Totally Safe Moon Project How to Unlock Abilities: Climb Higher, Get Stronger

Learn how to unlock abilities in Totally Safe Moon Project by climbing higher, earning rewards, and upgrading your gear for the tower run to the Moon.

The asteroid clock is ticking, and your tower is only as good as the skills you bring to it. If you're searching for Totally Safe Moon Project how to unlock abilities, the short answer is baked into the game's core loop: you climb, you earn rewards, and the game hands you crazier tools the higher you go. Understanding that progression system early is the difference between a wobbly stack that collapses at 40 meters and a tower that actually reaches the Moon.

This guide breaks down what the Steam store page confirms about ability progression, how to structure your runs so you're always earning, and where upgrades fit into the bigger picture. Whether you're playing solo or with up to three friends in online co-op, the same principle applies: height equals power. Let's dig into Totally Safe Moon Project how to unlock abilities works, what the game actually tells us, and how to plan around it.

What the Game Actually Says About Ability Unlocks

It's worth being upfront about scope. The official Steam store page for Totally Safe Moon Project describes ability progression in broad strokes rather than publishing a full skill tree. Here's the exact framing, paraphrased:

"As you climb higher, you earn rewards like new abilities, items, or points used to upgrade your gear. The higher you go, the crazier skills you get."

That's the confirmed foundation. The developer, Fake Moon, and publisher, rokaplay select, frame progression as a reward for vertical progress — not a menu grind, not a currency shop, and not something you unlock by idling. You build upward, and the game responds with new capabilities.

Confirmed DetailSourceWhat It Means for You
Abilities are earned as you climb higherSteam store page ("Upgrade & Go Higher")Height is the primary unlock trigger
Rewards include abilities, items, and upgrade pointsSteam store pageMultiple reward types, not just skills
Skills get "crazier" the higher you goSteam store pageLate-game abilities are qualitatively different, not just stronger
Gravity Gun is a key toolSteam store page ("Build a Tower")Movement and stacking utility matters early
Up to 3 friends in online co-opSteam store pageProgression can be shared across a team

Notice what the page does not say: it doesn't list specific ability names, doesn't confirm a permanent versus per-run unlock structure, and doesn't publish thresholds. Anyone claiming a definitive list of named skills is going beyond what's officially documented. Treat this guide accordingly — it's built on confirmed mechanics plus reasonable strategy, clearly labeled.

The Core Loop: Height Is Your Unlock Currency

If you want to know Totally Safe Moon Project how to unlock abilities, internalize this: every meter you climb is progress toward your next reward. The game's own description ties rewards directly to altitude, which means your build strategy and your unlock strategy are the same strategy.

Here's how the loop plays out in practice:

  • Gather anything you can find. The store page lists fences, boxes, houses, and even clouds as building material. Variety matters because different objects stack and balance differently.
  • Build upward with stability in mind. A tall tower that collapses resets your climb and your reward momentum.
  • Use the Gravity Gun. It's explicitly called out as handy for moving objects — treat it as your primary construction tool, not a novelty.
  • Hit new heights, collect rewards. Abilities, items, and upgrade points arrive as you ascend.
  • Reinvest into your gear. Points exist to be spent on upgrades, per the store page.

The takeaway is that you shouldn't treat ability hunting as a separate activity from tower building. They're the same activity. Players who focus purely on speed and ignore tower integrity often stall out, because a collapse costs more time than careful stacking ever would.

Why Stability Beats Speed Early On

A common mistake in physics-driven climbing games is rushing the lower sections. In Totally Safe Moon Project, the lower tower is your launchpad — literally the foundation everything else rests on. If you're wobbling at 20 meters, you'll be rebuilding at 20 meters.

Climb PhasePriorityReasoning
Ground to low towerWide, heavy base objectsStability carries upward; light objects at the bottom invite collapse
Mid-climbBalance object typesMixing shapes helps you bridge gaps and level out
High climbLightweight, precise placementReduces load on lower sections as you extend
Cloud layer and beyondGravity Gun precisionFine control matters more than raw stacking speed

The Steam achievements visible on the store page hint at this structure too — achievements like "10m," "20m," "Living Blocks," and "Building Started" suggest the game tracks altitude milestones and building behaviors. Milestone-based achievements are a strong signal that height is the metric the game cares about.

