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Full Steam announcements and update articles for this title.
Hey Moonfishers!
I’ve just released a new post-launch patch focused mainly on fixing bugs and improving the overall experience. This week has been all about tracking down issues that could block progression, and while there were already few of those, now there should be way, way less. I would like to think 0, but you never know!
Here are the main fixes included in this patch:
Improved multiple areas where players could parkour their way through and skip puzzles. Not every shortcut has been removed on purpose, some smaller skips were left in for fun, but major sequence breaks, especially in the final moon surface section, have been fixed.
Fixed an issue with emotes where interacting with objects during an emote could break interactions completely for the rest of the game. Emotes now properly cancel when interacting and everything keeps working as expected.
Fixed a critical respawn bug where the screen could go completely black after falling into the void. This was often caused by lag between players. Now, regardless of latency, players will always respawn correctly.
Fixed an issue where the game name appeared incorrectly when purchasing on Steam. It now shows the correct name.
Fixed multiple collision glitches in the bunker crate platforming section inside the crater. Also added new vents and improvements to make this area less precision-heavy and more forgiving.
Fixed missing collision on some windows in the slime-filled Montela levels.
Fixed doors that require killing all slimes. Previously, one slime could fall out of the map and never die, blocking progression. The system now continuously checks for remaining slimes, so this should no longer happen.
Fixed an exploit in the final level before reaching Luna, where players could sneak through a vent and get stuck instead of solving the puzzle properly. A hatch has been added to prevent this.
Fixed a bug where players could accidentally unlock the developer-only cheat menu by randomly pressing buttons.
Fixed an issue with the slime fryer spamming shots on slime bullseyes could break them permanently. A failsafe system has been added to detect and fix this instantly so they remain usable.
Fixed a bug with the Throne Protocol achievement where interacting with toilets did not properly count toward unlocking it. It can now be obtained correctly.
Improved the parkour section leading to Moontella’s secret stash in the bunker. Previously, one player could reach it but it was nearly impossible for the second player to follow. New parkour elements have been added so both players can access the stash.
General polish and adjustments to ensure cooperative traversal in tricky areas works more consistently for both players.
Split screen is now enabled on Steam Deck, so you can play locally without any extra setup.
There are many more smaller fixes, but these are the most important ones.
Now that the most critical issues are under control, next week I’ll be focusing on new features.
The first big one is something many of you have requested:
Vertical split screen support for ultrawide displays instead of the current horizontal split. This is more complex than it sounds, but I’m aiming to have it ready next week.
Also, I’m adding a quality of life feature:
The host will be able to restart the level at any time directly from the menu. This means that if anything ever breaks or you get stuck, you won’t need to leave to the main menu and create a new lobby.
Also, if you’re enjoying the game, leaving a Steam review helps a lot.
Seriously, it makes a huge difference. I read all of them, and I even reply to the funniest ones, so if you feel like dropping one, I’d really appreciate it! Now I’d love to hear from you. What would you like to see added next week? Any features you think are missing or improvements that would make a big difference? Let me know, I’m reading everything 👀 Big hug, Carlos. EDIT: I've done another bug fixing session. Big one, but not big enough to be it's own Steam Anouncement. Here are the aditional changes: Bug Fixes
Fixed an issue where voice chat would disconnect mid-game. It will now automatically attempt to reconnect after 3 seconds.
Fixed a bug at the start of the vertical elevator level where players approaching the rocks would get stuck in an infinite respawn loop, preventing progression.
Fixed a bug where crosshairs failed to load in split-screen mode when using 2 controllers.
Fixed several texts that were not properly translated to Spanish.
Applied minor corrections to the Catalan localization.
Fixed multiple collision clipping issues.
Fixed several cases where the character could clip through walls.
Fixed a bug where shadows would simply disappear when entering cinematic mode.
Fixed a bug in the "Simon Says" Slime style puzzle (4 slime bullseye, near the end) that prevented progression. The minigame will now automatically reset itself if it bugs out.
Added a restart button in the pause menu, available only to the session host, allowing them to restart the level at any time.
Added the option to play with a Vertical Split Screen division
Together: Moon Escape is OUT NOW! After years of development, two astronauts are finally going to leave their Moontella contracts behind! Together: Moon Escape is available right now on Steam, and to celebrate launch, there's a 10% discount for a limited time.
No need to start over. Head to Chapter Select and look for the level marked as \. It's always unlocked, so you can pick up right where you left off.
Right alongside the launch, I've released a 20-minute documentary covering the full development of the game, from the very first multiplayer tests to launch week. Available in English and Spanish. Perfect if you're curious about how a solo dev builds a co-op game from scratch.
