
We love moonshin’. Now, you get to play a story-rich management game focused on crafting moonshine, brandy, whisky, and vodka. You’ll ferment, distill, then name your booze how you want it. You’ll run that business big. Smart, yet discreetly. Cause ain’t nothin’ illegal... ‘til you get caught!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 4 → 0/day in the week after.
About
We love moonshin’. There ain’t nothin’ better than good booze. In Appalachia, we know it well. We’ve got moonshine in our blood - in the case of some old-timers, maybe even literally. We love to talk about likker, make it, drink it all day long - and we love to share it too! How 'bout that, my gaming friend?
What’s your alcohol of choice? Do you maybe know how to make it? The process is a complex one, but with our know-how, we can shed some light on it, if you’d like; a little bit of moonlight - moonshine! - to guide you through the processes of fermentation, distillation, and bottling. But that’s too much to write about here - just check out the .gif below to see how we went about it.
Makin’ booze is pure fun, but if you’re makin’ money too - now that’s the way to live. However, for that, you need to be smart, manage your base right, and not piss off the boys in blue...
We tried to capture the life of a moonshiner as realistically as possible. You’ll be managing workers who’ll be crafting and maintaining your equipment, you’ll be buying ingredients, unlocking technologies, planning deliveries and finances, making sure you remain as discreet as possible - and deciding whom to trust and with whom to work.
In our game, you take on the role of a young moonshiner. You will progress through main missions, perform side quests, and run into road events during deliveries - the life of a moonshiner is ever-exciting and full of surprises...
If you’ll be prospering, you’ll get the chance to create and manage bases in five different regions, each with its own, more and more challenging missions. From your hometown mountains, through the thicket of a forest and mud of a swamp, all the way to civilization to conquer the big city.
How the story will end depends purely on you - there’ll be a pesky agent who’ll want to work with you, and there’ll be a corrupt governor that you can join. But you can also ignore them. You’re a free man, after all.
That’s how Moonshine Inc. came to be. Made for moonshiners, amateurs, dreamers, and newbies. Sit down, launch the game, enjoy crafting and running your business, and relax… after all, ain't nothin’ illegal ‘til you get caught!

Sandbox mode with the choice of region, starting money, Police Alert on/off, speed of production and crafting, and discoverability of technologies and recipes
a faithful reflection of the moonshine craft - fermentation and distillation based on chemical formulas behaving as natural processes
a realistic recreation of an American moonshiner’s business, with all its challenges
a rich story - 3 possible successful endings or a “Game Over” if caught by the authorities
5 regions - running the base in the mountains, forest, swamps, town, and city, with linear progression
70+ recipes - 15+ moonshines, 15+ whiskies, 20 brandies, 20+ vodkas
50+ ingredients - sugars, fruits, vegetables, and grains
35+ apparatuses - 17 distillation stills, 8 fermentation tanks, 5 post-distillation tanks, 7 pre-fermentation apparatuses, and more
26 fermentation and distillation technologies
37 main quests + Police Quests, side quests, and road events
Original Soundtrack - get a Supporter Pack to download 19 tracks from the game’s OST
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 177reviews | 61% | — | $142.1K |
| $19.99 | 160ratings | 43% | — | not modelled | |
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This tingel's my moonshiner senses at right spots, but sadly fells little short content wise. Kept my interest about 13 hours.
This game is Awesome its a single player game that makes you think of how to make as much money as you can producing moonshine one of the oldest alcoholic drinks ever made. Its so much fun juggling all the quests its pretty fast moving game. So much fun!
