The primary progression system in Moving Out revolves around completing the 30 levels that constitute the main story. To fully engage with and unlock all aspects of the game, players are encouraged to achieve a gold medal in each of these levels. This gold medal sifies that all desated items have been successfully moved into the truck within the specified time limit. This core objective is the gateway to further challenges and content within each individual level, ensuring that players master the fundamental mechanics of efficient item removal and strategic planning before moving on to more specialized tasks.
Once a gold medal is earned for a level, three bonus objectives become available for that same level. The source material clearly states that these bonus objectives can be pursued without the pressure of the original time limit. This means that after securing the gold medal, You can revisit the level and focus solely on fulfilling the specific requirements of the bonus objectives, taking as much time as necessary. This phased approach to content unlocking allows players to first concentrate on speed and efficiency for the gold medal, and then dedicate their attention to the often more intricate or unconventional tasks presented by the bonus objectives.
The existence of "Hidden consoles" (one for each of the 30 levels), along with other collectibles like "Mailboxes" (10 total, plus a secret one), "Toilets" (13), and "Animal types" (7), suggests that full completion of the game involves more than just achieving gold medals and completing bonus objectives. These hidden items are likely tied to achieving a higher level of mastery or completing specific, unstated criteria within each level. While the source material doesn't explicitly detail a separate "Arcade Mode" or a specific method for unlocking it, the structure of 30 main levels, each with gold medals and bonus objectives, implies that mastering these elements is the intended path to experiencing the entirety of the game's content. The "Mandatory Training" level, with its own set of objectives and collectibles, serves as a microcosm of the game's des philosophy, emphasizing varied challenges and hidden elements from the outset.