Thank you to everyone who played the demo, left feedback, and wishlisted the game. This one is for you. Hope you enjoy the escape. 🚀
Since so many new people are discovering the game right now and with just one week left until launch, it feels like the right moment to share the pricing.
The game will cost $9.99 USD, and you’ll find the full regional pricing in the table below.
And on top of that:
👉 There will be a 10% launch discount.
I actually tried to set up a discounted bundle with my previous games, but Steam support told me that this type of bundle is no longer something they allow.
So unfortunately, that’s not possible anymore.
Yes, it’s a lower price than what some might expect for the game’s length.
That’s intentional.
The goal is simple: 👉 make the game accessible so as many people as possible can play it.
Because of that, there’s also something important to keep in mind:
The game won’t have aggressive discounts in the future
Discounts will likely never go beyond ~30%
The idea is that the game should feel worth buying at its normal price, without needing to wait for a huge sale. 💬 Your turn
Now I’d really love to hear from you:
What do you think about the price?
Did you try the demo? What did you think?
And most importantly… are you excited for launch in one week? 🚀🌕
Thanks again for all the support. This week has been absolutely surreal.
In 15 years of making games, not a single one of my projects has ever gone viral.
Until now.
This week, something completely unexpected happened. Tweets about Together: Moon Escape started spreading like crazy. From Japanese players, English-speaking players… and even my own post. We’re talking millions of views.
And the result? Wishlist numbers have doubled to 22.000, the game is blowing up, and I haven’t even started marketing yet.
Honestly, I’m still processing it. Seeing people from all over the world sharing the game has been surreal. 🎬 Quick question for you
I’m seriously considering making a small documentary about the development of the game. What went right, what went wrong, and why I think a game like this needed to exist.
👉 Is that something you’d be interested in watching? ⏳ What’s next?
We’re now less than a week away from launch, and everything seems to be heading in the right direction.
In the next news post, I’ll be revealing the regional pricing.
And… yeah. I’m just really, really happy right now.
Thanks for being here 💛 Big hug, Carlos Coronado, solo gamedev
Suit up moonfishers! Start collecting Slimes for Moontella in the lunar low gravity on April 21st! Are you excited for the release? Who will you play the full game with? Big hug, Carlos.
Hello everyone!
The time has finally come to share it: Together: Moon Escape will launch on Tuesday, April 21st 🚀
The game is now fully completed. All content is implemented, including all 32 achievements, and both online and split screen modes are fully working and polished. After a long development process, we’re now in the final stretch.
At this point, the only thing left before release is finishing the final trailer.
The game will be priced at:
$9.99 for a single copy
This price has been carefully chosen to be accessible to as many players as possible, while also reflecting the value of the full experience even when the game is not on sale.
Unlike my previous titles, the intention is not to rely on deep discounts over time. Instead, I want players to feel comfortable buying the game at its base price at any moment. Because of this, the game will not have steep discounts (70–90%) for a long time, and will maintain a more stable pricing strategy throughout its lifecycle.
I have also asked Steam about the possibility of adding a “Friends Pack”-style bundle, which would allow:
Two copies for $12.99
Bad News: I got an answer from Steam Support regarding this bundle. This is their answer:
We discontinued creating new multipacks (such as 2-, 3-, and 4-packs) for titles on Steam several years ago due to a bunch of arbitrage problems. We replaced that with improved user-to-user gifting and the ability to gift Steam wallet credit so players can easily share copies of games with their friends.
One important note: the demo represents less than a quarter of the full game.
The later levels are significantly longer and much more challenging than the early ones. Based on our playtests, a normal playthrough (without collecting everything) takes around:
4.5 to 7 hours
And of course, there’s additional content for completionists. It has been a pleasure developing this game and see you all play the demo, can't wait for you to try the full game! So what do you think? Is the game releasing earlier than you expected? What about the price? I'd LOVE to hear your feedback!!!
I am thrilled to announce a MAJOR update for Together: Moon Escape! This update brings the game to full completion, with exciting improvements and features requested by the community already implemented in the Demo!
New Languages & Voice Overs:
Interface, subtitles, and menus are now available in Simplified Chinese, Japanese, Russian, Dutch, French, German, Portuguese, Ukrainian, and Turkish. Many, MANY thanks to the community members who helped with the localization!
Professional voice acting is fully recorded in English, Spanish, and Catalan.
Chat Improvements:
Continuous voice chat remains, and now text chat is available!
Default key is Y, fully remappable. Works just like any standard in-game text chat.
Gameplay Enhancements:
Fov slider added – a highly requested feature by the community.
Levers and holdable switches now behave properly; they can’t be forced or “stuck” without player interaction.
