Moon Sweepers Zone Progression Order: What to Clear First

A six-stage expansion order built on purchase gates rather than map coordinates, with the gear each stage expects and the signals that say it is time to move.

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There is no official zone list, so this is an order of gates

Moon Sweepers divides the surface into hex sections that group into regions, and no publisher has named those regions or published a route. This page orders expansion by the gate that unlocks it — a purchase, a piece of gear, or a base capability. For structure read the zone guide; for site choice, the base score.

The Whole Order in One Table

StageGround you workGate to enterGear you should own
0The hexes touching your landing padNoneToothbrush
1Blue hexes next to clean onesAbout $25Household Broom
2One region, finished to the last section$75–$150Wide or Extra Wide Broom
3One or two regions out from the padAbout $500Garage plus Push Sweeper
4Crater floors and rims$1,000–$2,500Ride-on or Lunar Sweeper
5Wherever your base can absorb the inflow$2,500–$6,000 plus powerHeavy vehicle and a working belt

The stages are cumulative: stage 1 ground does not stop being useful when stage 3 opens, it stops being your frontier. The gates are money-and-infrastructure gates, not distance gates.

Stage 0: The Hex You Landed On

The first hour is not exploration. It is the walk you can survive with a nearly empty container.

Work the ground touching your pad until it is clean. At toothbrush speed the container fills before a longer walk pays for itself.

The reported benchmark for leaving this stage is about $25, the price of the Household Broom. One guide suggests fifteen sections first; treat that as pacing, because the real gate is the $25.

Stage 1: The Blue Ring

The map's color code is the only guidance the game gives you, and blue is the part that pays.

Blue means partially cleaned. A blue hex beside a cluster of green is work you already half did, which makes it the cheapest ground per kilogram. Orange is untouched and looks like progress, but it costs full price in travel and passes. Finish blue because it completes regions; chase orange only when the frontier demands it.

This stage sets the habit that carries through everything: finish a hex once you start it.

The gear gate is the Household Broom at about $25, and the alternative is a container upgrade at about $30. Short walk, buy width; long walk, buy capacity. The capacity upgrade math runs that comparison.

Stage 2: One Region, Finished

Sections and regions are different counters, and the game rewards both. A region completes only when its last section does, and completion reportedly pays a bonus. The achievement list tracks ten regions against a hundred sections, so the region counter is deliberately slower.

So stage 2 is not "clean more ground." It is "close one region completely." Find the stragglers around your pad and finish them before opening a second front. The achievements guide covers how those counters interact.

What you are doingOn the mapWhy it is the wrong order
A third region while two are blueScattered blue islandsTravel grows, bonuses do not
One region finished to 100%A solid green blockOne bonus, one short walk
A distant orange patchA lone orange hexFull price for ground left half done

The gear gate is the Wide Broom at about $75, or the Extra Wide at $150 for a long manual stretch. Skip intermediate steps when the next tier is close; the tool reference has the ladder.

Stage 3: The Garage Radius

Around $500 — the reported $200 garage plus the $300 Push Sweeper — the unit of work changes from a patch to a sector. That is the real gate, not the distance from your pad.

The rule that makes this stage work: do not cross a crater rim on foot. A rim is a climb, it is dark, and a full container turns into a slow walk. If the next region is over a rim, finish your side first or wait for the vehicle.

Two purchases compete: the vehicle and a forward depot. If your walk is over a minute, the depot is cheaper; the vehicle is faster. The depot placement score settles it.

Stage 4: Density

Crater floors reportedly hold thicker dust than plains, though the claim is secondhand. Test it: time a full container on flat ground, then on a crater floor.

What is safe to plan around is that density changes which machine is worth owning. A wider strip matters more where dust is thick and continuous, which is why the Lunar Sweeper's premium is easier to justify here. The vehicle cost breakdown splits each price into width versus hopper.

The gate is $1,000 to $2,500, and the stage ends when your frontier is limited by unloading rather than collecting. That is the signal to stop buying cleaners.

Stage 5: Feeding the Base

The last stage is where zones become places you supply rather than places you clean. A machine does not care how scenic the crater is — it cares whether the belt is full.

The gate is a heavy vehicle plus a working unload route plus power. A Pressure Chamber reportedly draws 10 kW and a Stone Press 18 kW, and both stop when stored charge runs out. Buying a $6,000 collector before that chain works moves the queue from crater to depot. Zone choice becomes logistics, not dust.

Gates Beat Geography

This order survives patches because it depends on capabilities, not place names. No official zone sequence exists, and the map does not appear to unlock in a fixed direction.

GateWhat it unlocksDo not start before
$25 broomWider passes, fewer strokesYou have cleared the pad
$75–$150 toolA region finished in one sittingYou have closed one region
$500 garage plus vehicleA frontier more than a rim awayThe walk passes a minute
$1,000–$2,500 vehicleDense crater workYour unload route works
$2,500–$6,000 plus powerFeeding a production lineThe line runs without stalling

In a 16-player lobby the gates apply but the cadence changes. Assign one region per squad, re-check the map every half hour, and do not open a new front while three regions are blue. The vehicle role plan covers who drives where, and the progression guide covers the purchase order that funds each gate.

Which zone should I clean first in Moon Sweepers?

The hexes touching your landing pad, then the blue hexes adjacent. Anywhere else means paying travel costs before you can afford them. There is no official first zone, because there is no official zone list.

Do I have to finish a region before moving to the next one?

No, but it is usually the better trade. Region completion reportedly pays a bonus, and a finished region stops generating return trips. Finishing blue before opening orange keeps a frontier cheap.

When should I leave the starting area?

When the walk from your frontier to a depot passes about a minute, or when you can afford the $500 garage-and-vehicle package. The two often arrive together, which is why stage 3 is the natural break point.

What gear do I need before working crater floors?

A vehicle, not a better broom. Crater floors combine a climb, low light, and dense dust, and the first two are travel problems. A Ride-on Sweeper at a reported $1,000 is the usual entry point; a Lunar Sweeper is easier where the walls are steep.

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