Купил себе эту игру когда сам увлекся самогоном дома. Многие вещи были понятны тем кто делал и делает это в реальности. Однако стоит сразу сказать для людей знающих - в данной игре самогонные аппараты те самые классические, аламбики из бочек на костре, куб с сухопарником и парой реторт барботеров, есть варианты с тампером (или темпером) который тут часто переводят как сухопарник (хотя может это и он). Поэтому пусть вас не удивляет то что тут все делается одним перегоном. Очень хорошо сделаны именно рецепты и тема с брожением, варианты с брожением с охлаждением и нагревом, и открытое брожение. Если вы заходили так далеко в реальности то вам это понравится тоже. Также ведь можно делать свой шмурдяк или водку (водка изначально дистиллят в реальности все же, а не ректификат с водой как многие думают.) Как многие заметят можно попробовать подсмотреть рецепт отсюда и попробовать его сделать в реальности... я попробовал сделать "зерновые будни" и из-за пару кривых моментов я запомнил это надолго... Аппараты и рецепты как и дрожжи открываются по ходу. Вводит в заблуждение то что... ну ок есть уровни аппаратов которые отличаются по объему, обычно 2-3 аппарата на каждый уровень... игра не особо то любит рассказывать про свои же механики которые с любовью к алкоголю они взяли из реальности. Так например возврат флегмы в игре присутствует и даже в процентах, и на что он влияет в игре трудно сказать... придется думать самим. Вот эта чисто американская тема отбирать по баночкам. Весьма хороша и в реальности. Заморочно конечно но отбирая весь погон и разделяя его например по 150мл или 300 можно потом убрать лишнее (обычно это делают в конце погона чтобы не пропустить хвосты) Вероятно играть в песочнице в чем-то веселее и чем-то сложнее. Неочевидные вещи где можно менять маршрут своему транспорту чтобы зацепить вопросики по дороге. Ну еще конечно как в Ale Abbay очень не весело брать заказ или пытаться успеть что-то сделать... вы очень часто будете браться и осознавать что дело то пошло очень долго и произвести нужное к дате вам не удается. В целом мне понравилось. Разве что странно что вся линия недоступна даже когда все оборудование свободно. Также тут достаточно быстро открываются исследования, и вы не будете пробовать и половины вещей, так как проще потерпеть слегка и открыть уже старшую версию того или иного. Я думаю это 8 из 10. Тут можно много чего еще добавить. Очень хотелось бы похожего как в Ale Abbey, где несоответствие стилю или рецепту, не означает провал. Ну и тему с конкурсами можно тоже придумать.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Polish, Japanese, Simplified Chinese, Russian
| $19.99 |
| 111ratings |
| 46% |
| — |
| not modelled |
| $6.99−65% | 23ratings | 70% | — | not modelled |
| $8.99−55% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
not good
Początkowo chciałem polecić tę grę, bo uważam, że jest dość przyjemna, jednak pewne rzeczy można było w niej zrobić lepiej. Gra ma bardzo przyzwoitą grafikę, „kreskówkową” na ekranach interfejsu i dość realistyczną na widoku 3D naszej bazy, gdzie widzimy np. efekt zmian pór dnia. Całkiem przyjemna jest też ścieżka dźwiękowa, dobrze dopasowana do panującej w grze atmosfery hillbillies. Duża liczba składników i receptur, sporo urządzeń i wysoki stopień swobody podczas przygotowywania alkoholi zachęcają do eksperymentów. Ale niektóre aspekty rozgrywki są zbyt proste - przydałaby się bardziej rozbudowana część związana z dystrybucją, większe tereny gry z większą liczbą elementów. Ponadto trochę zniechęcają naprawdę liczne problemy z polską wersją. W użytym kroju czcionki brakuje „ź” i „Ą”(!), co jest doprawdy niedzisiejszym problemem. Dużo jest kompletnie nietrafionych tłumaczeń, np. na ekranie opcji „Details” to w polskiej wersji „Dostawa”(!!!). Samochody nie mają „objętości”, tylko "ładowność", ewentualnie "pojemność"; „molasses”, czyli melasa, jest „przetłumaczona” na „molasa” lub „molasy”. W niektórych miejscach pozostały teksty angielskie, np. podczas umieszczania aparatury w bazie, w licznych miejscach widzimy „batch” zamiast „partia”, na ekranie fermentacji „yeast” zamiast drożdży, na ekranie butelkowania „mastery points”, na ekranie archiwum nieprzetłumaczone są nazwy kategorii jakościowych. Na ekranie składników jest „wiśniówka” zamiast „wiśnia”, poza tym składniki pozostały uporządkowane w kolejności alfabetycznej nazw angielskich(!). Zostało też trochę anglicyzmów, np. „profit” zamiast „zysk”, liczne problemy z pisownią wielką literą, w wielu miejscach polski tekst nie mieści się w dostępnym miejscu. Najwyraźniej, jak często niestety bywa, polska wersja nie miała ani redakcji, ani testów.