Improved collision and movement – no more clipping in ducts or crouch areas.
Updated and polished UI texts throughout the game.
Option to disable the crosshair when no weapon is held.
Game Status:
Together: Moon Escape is now fully completed.
Remaining development focuses only on Steam achievements, trailer recording, and official release date announcement – coming very soon, likely within a month!
This update is packed with features, community requests, and polish, making the full game experience ready for everyone. As always, the game has been tested on a Steamdeck aiming for 60fps to make sure every player with a potato pc can play! Oh, and this is a VERY important feature: Together: Moon Escape won't implement Nvidia DLSS5. There is enough shit comming out of the toilets in the game. No AI Slop is needed! Big hug, Carlos.
Hello! No, Steam does not allow Together: Moon Escape to participate in the Next Fest because the game already participated in one. But hey, you can play the demo anyways! I've been updating in with real human voice acting in English, Spanish and Catalan and also adding lots of new features to the game since the last Next Fest. Emotes, better level design, more intuitive puzzles and the most important feature requested by absolutely no one: When a player propels using that kind of fan (if you play the third level, you know what fans I am talking about) some effects will playe in the player's screen and 3d character. Poop effects. Game releases in April and we just reached 10.000 Wishlists! :D
wow. I almost never check wishlists. I open the Steam wishlists for the game and boom! 10,000 wishlists right before Steam Next Fest, and I’m like… what the hell?
Yeah, obviously COOP-style games are in fashion, but usually people go for either Coop-Slop style games or AAA games like Split Fiction or It Takes Two. So, seriously, thank you, thank you, thank you, because I don’t even understand why this game has 10,000 wishlists. It’s not a Coop-Slop game, it’s not physics-wonky, it’s not about bugs or whatever. It’s an adventure game with a story, designed for just two players, because the whole game is built for two players. True coop style.
Honestly, in my 14-year career, this is without a doubt the game I’m most proud of. I’m super excited for April so everyone can finally play it. And well, I’m just so happy. Thank you again for the 10,000 wishlists.
I’m still updating the demo with new languages, thanks to the community translations. The demo is now available in English, Spanish, Catalan, German, Portuguese, and Turkish. More languages soon!
And yeah, let me know in the comments what you like most about the game, because I really wasn’t expecting this. I thought it would get maybe 4,000, 5,000 wishlists tops, and it’s way more than I imagined.
Anyway, I’m still working hard. I’m almost done with the game and trying to make the best ending possible. I really hope you’ll love the full game as much as the playtesters did. Hera are a couple screenshots of the new levels to celebrate.
Big hug to all of you!
Hello Moonfishers!
I’m very excited to share this update with you, probably the hardest update yet!
Together Moon Escape now features a fully professional voice cast in Spanish, Catalan, and English.
For the Spanish and Catalan versions, L.U.N.A. is voiced by Patricia Arcos, a highly experienced professional actress with a long career in voice acting. Her performance has truly elevated the character. She brought nuance, emotional depth, and a natural intensity that transformed many scenes in ways I honestly hadn’t imagined before.
For the English version, L.U.N.A. is voiced by Elizabeth Agulló, whose interpretation gives the character warmth, personality, and strength while staying faithful to the spirit of the game. Her work has helped make the English version feel just as authentic and emotionally grounded.
With this update, I want to make something very clear:
There are no AI-generated voices in Together Moon Escape. Actually, nothing uses AI. There aren’t any now, and there won’t be in the future. Every single line in the game is performed by real human actors.
As a solo developer, this was an important decision for me. I believe voice acting is not just about reading lines. It’s about intention, emotion, timing, and humanity. And that’s something only real performers can bring.
I also want to be transparent about something. During the early development of the demo, I used AI-generated voices as a temporary solution. It allowed me to close all the dialogue lines, test pacing, and prototype the full narrative structure while working solo. Once the script and implementation were locked in, those placeholder voices were completely replaced.
The demo has been updated, so you can already experience the new voices in Spanish, Catalan, and English!!
This project has always been deeply personal to me, and seeing L.U.N.A. brought to life by talented professionals in three languages is something I’m genuinely proud of.
Thank you for being part of this journey.
Carlos Coronado, solo gamedev.
Hi everyone!
I’m Carlos Coronado, solo developer of Together Moon Escape, and I’m incredibly excited to share this update with you.
The demo hasn’t been updated in a long time, and that’s because I’ve been completely focused on finishing the full game. And now… the full game is almost, almost, almost done.
Which means something amazing: a lot of improvements from the final version have now been adapted back into the demo.
