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Rebrand Wownero Moon Launch → Such Moon Launch
Visible-name rebrand for the game ahead of Play Store + App Store launch. The Wownero theme stays in the game itself; this is purely about the product name. - Rename slug: /products/wownero-moon-launch → /products/such-moon-launch - Rename blog post file + flip from draft → published with rewritten origin story (first game ever → Tabby Labs test app → full rebuild with tilt-to-steer controls + 11 levels) - New "The Story" section on the product page - StoreButtons: accept null href to render disabled "Coming Soon" buttons; add SuchMoonLaunchStoreButtons preset (Google + Apple null pending review, web link present, itch removed — no itch page exists) - Add Such Moon Launch entry to /apps with coming-soon store buttons - Bump privacy + terms last-updated dates to May 18, 2026 - Theme color: orange → amber to match the new brand palette - Sweep all remaining "Wownero Moon Launch" / "wownero-moon-launch" references in product listing, sitemap, top-level privacy index, and website-relaunch blog post
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---
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title: "Such Moon Launch — Rebuilding My First Game, Years Later"
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date: "2026-05-18"
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excerpt: "The expanded re-release of the very first game I ever wrote. 11 levels, 4 weapons, an endless mode, and proper tilt-to-steer controls. Wownero-themed pixel-art rocket arcade."
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draft: false
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---
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import { SuchMoonLaunchStoreButtons } from "@/components/store-buttons";
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**Such Moon Launch** is now submitted to [Google Play](https://play.google.com/store/apps/details?id=com.suchsoftware.suchmoonlaunch) and the App Store, and live on [the web](https://moonlaunch.such.software). Apple and Play store listings will go live as the review queues clear.
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<SuchMoonLaunchStoreButtons />
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## The Backstory
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This was **the very first game I ever wrote**. The original — *Wownero Moon Launch* — was a single-level rocket-landing prototype I shipped years ago as a fun side project. The we released a slightly upgraded version as a test app called "Meowlet Moon Launch" under our old **Tabby Labs** developer account. One level in the original and four levels in Tabby Labs version. Basic physics. No music. No juice. But it worked, and people played it.
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It sat there, mostly forgotten, for a long time. Every once in a while I'd open the project and think *there's something here.* The core loop — gravity, fuel, an unforgiving landing, is one of the all-time classics, going back to the 1969 [Lunar Lander mainframe game](https://en.wikipedia.org/wiki/Lunar_Lander_(video_game_genre)). Done right, it never gets old.
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So we rebuilt it. And really gave it some juice.
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## What Changed
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What started as a single-level prototype is now a full game:
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- **11 hand-tuned story levels** across the solar system — Moon, Mars, Venus, Io, Jupiter, Saturn, Neptune, Pluto, an asteroid belt, a rotating space station, and a Martian mothership boss fight
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- **Procedural endless mode** — escalating waves with random target planets, more enemies, tighter hazard timing
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- **8 ship upgrades** — thrust, fuel capacity, fuel efficiency, shield, armor, landing gear, rotation speed, crypto magnet
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- **4 weapons** — auto-aim cannon, homing missiles, continuous laser, area-effect EMP
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- **13 ship skins** — 8 purchasable cosmetics plus 4 achievement unlocks
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- **Tilt-to-steer controls** on mobile, calibrated properly (no baseline drift, no "wait, which way is up" problem on phones)
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- **3D landing mini-game** on final approach, with cockpit HUD, altimeter, and tilt indicator
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- **Warp tunnel** transitions between levels
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- **Global leaderboards** powered by our own backend at `api.such.software`
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- **Cloud save** — progress synced to our servers, restorable on any device
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- **13 achievements** — Google Play Games on Android, Game Center on iOS
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- **Crypto-themed collectibles** — WOW, XMR, BTC, and DOGE pickups as in-game currency (no real cryptocurrency, no blockchain, no wallets — just pixel-art coins)
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- **Cross-platform** — Android, iOS, Web, Windows, macOS, Linux, all from a single Godot 4 codebase
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Same rocket. Same Moon. Almost everything else is new.
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## Tilt Controls Done Right
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If you've ever played a mobile tilt game and thought *why does this fight me?*, you're not imagining it. The mistake (as we learned) is tracking a moving baseline so the rest position can "drift" — but that same logic eats slow, intentional tilts before they ever register. Doodle Jump, Crossy Road, and Asphalt all use **single-shot calibration plus a low-pass filter**, never continuous baseline drift. So that's what we did:
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- Calibrate the player's neutral hold once at level start
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- Low-pass filter the raw gravity vector to kill 60 Hz jitter without losing slow tilts
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- Project onto a screen-relative axis (with the device locked to a single landscape orientation so the axis sign never flips)
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- Tight deadzone (~2°), proportional steering with a sensitivity curve
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Result: you can tilt 5° from neutral and the rocket responds immediately. Hold 20° and it turns at a constant rate without the input being eaten. Try it.
