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"The Wandering Earth: Full Moon" is a Pure Single-Player TPS Expanding the Original Lunar Storyline

Developed by Blade Studio (the developer of "Boundary"), published by Hanhai Xingqiong, and supervised by Liu Cixin, the officially licensed single-player third-person shooter "The Wandering Earth: Wangri" has been officially announced. The Steam store page is now live, though the release date and price have not yet been revealed.

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"The Wandering Earth: Wangri" is not an adaptation of the Wandering Earth films but directly draws from Liu Cixin's original novella of over 20,000 words, serving as an original slice-of-life expansion within the source material's worldview. The story is set during the "Wangri Window" in the 46th year of the Braking Era, the final window period when humanity prepares to use twelve lunar engines to push the Moon out of Earth's orbit. Players will assume the role of a lunar engineering engineer, rushing to the Moon to execute critical missions, getting entangled in attack incidents, uncovering the truth behind the lunar crisis, and confronting the three-century-long conflict between the Earth Faction and the Spaceship Faction. The main stage of the story is set on the Moon and in near-Earth space.

《流浪地球:望日》是纯单机TPS 拓展原著月球剧情

In an interview, Blade Studio revealed that the two parties began discussions in 2024, spending nearly a year refining the proposal and building mutual trust. Development officially started in March 2026, and the project is currently in its early stages, far from being just a concept. The team admitted that it was the space hard sci-fi technology and shooting development experience accumulated from their previous title, "Boundary," that secured the collaboration opportunity for The Wandering Earth IP. However, the two projects are independent; assets and settings are not shared, with only some visual aesthetics being similar. This title is positioned as a purely linear single-player game with no planned multiplayer modes.

《流浪地球:望日》是纯单机TPS 拓展原著月球剧情

In terms of art and content direction, the team adheres to a hard sci-fi realistic approach, rejecting magical or fantastical treatments. They strive for the cold, grounded feel of human industrial design, ensuring all creations follow the logical settings of the original work. Massive industrial spectacles such as lunar engines and giant migration ships will appear in the game. Liu Cixin himself maintains an open and inclusive attitude towards the adaptation, granting the creative team full trust without excessive interference in specific production details. His standard is simply that "as long as the final product is a good work, that is enough."

In terms of gameplay, shooting serves as the core foundation, but the game does not feature endless combat throughout. The progression includes numerous non-combat interactive tasks to regulate the pace. The game features a distinctive aiming mechanism, commonly referred to by players as the "Three-Crosshair System." In reality, it uses dual floating crosshairs combined with the camera center to decouple gun aim from the line of sight, aiming to deliver a more immersive shooting experience. Additionally, an external mechanical arm system is introduced as an extension of human capabilities, allowing players to wield heavy weapons or interact with the environment. Combat will fully reflect the characteristics of the Moon's low gravity and space's zero-gravity environments. Players will rely on spacesuits, exoskeletons, sci-fi individual equipment, and space vehicles to adjust tactics under changing gravity conditions, utilizing terrain and limited resources to complete seemingly impossible mission challenges.

《流浪地球:望日》是纯单机TPS 拓展原著月球剧情

The team particularly emphasized that "The Wandering Earth: Wangri" pursues a hard sci-fi aesthetic, which does not equate to a high-barrier hardcore shooter. By choosing a third-person perspective, the game caters to both shooting enthusiasts and the general audience of The Wandering Earth IP. It features entertainment-oriented design based on realism, avoiding overly realistic and cumbersome controls.