Honestly, it feels like a completely new demo. Full changelist:
The first thing you’ll notice is that the main menu and the lobby have been fully redesigned and reworked.
The voices are no longer AI-generated.
We now have professional voice actresses in English, Spanish, and Catalan. I’ll make a separate post explaining more about this very soon, but for now you can already enjoy their performances in all three languages inside the game.
The old generic system voice is gone.
Now we have L.U.N.A., a proper character with personality and backstory.
You’re no longer inside some generic facilities either. You’re inside Montela, a company that owns Luna and operates in the lunar slime business.
Yes… things are getting deeper but don't worry. You are the protagonist and she will never stop the gameplay to dump exposition, etc.
Luna has been heavily refined:
She’s less repetitive.
She doesn’t get annoyed at you as much.
She’s less overwhelming.
The total number of lines has been reduced.
And she now has new contextual reactions that will also appear in the full game.
She feels more natural and better balanced.
There are countless small gameplay improvements that make everything smoother and more polished.
For example:
If you quickly press the emote button, you now instantly perform the pointing emote. You can sprint out of crouch without your character stopping.
You no longer get awkwardly rotated when colliding with physics objects, especially at the beginning.
Player movement overall feels much smoother.
And many more small refinements across the demo.
There’s new lore spread throughout the demo, including the starting room.
The world of Together Moon Escape feels richer and more cohesive now.
Sound has been adjusted. Textures have been improved. General polish has been applied everywhere.
It genuinely feels like a brand-new demo experience.
There are new credits.
But be careful. If you check the credits from the main menu, you’ll notice pencil sketches of all the levels up until the very end of the game.
So… spoilers ahead.
The game is extremely close to being finished.
It’s fully playable from beginning to end. We’ve done playtests and people have loved it.
Everything is coming together.
This update makes me incredibly happy because it means we’re entering the final stretch. Now it’s time to prepare for the next Steam Next Fest.
And very soon, I’ll be announcing the release date.
Thank you so much for being part of this journey.
See you on the Moon.
Carlos Coronado
Hi everyone 👋
Together Moon Escape is almost finished, and I’m looking for two English-speaking players to take part in a full game playtest.
The game is fully playable from start to finish. The playtest would take around 4–5 hours, and ideally at least one participant hasn’t played the demo yet (even better if neither has).
You’ll need:
A microphone for voice chat
To be okay with sharing your ingame screen via Discord
If you’re interested and available, please leave a comment below 🙌 I’m especially looking for honest, critical feedback — it would mean a lot at this stage of development ❤️
Hello players! I heard you like gamedev making of! Good news @everyone! I just created a channel on Youtube, Instagram and TikTok to show the development process of Together: Moon Escape IN ENGLISH! If you are interested in gamedev or want to know more about the inner workings and how a solo dev creates the game, I am posting a video EVERY DAY in each of those accounts.
Links: Youtube: https://www.youtube.com/@TogetherCoopGames/shorts
Instagram: https://www.instagram.com/togethercoopgames/
Hello Astronauts! Just wanted to post a quick update before Christmas. Yes, I've been busy, VERY busy, crunching week after week developing the entire game. I have good news: The game is now content complete and is playable from start to finish! I have even done a couple internal playtests and all players agree in something: The demo was good, but the rest of the game is even better! :D Expect lots of puzzles and funny situacions and YES, new mechanics regarding slime stuff and well, other surprises! More news after holidays, but I am 100% confident the game won't be delayed and the March release date still holds! Big hug, Carlos
Big update today — Together Moon Escape just got a whole new way to communicate (and mildly annoy your friends): EMOTES!
You can now make faces, gestures, and questionable hand signs at each other while trying to survive the Moon’s charmingly lethal environments. Here’s a quick rundown of what’s new:
You can now:
Play rock-paper-scissors with your partner (and lose, obviously).
Throw the Heavy Metal horns like the true lunar rockstar you are.
Say “No” dramatically when your teammate suggests something stupid.
Give a thumbs up when they actually do something right (rare, but it happens).
Clap to celebrate victory... or mock failure. You decide.
And the big one — a Pointing Emote! You can now literally point at something in the world, and it’ll ping a marker on your partner’s visor. Finally, no more “uhh... it’s that rock next to the other rock.”
All emotes work with keyboard/mouse and gamepad (yes, we tested it this time).
We’ve fixed a bunch of nasty bugs that were haunting the Moon. Here are some highlights:
Fixed the Great Lunar Crater death loop, where falling down used to respawn you halfway up a cliff with no way out. (You’re welcome.)
Split-screen co-op is back! You can now play with two controllers again. There’s a tiny bug where players sometimes swap screen positions between levels… but hey, life’s about perspective.
