
The Sun and Moon
One mechanic, ruthlessly perfected across 150+ levels: what happens when a solo dev treats gravity as a suggestion rather than a law.
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Screenshots & Media

About The Sun and Moon
I keep coming back to the question of how much a single idea can carry a game. Daniel Linssen answered it in 48 hours, and then spent the months after Ludum Dare 29 proving the answer was "quite a lot." The core of The Sun and Moon is simple enough to sketch on a napkin: press a button to phase into the ground, and while you're inside it, gravity flips. Momentum carries through, so diving from height flings you upward when you exit, like a stone skipped in reverse. That's it. That's the whole machine. And yet watching that machine unfold across more than 150 levels, teaching you things about itself without a single text prompt, is genuinely one of the quieter pleasures indie platformers have offered in recent memory. The level structure is non-linear, built around a solar-system-style map where clearing a stage opens adjacent ones rather than forcing you down a corridor. That design choice matters more than it sounds. When you're stuck on a stage, the architecture of the map gives you a way out: circle around, try something else, return later with momentum (in both the literal and psychological sense) and the solution often clicks. The medal system pulls in the other direction, demanding crescent, full-moon, and sun-tier completion times that escalate from "tricky" to "please demonstrate inhuman reflex precision." Casual finishers will reach the credits. Speed-runners and completionists will lose weeks to the leaderboards. Both audiences are genuinely served. The presentation is intentionally spare. Clean pixel art, high contrast, no narrative scaffolding, no characters. Some reviewers have found this austere to the point of coldness, and there's truth in that. Stages can start blending together in the mid-game, especially when the difficulty ramps before the visual variety does. The soundtrack by Dubmood grows and evolves as you progress through systems, which is the one element of the game that quietly does emotional heavy-lifting the visuals don't attempt. There is also a legitimate difficulty wall: one-hit spikes, bottomless drops, and disappearing platforms that can feel punishing before you've fully internalized the physics. The game is always fair in principle, but it does not slow down to check on you. Where The Sun and Moon earns its place is in those moments where everything compounds: a long falling arc into a wall, a gravity-reversed exit that threads between two spike columns, a precise landing on a distant platform you weren't sure you could reach. The rhythm that emerges when you play a level well feels almost musical, like the mechanic was designed to produce a specific sensation and the levels are arrangements written around it. For the right player, that sensation becomes the whole reason to be here. For someone who wants context, story, or escalating mechanical variety, the game will feel like a very clever design exercise that ran out of things to say. This is a game that knows exactly what it is and commits completely. It will not apologize for its difficulty, its minimalism, or its refusal to explain itself. I find that kind of conviction genuinely rare, and genuinely worth supporting. Kai, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 4 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows XP / Vista / 7 / 8
- Memory
- 1 GB RAM
- DirectX
- Version 9.0c
- Storage
- 50 MB available space
- Graphics
- Dedicated graphics card 4 years or younger
- Processor
- 2.5 GHz
- Additional Notes
- Xbox controller supported
Community Discussion
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Reviews & Ratings
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Game Info
- Developer
- Daniel Linssen
- Publisher
- Daniel Linssen
- Release Date
- Nov 14, 2014
