid out?
9 galaxies, each with up to 499 systems, each system with 15 planet positions. Position 1-5 run hot (better Metal), 11-15 run cold (better Deuterium). Coordinates are always written [galaxy:system:position].
How do I get a second planet?
Build a Colony Ship in the Shipyard, find an empty position on the Galaxy view, and hit Colonize. The ship is consumed and becomes your new colony on arrival (or is lost if someone else settles that spot first).
What are Expeditions?
Send ships to deep space (position 15 of your own system) without a fixed target. Riskier in higher galaxies, but with a bigger chance and size of finding resources, derelict ships, or $MOON.
What are Anomalies?
Rare deep-space phenomena that appear randomly (at most one per galaxy) and get announced in Galaxy Chat. Build a Deepspace Explorer and send it to investigate — higher galaxies are riskier but pay better. They despawn after a while, so move fast.
How many planets can I have?
Up to 9 planets total (homeworld + 8 colonies). You can abandon a colony from its Overview page to free a slot.
What do the * / i / v marks next to a player mean?
- = active in the last 15 minutes (awake — they can fleetsave or reinforce, so probe before you commit). i = inactive for 7+ days (likely abandoned, a safe farm) and purged from the universe entirely after 30 days. v = Vacation Mode: that account is frozen and cannot be attacked at all.
What is Vacation Mode?
Going away? Profile → Vacation Mode freezes your empire: nobody can attack you, but you can’t send fleets either. It runs a minimum of 48 hours and can’t be switched on while a fleet is already inbound (no dodging an attack). Inactive accounts left running for 30 days are eventually deleted — Vacation Mode protects yours from that too.
What's the Farm List?
Your saved raid targets. Star any planet in the Galaxy view to bookmark it, then open the Farms panel for one-tap Raid buttons on every saved coordinate. The row filter (All/Players/Empty/Debris) helps you hunt targets faster.
Moons & Missiles
How do I get a moon?
Moons form from battle debris: after a battle over a planet, there’s a chance (scaling with the size of the debris field, up to ~20%) that a moon coalesces at those coordinates. Big battles make moons.
What can I build on a moon?
Two unique structures. The Phalanx Sensor scans fleet movements around any coordinate within range — including fleets RETURNING home with loot, each with a second-precise arrival time and an ‘Ambush +3s’ button that pre-times an attack to land right after them. The Jump Gate teleports fleets instantly between two of your moons.
Can moons be attacked?
Yes — when a moon exists at some coordinates, attacks and transports get a Planet/Moon toggle in the target step. A moon has its own ships, defense and resources, separate from the planet below it.
How do missiles work?
Build a Missile Silo (launch tubes) and a Missile Storage (holds finished missiles), then produce Anti-Ballistic Missiles (defensive — each intercepts one incoming missile) and Interplanetary Missiles (offensive — each destroys enemy defense structures on impact; shield domes are immune). IPM range depends on your Impulse Drive level. Launch from the Defense page.
What's the difference between the Missile Silo and Missile Storage?
Missile Storage is your reserve — its level sets how many finished missiles you can stockpile. The Missile Silo is your launch tubes — it sets how many you can load and fire at once (your salvo). ABMs take half a tube each, so a silo holds twice as many ABMs as IPMs in its launchers.
Can I move missiles in and out of the launchers?
Yes. On the Defense page you can load missiles from the storage reserve into the launch tubes or unload them back (without destroying them), pick an exact amount or max, and swap ABMs for IPMs. Only loaded missiles are active. Best part: after you fire (or your ABMs intercept), spent tubes AUTO-REFILL from the storage reserve — so if you stockpiled ahead, you keep firing without rebuilding, and only build more when the reserve runs dry.
What does a missile strike report show?
Like an espionage report: the target, how many missiles you launched, the anti-ballistic screen (how many loaded ABMs intercepted and how many got through), the total structures destroyed, and a per-emplacement before → after breakdown for both attacker and defender. No more guessing what your salvo actually did.
Friends, Chat & Allied Attacks
How do friends work?
Send a friend request from the Galaxy view or Rankings (the green person icon on any player). Requests are accepted/declined in the Chat page’s Friends tab, which also badges pending requests in the nav.
Can I message players privately, and is it really encrypted?
