Moon Sweepers Zones and Map: Reading the Surface
A guide to the sector grid, map colors, terrain types, and landmark categories that determine where you should clean and build next.
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The map is a progress ledger, not a treasure map
Moon Sweepers tracks cleaning across a divided lunar surface, and the store page explicitly mentions following cleaning progress by area. The map itself is documented secondhand: community guides describe a hex-based sector grid with a three-color progress code. No official coordinate list, density table, or "best spot" exists, and any guide that hands you exact coordinates is guessing.
Sectors, Regions, and Why the Distinction Matters
Two different units of progress show up in Moon Sweepers, and confusing them is the most common reason players feel stuck.
- A section is the small unit — one hex-shaped piece of ground that flips from dirty to clean.
- A region is the larger unit — a group of sections that completes as a whole.
The Steam achievements corroborate the split: one tracks helping to clean a hundred sections, another tracks completing ten regions. That tells you the game counts both, and it tells you the region counter is much slower.
Practically, this means section progress is not region progress. You can sweep for twenty minutes, watch the section count climb, and see no movement at all on regions, because regions only complete when their last section does. If a region near your base has one stubborn corner left, finishing it is worth more than starting three new ones. Players who read the beginner guide first tend to internalize this faster.
The store page's progress tracking is therefore best read as a completion map: it shows you what is done, not what is valuable.
The Color Code
Community guides describe the same three-color scheme with unusual consistency, which makes it the most reliable map information available:
| Color | Meaning | What to do |
|---|---|---|
| Orange | Untouched ground | Scout it, or start a new sector here |
| Blue | Partially cleaned | Finish it — the remaining work is short |
| Green | Fully cleaned | Ignore it, unless you are building there |
The blue rule is the one that pays. A blue patch next to a green cluster means you already did most of the work; finishing it costs a fraction of what starting fresh costs, and it usually completes a region. New players chase orange because untouched ground looks like the real game, then leave a map full of near-misses behind them.
Orange has one legitimate use: it is where exploration rewards sit. Community guides describe flags and survey sites scattered across untouched territory, each worth a one-time cash reward. Those are worth a detour when they are on your route to a new work area, and not worth a dedicated expedition before you own a vehicle.
Terrain: Craters, Plains, and Slopes
The store page does not describe biomes. Community guides consistently distinguish flat plains from crater terrain, and several claim crater floors hold denser dust — but density claims are secondhand and may have been rebalanced.
What is safe to plan around:
- Plains are fast. Good visibility, easy driving, low risk of getting stuck, and usually the easiest place to learn a new vehicle.
- Craters are vertical. They need climbing, they are darker, and they punish a badly tuned motor. They are also where the interesting terrain is.
- Rims are buildable high ground. If solar exposure matters to your layout, elevated ground beats a basin.
Rather than trusting a density number, run the ten-minute test from the dust farming guide: time a container fill on a plain, then on a crater floor, and use your own data. That result is valid for your build and your patch.
Picking a Base Site
There are no published coordinates worth copying, and the guides that say otherwise are the ones to distrust. What you can do is score candidate sites against four criteria:
| Criterion | Why it matters | Red flag |
|---|---|---|
| Distance to your frontier | Travel is the main tax on income | A site behind your current work |
| Flat buildable ground | Machines and stations need level footing | Slopes you must terraform first |
| Proximity to untouched sectors | Growth room for the next two hours | A site ringed by green |
| Route to a selling point | Hauling time per load | A site with one slow approach |
A site that scores well on all four is better than a beautiful location that scores on two. And the site you pick at hour one will be wrong by hour six — that is normal. Stations are meant to move forward; the progression guide treats forward stations as a purchase category rather than a one-time decision.
Using the Map in a Group
In a 16-player lobby, the map stops being a personal tool and becomes the coordination layer. Three habits make the difference:
- Assign regions, not patches. Each squad takes a region and owns it to completion. Overlapping squads produce blue patches and duplicated travel.
- Name stations by direction, not by color. "North rim station" survives a session; "the one by the big rock" does not.
- Re-check the map every thirty minutes. Frontiers move fast with sixteen players, and a hauler running yesterday's route is burning the crew's time.
The multiplayer guide covers the role split that makes this work — scouts find the orange, sweepers convert it to green, haulers connect the two.
What the Map Does Not Show
A short list, so you do not go looking for features that are not there:
- No dust density overlay. Density is inferred from terrain, not displayed, and your sweep width depends on gear the tools reference tracks.
- No per-player contribution breakdown. The counters are collective.
- No "optimal route" line. Route planning is on you.
- No guarantee that green means empty. Community guides note that visually gray ground can still hold dust, so trust the counter over the texture.
That last point is the one that wastes the most time. The surface reads as uniformly gray from a distance, and the map is the only reliable statement about what is actually done.
Downgraded scope, on purpose
This page describes map mechanics and decision criteria instead of listing zones by name, because no verified zone list exists five days after launch. Named regions in circulation are inconsistent across sources and cannot be confirmed against the game's own map labels.
How many zones are in Moon Sweepers?
No verified count exists for named zones. What is documented is the structure: a hex-based surface divided into sections that group into regions, with both counters tracked separately by achievements.
Where is the best place to build my base?
Near your current frontier, on flat ground, with a short route to a selling point. There is no published best location, and coordinates circulating online cannot be verified. Re-evaluate every few sessions rather than committing once.
What do the map colors mean?
Orange for untouched ground, blue for partially cleaned, green for fully cleaned. The scheme is reported by multiple community guides rather than documented officially, but it is consistent enough to rely on.
Are flags and survey sites worth chasing?
They give one-time cash rewards and they appear in untouched territory, so collect them when they are on your route. Dedicated expeditions are only worth it once you have a vehicle and can combine the trip with cleaning.
Related Guides
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