Grę dostałem od mojego kolegi Krzyska ale mega słaba jest
Moonshine Inc.: Proof Is High, Accuracy Is Low Moonshine Inc. has mixed reviews, and they're well deserved. At its core, this is a cookie-cutter time management game. If you enjoy juggling production chains, timers, and logistics, it's a relaxing experience. If you don't like time management games, this one won't change your mind. Where the game does stand out is its presentation. The graphics are charming, and the story has personality. The recipe system also makes an effort to recreate classic spirits and famous recipes. Unfortunately, that's where things start to fall apart. The ingredient system feels intentionally unrealistic. Flavor profiles and ingredient pairings often don't match how real distilling works. I actually understand why—if the game allowed realistic ingredient combinations, you could probably steamroll the economy by producing mountains of corn whiskey. Balance clearly won over authenticity. Still, the restrictions are baffling. In reality, spirits can absolutely be made from corn and sugar, yet the game refuses because they're in different ingredient categories. Likewise, many popular fruit-based spirits use barley, fruit, and sugar together, but the game blocks that because it's three categories. It feels less like crafting recipes and more like satisfying arbitrary checkboxes. The equipment is another missed opportunity. Building a fermenter is simply "pick one, assign a worker, click build." There's no discussion of why glass, stainless steel, or plastic matter, or how open and closed fermentation produce different results. Instead, equipment progression is reduced to "beginner" and "amateur" tiers. The stills are even more disappointing. They're static, non-modular designs with no opportunity to customize columns, plates, flutes, or other components. Somehow you're expected to produce 75–90% ABV in a single run with what is essentially a basic pot still. Distillers everywhere just sighed in unison. The pacing is odd as well. Fermentation happens far too quickly, while distillation takes much longer than it realistically should. It's an unusual compromise that doesn't really satisfy realism or gameplay. If you're looking for an educational distilling simulator, this isn't it. It teaches the broadest basics, but don't expect to learn anything meaningful about fermentation, still design, or spirit production. On the other hand, if you treat it as a laid-back factory management game with a moonshine theme, it's perfectly enjoyable. Bottom line: It's a decent time management game wearing a distiller's hat. Just don't expect the hat to know how whiskey is actually made. Developer Note: Vodka is a neutral flavor spirit distilled at high proofs in the 90%+ and then diluted with water to keep a nutral flavor profile. Flavors are macerated in after the fact.
Not as exciting as it's made out to be. I tried it only to be bored before barely getting started.
There is a fun game in here trying to get out, but it's just too pulled down by so many unfortunate details. You can tell that the developer had a fun core mechanic they wanted to use, but couldn't quite make it into a full game. To its credit, the main distilling mechanic is great and seems very accurate to the real process. Complex sugars from fruits/vegetables are converted into simple sugars (mashing). These simple sugars are then eaten by yeast to form alcohol (fermentation). Then the lower alcohol content fermentation product is distilled into a higher alcohol content final product (distillation), which can may be filtered, aged in a barrel, or whatever to change the flavor (post-distillation processing), and then ultimately put into the final container (bottling). The game captures all these steps, and lets you play with variables like which distillation cuts you keep, or which yeast you use which affects not only flavor but fermentation time and alcohol content. I never got to the more complex pre and post processing steps, but I get what it's doing. You have to craft items to contain all these steps, like fermentation vessels, mash containers, and stills, which you then place on a map in your base. This process seems totally useless. The only variable this changes is how long it takes your worker to walk there. There's no consideration like proximity to the other equipment used for that batch, or proximity to a limited resource. You just plop down the equipment and there it is. So much of the game is like this. An extra mechanic just for the sake of being there. When you bottle the final product, you get to set the price, but all this affects is how long it takes to sell, and even at the highest price it will still take less time to sell than to make a new batch, so why not just always set the highest price? I never felt there was an actual balance here. Equipment needs to be cleaned and maintained, but this interface feels clunky, and once equipment is locked into a process, it's stuck until the whole batch is done, which doesn't make any sense. If the mashing process is done and you're in fermentation, why can't I then use that same piece of equipment for another batch? Seems like a needless limitation. You end up just needing to have one of everything per each batch you make at a time. This seems like a lost opportunity for managing timing and amount of equipment made. Nope, all equipment in the process is locked down for the duration. While there's a 3D base you can look at, this game basically just lives in its 2D menus. The 3D base part is superfluous and could have been completely omitted. There's too much "click to set up, then leave on fast forward for 2-3 minutes" going on. You don't even really get to guess at the production process and see what you get. You're always following a set recipe with the outcome being a quality rating of how well you met that recipe. Most of the options show the quality rating in the corner, so you can always play with the sliders to see how high that number gets. Though the process seems deep and complex, you're locked down in a lot of ways. Neat idea, but lacking in execution. I'm not sure it's worth the time.
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