Moon Sweepers Vehicles: What We Can Confirm

An honest fleet reference: confirmed mechanics, three reported vehicle tiers, component priorities, and a method for confirming the rest in game.

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There is no verified full vehicle list yet

The Steam page confirms that cleaning vehicles exist and that you unlock them as your business grows. It does not name a single one. Three vehicle tiers are reported consistently enough across launch-week guides to publish with a confidence label, and everything above them is undocumented as of October 28, 2026. This page lists what is sourced, explains how to judge an unlisted vehicle, and shows you where to check in game.

What the Store Page Actually Promises

Two sentences carry all the official information. One says you can "invest in cleaning vehicles" as your operation scales. The other describes tracking cleaning progress across the surface and building stations near your work area.

Read together, they describe the intended arc: hand tools cover a patch, vehicles cover a region. A vehicle is not a faster broom — it changes the unit of work, and your loading decisions start mattering more than your sweeping decisions.

The store page also implies a gating structure: vehicles arrive after infrastructure, not before it. Community guides put a garage at roughly $200 before any vehicle is purchasable, which makes the garage the real first vehicle purchase.

The Three Reported Tiers

These three appear across multiple independent launch-week guides with consistent names and prices. That is the strongest evidence available, and it is still not official.

VehicleReported costReported roleConfidence
Push Sweeper$300First motorized cleaner, wider coverage than any hand toolThree sources agree
Ride-On Sweeper$1,000Larger hopper, faster coverage, proper regional workTwo sources agree
Mega Vacuum Rover$6,000High-capacity vacuum platform, feeds a base at volumeTwo sources agree

The gap between the first and second tier — roughly three times the price — is the game telling you something. The push sweeper is a tool upgrade with a motor. The ride-on is the first vehicle that changes how you plan a session. If you are still on hand tools, the beginner guide covers the pre-garage stage.

Anything beyond the rover is unverified. Guides mention heavier rovers, industrial sweepers, and specialized platforms, but no two sources name them the same way, which is exactly the pattern you see when writers are describing categories instead of reading a menu.

What Actually Matters on a Vehicle

Regardless of tier, community guides describe vehicle performance as three components, and the priority order is consistent:

ComponentWhat it controlsBuy it when
HopperHow much dust the vehicle holdsAlways first — it is capacity again
MotorSpeed and rough-terrain handlingSecond, once hopper is comfortable
Suction controlCollection rate and coverage per passThird, or when working dense deposits

One reported quirk is worth repeating because it is easy to miss: suction may have discrete power modes you cycle manually rather than a single passive stat. If your build works that way, setting it after deploying to a new area is free performance. Forgetting it is invisible waste, and it is the kind of thing that makes a good vehicle feel mediocre.

The hopper-first rule is the same argument as everywhere else in this game. Capacity removes trips. Speed only shortens the part of the trip you were already efficient at, which is the same logic the tool ladder uses when it tells you to stop buying brooms. The dust farming guide walks through the arithmetic.

The Garage Is the Real Feature

Community reports describe the garage as doing four jobs, and only one of them is shopping:

  • Purchase. New vehicles become available here, gated behind having a garage at all.
  • Storage and recall. Vehicles can be stored and called back to a garage, which matters enormously when your work area is far from base.
  • Component tuning. Individual parts are upgraded per vehicle, not globally.
  • Fleet management. You reportedly will not be offered a vehicle you already own, which keeps the purchase menu honest.

Two reported patch behaviors matter: demolishing a garage reportedly no longer deletes the vehicles stored in it, and any garage can service any vehicle. If either behavior is absent on your build, keep your fleet at your main base.

For a group, the garage is also where fleet policy lives. One vehicle, one named owner; buy for the role the crew is missing, not for the player who asks loudest. The multiplayer guide has the full set of rules.

How to Choose When the List Runs Out

If you encounter a vehicle that is not on this page — likely, since the roster is undocumented — judge it with four questions:

  1. Does it hold more than what I have? If not, it is a lateral move. Skip it.
  2. Does it clean wider than what I have? Coverage per pass is the second axis, and it only matters once capacity is solved.
  3. Can it reach terrain I currently avoid? Handling and climbing are worth real money if your frontier is crater rims and slopes.
  4. Does it need infrastructure I do not have? A vehicle that drains a power grid you cannot support is a parked vehicle.

Any vehicle that fails two of those four is a collectible, not an upgrade. That is true at $300 and it is true at $60,000.

Confirming the Roster Yourself

The game gives you the answer faster than any wiki can:

  • Build the garage and read the catalog. Names, prices, and stat bars are all in the purchase screen.
  • Check the component screen before buying. Tuning costs are visible per part, and they often exceed the purchase price over a full upgrade path.
  • Test drive before committing the crew's money. In co-op, have one player confirm handling on the terrain you actually work — the map guide explains why craters and plains demand different machines.

We will update this page as the roster becomes documented. Until then, treat the three tiers above as the known floor of the ladder, not the ladder itself.

Why this page is short

Writing a "full vehicle list" for a five-day-old game would require inventing names and prices. Three tiers are corroborated by multiple sources; the rest are not. A short accurate page is more useful than a long fictional one, and it will not send you shopping for a vehicle that does not exist.

How much does the first vehicle cost?

The reported figure is $300 for a push sweeper, on top of roughly $200 for the garage that unlocks vehicle purchasing. Both numbers come from launch-week guides rather than the store page, so confirm in your build.

Do I need the garage before I can buy any vehicle?

Yes, according to every guide that covers it. The garage is the purchase and tuning terminal, so it is effectively the entry fee for the whole vehicle track. Budget for it separately from the vehicle itself.

Should I upgrade a vehicle or buy a second one?

Upgrade first. A tuned hopper on one vehicle beats two untuned vehicles, and the second purchase only pays off once the first is genuinely bottlenecked by coverage rather than capacity.

Can other players use my vehicle?

Community reports describe garages as shared storage with recall, so vehicles persist when an owner leaves. Whether crewmates can drive your vehicle is worth confirming in your lobby before you spend group money on it.

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