PlayNook

Retro Arcade · Moon landing

Touchdown

A free lunar lander game with real descent physics.

A lunar lander game gives you a spacecraft, a patch of rocky ground and one job: put the ship down gently on a flat pad. Touchdown plays that out with honest physics — it is a lander physics game before it is a test of reflexes.

Gravity pulls every second you are in the air. Thrust fires along the way the ship is pointing rather than straight up, so tilting to travel sideways also means tilting back to stop. Nothing slows you down out here, and a drift you ignore at 100 metres is still with you at 10. Every burn costs fuel, and when the tank runs dry the engine is done for that attempt.

Arrive slow, level and on target: under 5.0 m/s vertically, under 3.0 m/s sideways, within 10° of upright, both legs on the pad. The readouts turn red the moment you fall outside those limits, which is what makes this a moon landing game rather than a guessing game — the panel tells you what is about to go wrong while you can still fix it.

Narrow pads pay more, marked ×1, ×2 or ×4 on the pad itself, and fuel you did not burn converts into points. The safe line and the greedy line are rarely the same one. Terrain comes from the level number, so level 7 is identical for everyone and can be learned.

Keyboard on desktop, touch buttons on mobile. Free, in your browser, nothing to install and no account.

Controls

Desktop

KeysAction
/ or A / DRotate the ship
, W or SpaceThrust
P or EscPause
MMute or restore sound
RQuick retry after a crash

Mobile

Two rotate buttons at the bottom left, one large thrust button at the bottom right. They work together — hold thrust with one thumb and steer with the other. Portrait is fine; there is no need to turn the phone.

Landing requirements

CheckLimit
Vertical speed5.0 m/s or less
Horizontal speed3.0 m/s or less
TiltWithin 10° of upright
PositionBoth legs on a flat pad

All four at the same time, at the moment of contact. Crash and the game names the cause — "Too fast — 6.2 m/s vertical", "Tilted 14° on contact", "Missed the pad" — so every wreck tells you which number to fix.

How to land

Fly the descent in this order and most of the difficulty disappears.

  1. Kill the sideways drift first, while you are still high. Horizontal speed is the one thing you cannot fix in the last second. Tilt about 30° into the drift and burn: that removes the full 3 m/s allowance in roughly a second and a half, and you still gain height while doing it.
  2. Then get over the pad. Rotating 90° takes one second, and the ship stops turning the instant you let go of the key — there is no spin to fight, so point where you need to and burn.
  3. Come down under control. The engine is two and a half times the ship's weight, so pointing straight up gains you 2.4 m/s². Thrust is on or off, not a dial: to hold altitude you need it roughly 40 % of the time, which is a rhythm of short taps rather than a held button.
  4. Let the last few metres go. From a standstill you can fall about 8 metres and still arrive under the 5 m/s limit. Fighting all the way to the ground just burns fuel you could have banked.

The one number worth memorising is your braking distance, because falling is cheap and stopping is not.

Falling atHeight needed to slow downFuel it costs
8 m/s8 m11
10 m/s16 m18
15 m/s42 m35
20 m/s78 m53
25 m/s125 m71

A full tank is 100 units — about 12 seconds of continuous burn, or 29 seconds of hovering. Reaching 25 m/s therefore spends most of a tank just undoing itself. If you want the reasoning rather than the recipe, we wrote up why this genre is so hard separately.

Three mistakes that end most attempts

  • Braking too late. See the table: every second of free fall roughly doubles what the recovery costs. Start slowing while the ground still looks far away.
  • Treating sideways speed as a detail. You can be perfectly slow vertically and still break the ship at 3.1 m/s sideways. From level 3 you are handed a drift of up to ±3.2 m/s at the start, and by level 8 up to ±5.2 m/s — the first thing to do after spawning is to look at the H-SPD readout, not the ground.
  • Touching down tilted. This one is free to fix. Rotation stops the moment you release the key, so straighten up early and leave the ship upright while you manage the descent.

And on level 8 and beyond, remember the solar wind is an acceleration, not a one-off push: ignore it for ten seconds and it has given you 3.5 m/s sideways — already past the limit on its own.

Scoring and the levels

A landing scores base points multiplied by the pad you chose, plus two points for every unit of fuel still in the tank, plus a bonus for setting down well under the speed limit. An extra ship arrives every 5,000 points, and you start each run with three.

Levels never stop. Pads get narrower, starting fuel drops, and the ground gets more jagged. From level 5 a ridge cuts across the middle and forces you to fly sideways to reach the good pads. From level 8 a solar wind pushes you off line the whole way down — it is announced before the level starts, so it is a problem to plan around rather than a surprise.

About this game

Touchdown is an original game built for PlayNook. What it has in common with other games of this type is the physics, which nobody owns: constant gravity, thrust along the ship's axis, no drag, and a fuel gauge that only goes one way. That idea is older than the arcade — the first version of it ran as a few dozen lines of text in 1969, and we traced the whole story of the genre in a separate article. If you are hunting for a specific older game rather than this one, this guide covers where those live today.

Frequently asked questions

+ How do you land safely in Touchdown?

Four things must be true the moment you touch down: under 5.0 m/s vertical speed, under 3.0 m/s sideways, tilt within 10 degrees of upright, and both legs on a flat pad. Miss any one of them and the ship breaks. The speed and tilt readouts turn red exactly when you are outside those limits, so the panel is telling you which one will fail you.

+ What are the controls on mobile?

Three on-screen buttons: rotate left and rotate right at the bottom left, and a large thrust button at the bottom right. They are multi-touch, so you can hold thrust with one thumb while rotating with the other — which is how most landings are actually flown. It works in portrait, no rotating the phone.

+ Is Touchdown free to play?

Yes. It runs in your browser, there is nothing to install, no account to make and no ads. Your best score and highest level are saved in your own browser, not on a server.

+ Why do I keep crashing?

Almost always one of three things: coming down too fast, drifting sideways, or touching down tilted. The game names the reason every time you crash, so read that line instead of guessing. Then watch for the red values in the panel on the way down — red means that number would break the ship right now.

+ What is a lunar lander game?

A game where you fly a spacecraft down to a landing site under constant gravity, using a thrust engine and a fixed amount of fuel. There is no autopilot and no way to hover for free: every correction burns fuel, and momentum you build has to be cancelled deliberately. The goal is a precise, slow, upright landing on a small flat pad rather than speed or shooting.

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