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## Tech Stack
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Built with [Godot 4](https://godotengine.org/) in pure GDScript. Leaderboards and cloud save run on our own backend at `api.such.software`. Ads use AdMob on mobile and AdSense on web. There's an optional **Remove Ads** in-app purchase ($1.99 once, ad-free forever), plus two optional Moonrock packs if you want to skip the grind. Every upgrade can still be earned by playing — there are no IAP-gated levels. Desktop builds are always ad-free.
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## Get It
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<SuchMoonLaunchStoreButtons />
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- **Web (free)** — [moonlaunch.such.software](https://moonlaunch.such.software)
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- **Mobile** — Google Play and App Store listings going live as reviews clear
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*Such moon. Many crypto. Wow.*
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@@ -31,4 +31,4 @@ The NebulaField component is lazy loaded with next/dynamic and requestIdleCallba
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## Structure
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The site now has Products, Services, Blog, and About sections. Products showcases our standalone offerings: Neroswap, Webshops, Custom Websites, Smirk Wallet, Bauhaus Echo, Suchoice, and Wownero Moon Launch. Services covers our partnership model and consulting work. Mobile users get a bottom navigation bar.
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The site now has Products, Services, Blog, and About sections. Products showcases our standalone offerings: Neroswap, Webshops, Custom Websites, Smirk Wallet, Bauhaus Echo, Suchoice, and Such Moon Launch. Services covers our partnership model and consulting work. Mobile users get a bottom navigation bar.
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---
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title: "Wownero Moon Launch — From First Game to Full Release"
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date: "2026-03-12"
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excerpt: "A crypto-themed space landing game with 11 levels, 4 weapons, and an endless mode. The expanded re-release of my very first game."
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draft: true
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---
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Wownero Moon Launch is now available on [Google Play](https://play.google.com/store/apps/details?id=com.suchsoftware.wowneromoonlaunch), [itch.io](https://suchsoftware.itch.io/wownero-moon-launch), and [the web](https://moonlaunch.such.software). iOS coming soon.
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## The Backstory
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This was the first game I ever wrote. The original version was released as **Meowlet Moon Launch** — a simple rocket landing game where you flew to the Moon and tried not to crash. It had one level, basic physics, and not much else. But it worked, and people played it.
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Now we're releasing the greatly expanded version as **Wownero Moon Launch**. What started as a single-level prototype has grown into a full game with 11 story levels spanning the entire solar system, a procedural endless mode, four weapons, eight upgrades, 13 ship skins, and a crypto-themed collectible system.
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## What's in the Game
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You launch a rocket from Earth and navigate through space to land on increasingly difficult targets. The core mechanic is simple — thrust, rotate, land gently — but the game layers on hazards and systems that keep it interesting.
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**11 story levels** take you from the Moon to Mars, Venus, Io, Jupiter, Saturn, Neptune, Pluto, an asteroid belt, a rotating space station, and finally a Martian mothership boss fight. Each level introduces new mechanics: wormhole portals, solar wind zones, nebula fog that drains your fuel, orbiting asteroids, and black holes with lethal event horizons.
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**Endless mode** generates procedural waves after you finish the story. Each wave spawns a random target planet at increasing distance with more enemies, tighter hazard timing, and scaling difficulty. Your best wave is tracked on the leaderboard.
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## Weapons and Upgrades
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Between levels, you spend Moonrocks (earned by collecting crypto pickups) in the upgrade shop:
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- **8 upgrades**: thrust power, fuel capacity, fuel efficiency, shield, armor plating, landing gear, rotation speed, and crypto magnet
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- **4 weapons**: forward cannon with auto-aim, homing missiles, continuous laser beam, and area-of-effect EMP pulse
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- **13 ship skins**: 8 purchasable cosmetics plus 4 achievement skins that unlock for mastering the game
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## Features Worth Mentioning
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- **3D landing mode** — final approach switches to a 3D view with cockpit HUD, altimeter, and tilt indicator
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- **Warp tunnel** — hyperspace transition between levels with streaming star fields and cockpit overlay
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- **Star ratings** — 1–3 stars per level based on completion time and remaining fuel
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- **Global leaderboards** — per-level rankings powered by our own backend at api.such.software
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- **Cloud save** — progress backed up to our servers, restorable on any device
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- **Google Play Games achievements** — 13 achievements on Android
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- **Cross-platform** — Android, iOS, Web, Windows, macOS, Linux from a single Godot 4 codebase
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## Tech Stack
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Built with [Godot 4](https://godotengine.org/) in pure GDScript. The backend (leaderboards, cloud save) runs on our own infrastructure at api.such.software. Ads use AdMob on mobile and AdSense on web, with a "Remove Ads" purchase option. Desktop builds are always ad-free.
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## Get It
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- **Android (free with ads)** — [Google Play](https://play.google.com/store/apps/details?id=com.suchsoftware.wowneromoonlaunch)
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- **iOS (free with ads)** — Coming soon
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- **Web (free)** — [moonlaunch.such.software](https://moonlaunch.such.software)
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- **Desktop (pay-what-you-want)** — [itch.io](https://suchsoftware.itch.io/wownero-moon-launch)
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