How Upgrades and Ability Points Fit Together

The store page mentions "points used to upgrade your gear" as one of the reward types. That's a distinct system from abilities themselves — abilities are things you gain, points are currency you spend.

Here's a practical way to think about the split:

Reward TypeWhat It Likely DoesHow to Prioritize
New abilitiesAdds new actions or passive effectsTake them as they come; they're the headline reward
ItemsProvides new building or utility optionsTest each one on a safe section before relying on it
Upgrade pointsImproves existing gearSpend deliberately — don't dump everything into one stat

Since the store page doesn't publish a detailed upgrade tree, the safest approach is to experiment. Build a run specifically to test a new ability or item in a low-risk section before committing to it during a serious climb. That's not a trick pulled from a wiki — it's just good practice when a game withholds specifics.

Co-op Considerations for Ability Progression

Totally Safe Moon Project supports online co-op with up to three friends, plus a single-player mode. The store page also lists split screen and party game tags among popular user tags. In a team setting, ability unlocks create natural role division.

  • One player focuses on structural stacking — the heavy lifting of the tower's skeleton.
  • One player handles Gravity Gun logistics — ferrying and positioning awkward objects.
  • One player scouts upward — testing how far the current build can go before the next reward tier.

Because the store page doesn't clarify whether rewards are shared or individual in co-op, plan for either. The safest assumption is that everyone benefits from collective height, so pushing the tower higher helps the whole team regardless of who technically triggers the reward.

Building a Run That Maximizes Unlock Progress

If your goal is specifically to unlock abilities efficiently, structure your sessions around altitude milestones rather than wandering. Here's a repeatable framework:

StepActionGoal
1Scout the starting area for heavy, stable objectsLock in a reliable base
2Build to the first visible milestoneTrigger early rewards
3Pause and test any new ability or itemLearn its behavior safely
4Reinforce the mid-section before pushing higherPrevent costly collapses
5Push past the cloud layer with light objectsReach the "crazier skills" tier
6Bank upgrade points until you know your buildAvoid wasted spending

This is a conservative loop, and that's intentional. The store page emphasizes that the higher you go, the wilder the skills get — which implies a meaningful difficulty or complexity jump at altitude. Going in unprepared at the top of your tower is how runs end badly.

The Laser Is the Finish Line, Not the Unlock System

One clarification worth making: the store page describes building a laser in your garage and working together to haul it to the top to destroy the asteroid. That's the win condition, not the ability system. Don't confuse endgame objectives with progression mechanics. Abilities come from climbing; the laser comes from finishing.

Where to Verify Details Yourself

Because Totally Safe Moon Project launched on October 30, 2026, and the store page is the primary official source, the best place to confirm specifics is the official Totally Safe Moon Project Steam store page. It hosts the developer's own description, patch announcements, achievement list, and system requirements. As of this writing, the game holds a "Mostly Positive" rating from 19 user reviews on Steam — a small sample, so treat early impressions as early.

If you want to go deeper, check the Steam announcements feed, since post-launch updates are the most likely place for the developers to clarify ability progression or add new skills.

FAQ: Totally Safe Moon Project How to Unlock Abilities

How do you unlock abilities in Totally Safe Moon Project? According to the official Steam store page, you earn rewards — including new abilities, items, and upgrade points — as you climb higher on your tower. Height is the stated trigger, and the skills become more outlandish the further up you go.

Do I need to buy abilities with currency? The store page mentions "points used to upgrade your gear," which suggests a currency for gear upgrades specifically. It does not describe abilities as purchasable, so treat ability unlocks as climb-based rather than shop-based.

Are ability unlocks shared in co-op? The store page confirms online co-op for up to three friends but doesn't specify whether rewards are shared or individual. Since progression is tied to tower height, the whole team benefits from a taller build either way.

What's the fastest way to unlock more abilities? Focus on stable, efficient vertical progress rather than risky speed. A tower that stays standing lets you keep climbing and keep earning, while a collapse sends you back down and stalls your Totally Safe Moon Project how to unlock abilities progress.

Final Thoughts

The ability system in Totally Safe Moon Project isn't a hidden puzzle — it's the game's reward for doing the thing the game is about: building upward. Climb higher, collect abilities, items, and points, and spend those points on gear that helps you climb even further. Keep your tower stable, use the Gravity Gun well, and don't rush the base. Do that, and the crazier skills will come to you.