Yes — private 1:1 chat (Coms), and it’s genuinely end-to-end encrypted. Your device holds a personal key; a message is scrambled in your browser before it ever leaves, and only the two of you can unscramble it — nobody in the middle can read a word, not even us. You’ll see a live ‘End-to-end encrypted’ lock at the top of a conversation once both sides have a key. Everyone still shares the public Galaxy Chat, which also carries GALAXY NEWS (battles, pirate raids, anomalies, new moons).
Can I message someone who isn't my friend?
Yes — search any commander’s handle in the messenger to open a chat. The first message to a stranger costs a small one-time anti-spam fee in claimable MOON; after that the channel is open and free, and messaging friends is always free.
Can I send $MOON inside a chat?
Yes — the coin button in a conversation sends $MOON straight from your claimable balance to the other commander, with an optional encrypted note, and drops a payment bubble into the thread. (The classic Tip button on any player also sends $MOON on-chain, wallet-signed, if you prefer moving bank balances directly.)
What is Panic Mode, and can I restore my messages on another device?
Panic Mode (the flame icon in the messenger) instantly burns every message you’re part of and resets your encryption key — the nuclear option. For the opposite, hit ‘Back up encryption to wallet’: you sign a message and a wallet-locked backup of your key is stored so you can restore your encrypted history on any device — and the server still can’t read it. Heads-up: because messages are truly end-to-end encrypted, if you lose your key with no backup, old messages can’t be recovered.
What is an ACS (combined) attack?
Toggle ‘Open to allies (ACS)’ on an attack in the Fleet console and every friend gets an invite message. They can join with their own fleets before it arrives — straight from the invite in chat, or from Fleet Command’s Allied Operations list. Everything lands together and fights as ONE combined force; loot and surviving ships are split between participants by contribution. Perfect for taking down someone none of you could beat alone.
Who are the pirates?
AI-controlled raider crews scattered across the galaxies. Each crew has a strength tier (1–9 — the deeper the galaxy, the meaner the crews), a temperament (aggressive crews scout and raid players, defensive ones fortify, passive ones just grow), and they play by the same rules you do: real fleets, real battles, real debris when they die.
What are pirate clans?
Crews raised under one banner — led by a Commander, a rogue ex-fleet officer who took their squadron off the grid, with named raiders under their command. A clan hunts TOGETHER: when one crew scouts a worthwhile target, clanmates join a combined strike that lands as a single fleet, and they split the spoils. New banners are announced in Galaxy News — treat a clan warning seriously.
Do pirate clans fight each other?
Yes — rival clans go to war. An aggressive crew will sometimes raid a DIFFERENT clan’s territory instead of a player, savage vs savage. These clan wars appear in Galaxy News and on the Hall of Fame like any other battle, and the debris they leave behind is free salvage for whoever hunts the wreckage down first.
Why would I attack pirates?
Profit. Pirate planets hold real resources, their destroyed ships leave real debris fields for your recyclers, wins pay $MOON rewards, big battles can even form a moon — and pirates never call friends for revenge outside their own clan. They’re the safest farm in the game… as long as you check their tier before committing. Spy first, always.
Generals
What do Generals do?
Seven hireable 24-hour boosts, paid in $MOON: War General (+20% attack), Shield Marshal (+25% shields, -20% defense build time), Science Advisor (-30% research time), Master Engineer (-35% building time), Resource Baron (+25% production), the Smuggling Officer (−35% detection on smuggling runs, and doubles your Smuggling Tactics tech), and the Site Overseer (a second construction slot so you build two structures in parallel on every planet). High Command members get a discount and can run more at once. Hire them with claimable OR on-chain MOON.
Can I build two buildings at the same time?
Normally each planet builds one structure at a time (with a queue behind it). Hire the Site Overseer general and a SECOND construction slot opens on every planet — two buildings go up in parallel, and your queue automatically fills both slots as they free up. It runs for 24h like the other generals.
Isn't paying for Generals just pay-to-win?
Not really — it’s play-to-earn instead. The $MOON you spend on a General doesn’t have to come from your wallet at all: combat, expeditions and rankings pay out $MOON as you play, and earned $MOON spends exactly the same as bought $MOON. A free player who plays well can out-earn a paying one.
Market
How does trading work?
Post a buy or sell order for one resource pair (Metal/Crystal, Metal/Deuterium, Crystal/Deuterium); the amount you’re offering is escrowed immediately, and the order fills (fully or partially) whenever a matching order shows up — no self-trading against your own orders.