Cleaned up translations to clarify that the lever in level 3 must be held, not violently pushed.
Polished some level art, especially in the Slime Zone. A few stray decals went missing, probably devoured by slimes.
Added controller support to the emote wheel, because moon explorers deserve comfort.
Basically, we fixed about a thousand little things. (And probably created two new ones. That’s how it goes.)
The Steam Next Fest went way better than I could’ve hoped — the demo was a hit, and we tripled our wishlists! Thank you so much for the support and all the chaos you brought to the Moon.
I’m a solo developer, so every wishlist, review, and comment helps a lot (and keeps me from turning into moon dust before release).
This project is now my main focus, and I’m pushing hard to launch the full version around March — assuming I don’t get lost in the crater again.
Thanks for playing, thanks for laughing, and please, don’t point at me with the emote too much. It’s unsettling.
– 🧑🚀 \ Solo dev, moon survivor, bug collector.
Good news, astronauts! Together: Moon Escape has officially landed in Steam Next Fest — and, against all odds, nothing has exploded (yet). Thousands of players have already signed up to be stranded on the moon with someone who swears they’re “good at puzzles.” Spoiler: they’re not.
In Together: Moon Escape, you and your partner share the same oxygen, the same confusion, and the same growing suspicion that maybe, just maybe, one of you shouldn’t be in charge of the buttons. Solve intricate puzzles, explore eerie moon facilities, and argue lovingly over who “definitely had it right the first time.”
Players are loving it — mostly because misery loves company. We’ve seen laughter, confusion, betrayal, and the occasional scream of “JUST PRESS THE BUTTON!” echoing through the void. It’s beautiful, in a tragic sort of way.
So grab a friend (or an enemy — we’re not picky), download the free demo, and see if your relationship can survive the cold, silent judgment of the moon.
Greetings, astronauts of questionable sanity,
It’s me again — the one-person lifeform responsible for keeping this moon barely functional. I’ve just deployed a small update, because if I don’t, the voices get louder.
🌓 What’s New:
A real loading screen! There’s now a spinning moon while levels load. Hypnotic, pointless, beautiful.
Improved lunar visuals: Textures on the moon’s surface now look way better. Please stop licking your monitor.
Invisible walls everywhere: Blocking volumes now prevent players from running off into the void. You’re not supposed to leave. None of us are.
Better co-op invites: Inviting your friend should now work more consistently. If you have friends.
There are also a few unlisted bugfixes, optimizations, and sacrifices to the Unreal gods.
If you want the full story — or just to yell at me directly — join the official Discord. That’s where all the bugs, ideas, and mild emotional breakdowns live. 👉 Join the Discord!
Until next time, – Carlos (yes, it’s just me) 🌕
Moon explorers, we’ve mopped up some lunar bugs that were lurking in the shadows of the demo. Turns out the Moon is not only lifeless… it’s also bug-infested. The Update is live as of NOW. Here’s what we fixed before the infestation spread:
Ping Hell: Fixed a bug where, if your ping was higher than Neil Armstrong’s cholesterol, you couldn’t travel to the next level. Now you can lag your way to the stars.
Controller Anarchy: In splitscreen co-op, both controllers were being assigned to Player 2, leaving Player 1 useless. We’ve convinced the controllers to share custody.
Airlock Prison: Fixed an issue where one unlucky astronaut could get permanently trapped in the airlock before stepping onto the lunar surface. Now you can both enjoy suffocating in freedom.
Pause Button Crisis: The Client (in some setups) couldn’t open the pause menu. We decided everyone deserves to stop and cry mid-game, so now it works.
Discord Overlay Battle: Joining a match invitation no longer overlaps with Discord’s in-game text. Less UI warfare on your screen.
Slime Massacre Rebalanced: You now get more time per slime kill and a bigger starting timer. Time to farm that lunar goo.
Slime Gun Buff: Increased weapon spread so hitting slimes is easier. Basically, we gave you a cosmic shotgun. Don’t thank us, thank the slimes.
That’s all for this patch. If you want to keep up with every bug we brutally execute on the Moon or find friendly Astronauts to explore, join our Discord:
👉
Attention, space cadets! The Together Moon Escape demo is now live.
Mission requirements:
🔨 Two astronauts, no exceptions (yes, it’s co-op only).
💩 Zero trust issue.
🍆 Ability to shoot, scream, and occasionally think.
Survive 5 demo levels packed with puzzles, weapons, and very questionable Slimes.
Side effects may include mild paranoia and unshakable memories of glowing cancer goo.
👉 Enlist now Online or Split screen! Oxygen and friends not included.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Together: Moon Escape, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Together: Moon Escape statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.