Compara los precios de 6180 the moon en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Turtle Cream. Publicado por Turtle Cream. Lanzado el 19/9/2014. Disponible en PC, Mac, Linux. Géneros: Action, Casual, Indie.

One mechanic, one question - can a two-hour puzzle platformer built around a single looping trick earn its place in your library? For the right player, absolutely yes.

I have a soft spot for games that begin with a single honest idea and follow it to its logical end without overstaying their welcome. 6180 the moon is exactly that kind of game - a minimalist puzzle platformer from South Korean indie studio Turtle Cream, born out of a 2012 game jam where the entire prototype was built in roughly 6,180 seconds. That origin story tells you everything about the design philosophy: spare, deliberate, no fat. The core mechanic is elegant and genuinely unusual. You play a small white circle - the Moon - whose world wraps vertically. Jump off the top of the screen and you fall back in from the bottom. Fall off the floor and you reappear at the ceiling. Falling never kills you, which removes the white-knuckle terror of most platformers and replaces it with something closer to spatial problem-solving. The only way to die is by touching spikes, and there are mid-level checkpoint blocks scattered throughout so frustration never fully compounds. The structure is five worlds of ten levels each, with each world themed around a planet the Moon visits on its journey to find the missing Sun. The narrative is slim but quietly affecting - fable-like, told in slow, text-based story sequences between chapters. The mechanic grows. New obstacles layer in across the five worlds: timed platforms that blink in and out every few seconds, green-outlined slingshot blocks that send you flying in a specific direction, breakable blocks triggered by pressure switches, and a midair hover ability you pick up around the Venus stages. None of these feel bolted on. The level design is considered enough that each new element recontextualizes the core wrapping mechanic rather than just complicating it. That said, some of the story sequences scroll text at a pace that will make you reach for the skip button, and there is no way to advance line by line - a small but real friction in an otherwise smooth experience. Visually, the palette is near-monochrome - white geometry on dark backgrounds, no color flourish, no pixel-art detailing. It works, because the visual restraint keeps your eye exactly where the puzzle needs it. The soundtrack is where the craft really shows. Across multiple reviews and player accounts, the music is consistently described as the unexpected highlight - atmospheric, unhurried, something between ambient and celestial. It fits the loneliness of the Moon's journey in a way that feels intentional rather than incidental. Once you finish the main game, a mirror-mode second run unlocks with the same levels played in reverse orientation, which genuinely does feel like a fresh challenge rather than padding. The honest caveat: this is a two-to-three hour game with modest replay hooks. There are no leaderboards, no time trials, no branching paths. If you need a reason to return after the credits, 6180 the moon will not manufacture one. Steam's player base has landed it at 91% positive across several hundred reviews, which is a real signal for a game this quiet and niche. For anyone who values a game that knows exactly what it is, treats its one idea with respect, and ends before it becomes tedious, this is the kind of small, handmade thing the PC catalogue is richer for having. Kai, Scout Team

6180 the moon

6180 the moon

19 sept 2014Turtle Cream
GamerScout opina

One mechanic, one question - can a two-hour puzzle platformer built around a single looping trick earn its place in your library? For the right player, absolutely yes.

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I have a soft spot for games that begin with a single honest idea and follow it to its logical end without overstaying their welcome. 6180 the moon is exactly that kind of game - a minimalist puzzle platformer from South Korean indie studio Turtle Cream, born out of a 2012 game jam where the entire prototype was built in roughly 6,180 seconds. That origin story tells you everything about the design philosophy: spare, deliberate, no fat. The core mechanic is elegant and genuinely unusual. You play a small white circle - the Moon - whose world wraps vertically. Jump off the top of the screen and you fall back in from the bottom. Fall off the floor and you reappear at the ceiling. Falling never kills you, which removes the white-knuckle terror of most platformers and replaces it with something closer to spatial problem-solving. The only way to die is by touching spikes, and there are mid-level checkpoint blocks scattered throughout so frustration never fully compounds. The structure is five worlds of ten levels each, with each world themed around a planet the Moon visits on its journey to find the missing Sun. The narrative is slim but quietly affecting - fable-like, told in slow, text-based story sequences between chapters. The mechanic grows. New obstacles layer in across the five worlds: timed platforms that blink in and out every few seconds, green-outlined slingshot blocks that send you flying in a specific direction, breakable blocks triggered by pressure switches, and a midair hover ability you pick up around the Venus stages. None of these feel bolted on. The level design is considered enough that each new element recontextualizes the core wrapping mechanic rather than just complicating it. That said, some of the story sequences scroll text at a pace that will make you reach for the skip button, and there is no way to advance line by line - a small but real friction in an otherwise smooth experience. Visually, the palette is near-monochrome - white geometry on dark backgrounds, no color flourish, no pixel-art detailing. It works, because the visual restraint keeps your eye exactly where the puzzle needs it. The soundtrack is where the craft really shows. Across multiple reviews and player accounts, the music is consistently described as the unexpected highlight - atmospheric, unhurried, something between ambient and celestial. It fits the loneliness of the Moon's journey in a way that feels intentional rather than incidental. Once you finish the main game, a mirror-mode second run unlocks with the same levels played in reverse orientation, which genuinely does feel like a fresh challenge rather than padding. The honest caveat: this is a two-to-three hour game with modest replay hooks. There are no leaderboards, no time trials, no branching paths. If you need a reason to return after the credits, 6180 the moon will not manufacture one. Steam's player base has landed it at 91% positive across several hundred reviews, which is a real signal for a game this quiet and niche. For anyone who values a game that knows exactly what it is, treats its one idea with respect, and ends before it becomes tedious, this is the kind of small, handmade thing the PC catalogue is richer for having.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Screen-WrappingMinimalist PlatformerPuzzle-PlatformerMeditativeFable NarrativeGame Jam OriginMirror ModeVertical Loop Mechanic

Requisitos del sistema

Mínimos

OS
Windows XP/Vista/7/8
Memory
2 GB RAM
Storage
150 MB available space
Graphics
Supports 1280 * 720 resolution
Processor
1.6GHz

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Información del juego

Desarrolladora
Turtle Cream
Distribuidora
Turtle Cream
Fecha de lanzamiento
19 sept 2014

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¿En qué plataformas está disponible 6180 the moon?

6180 the moon está disponible en PC, Mac, Linux.

¿Cuándo se lanzó 6180 the moon?

6180 the moon se lanzó el 19 de septiembre de 2014.

¿Quién desarrolló 6180 the moon?

6180 the moon fue desarrollado por Turtle Cream.