
Stake your claim in the first realistic lunar colony management game! Use proven, real-world technologies to plan and grow your colony, mine resources, ship them to Earth, and keep the board of directors happy in this science-based colony sim.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.14/day in the week to Jul 30 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
You have been tasked with a very important mission, one that will change humanity as we know it. You must travel to the moon and start your colony. Your employees will need somewhere to live after all. Start harvesting and refining the precious resources scattered across the moon and send the processed materials back to Earth. Your success is determined by not only your colonists' happiness, but more importantly, the happiness of the board of directors back home.
Best of luck.
Plan the literal foundations of your colony and start providing a home away from home for your colonists. You’ll need to provide housing, food, and other key facilities to your colony while also managing the psychological impact of living on the moon if you want your colony to not only thrive, but also to survive.
Being far from home is difficult for anyone, but being hundreds of thousands of miles away in a harsh environment is something else entirely. Your colonists will need your help dealing not only with the mental ramifications of being on the moon, but also the physical threats that come with it. You’ll need to protect them from radiation poisoning and help them overcome the side effects of zero gravity life if you want to see your colony grow.
Use proven, real-world technologies to develop your colony, explore the surface of the moon, mine and refine resources, then ship your spoils back to Earth. This isn’t science fiction; this is real science and technology that you implement on your journey to establish the first lunar colony.
Not only will you need to manage your colony’s happiness and resources, but you will also need to keep the members of the board happy. Not making them enough money with your mining? They’ll cut your funding and shut down your colony. Managing the needs of your colony versus the demands of the board will be the difference between success and failure.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 57reviews | 67% | — | $54.9K |
| $19.99−20% | 1ratings | 100% | — | 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.
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
UI does not scale up with resolution change. There is also no slider to do it manually. Considering how rare this issue is, I would think that the Unity engine can handle it by default, but maybe it can't. At 1440p it might be still playable, but at 4K (what I play at) it is not. I will most likely end up refunding after a couple of days of waiting, because my poor eyesight would rather not look at low resolution image, or tiny UI. There is also another issue, not a major one, but it is grinding my gears. We play as managers of a lunar base, built and run by a conglomerate of corporations or something like that. Since this game is supposed to be realistic, you would think that we operate on profit, but that is not the case. We buy things for reputation, and this reputation can be gained by scientific events, if we choose to make a show of them (and forfeit scientific gain), in order to generate "hype" (actual word used in-game). Sending resources back to Earth probably also does generate it. - I would like to get this excavator rover, 2 scientists, 200KG of tools... and I'll have 100KG of food too. - Sir, your total comes to 12% of reputation. - That is a deal! That makes it look as if Earth was running out of reputation, and this corporation went to the Moon in order to mine some of it. Now, I could understand this "currency" if this was being run by a government agency, because space exploration being popular with the voters, is what pushes politicans to grant funding to those kind of things. Alternatively, it can be a "space race", like Apollo program was, or fictional moon base in the TV show "For All Mankind". There is no money to be made from a Moon base, at least not yet. If there was, we would already have at least one.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Portuguese - Brazil, Russian*languages with full audio support
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
As a huge fan of For All Mankind, this game instantly caught my attention because it really captures that grounded near future lunar industry vibe. I’m usually not into city builders or management sims, but Possible One: Lunar Industries completely pulled me in. The colony management, industrial planning, and atmosphere already feel surprisingly deep and rewarding, especially for an Early Access title. I’ve played around 7 hours so far and still haven’t finished Phase 2 or even left Region 1, which really shows how much content and depth the game already has. The attention to detail and resource management systems are great without becoming overwhelming. Even in Early Access, the game already shows huge potential, and I already received several updates while playing, so it’s clear the developers are actively working on it. My only small criticisms are that the music can become repetitive after a while, and I’d love to see more shipment cargo options in the future. Overall, I definitely see a lot of potential here and I’m excited to keep following the game’s development until full release.
Sorry tut mir leid aber ich kann diesem Spiel keinen Daumen nach oben geben. Obwohl ich die Idee und das Setting absolut genial finde. ABER dieses Spiel macht den selben sch.... wie jedes andere Spiel dieser Art. Nichts aber auch gar nichts ist mal was neues es ist der selbe Sch... wie es es schon tausend mal gegeben hat. Um eine "Schwierigkeit" eine "Herausforderung" zu simulieren wird nicht etwa was neues gemacht gleich gar nicht was reales sondern nur der übliche Mist wie es all die anderen Spiele es auch gemacht haben. Der Mond, ein Krater, die ja sehr groß sein können bis zu tausenden Kilometern (Googlet mal :-) ) was bekommt der Spieler eine Baufläche die sehr klein ist weil es soll ja eine Herausforderung sein :-) ja lol super. Man soll Bergbau betreiben aber etwas größere Felsen kann man nicht wegräumen um seine Baufläche zu vergrößern NEIN das geht nicht weil das ja ne Herausforderung sein soll LOL. Reaktoren produzieren so wenig Energie das man wieder "tausend" davon Bauen muss WARUM. Zum Start besteht deine Crew aus 2 Mann , DAS GLAUBE ICH nicht, das NASA ESA etc. bei so einer Mission nur 2 Leute schickt das sind doch min. 4-6 Leute. Wie beim Film der Marsianer. Auch ist es wieder genau der selbe sche... wie in andern Spielen dieser Art der Verbrauch von Wasser und Essen , keine 10 Einwohner aber man muss "tausend" Brunnen und "tausend" Küchen bauen um eine Versorgung sicher zu stellen. Es ist der selbe Schei... wie es all die anderen Spiel schon vorher gemacht haben. WANN macht IHR ENTWICKLER mal was neues um eine Schwierigkeit zu simulieren als immer dieses Mist. Was bringt mir das als Spieler wenn jedes Spiel vom Gameplay gleich ist und nur das Setting und die Grafik sich ändert. Liebe Entwickler SAGT ES MIR worin unterscheidet sich EUER Spiel von zig tausend anderen dieser ART und wehe IHR sagt mir das die Grafik und das Setting anders ist :-) WIESO habe ich in einem so riesigem Krater nur so wenig Platz zum Bauen? Wieso produzieren Reaktoren so wenig Energie das ich wieder mal zig stück bauen muss. Wieso "fressen" 4 Leute soviel wie ne Großstadt :-) Sorry Sarkasmus :-) WIESO liebe Entwickler bekommt Ihr es nicht hin einfach mal ne coole Story zu erzählen ohne diesen Mist. Und das ist ne coole Story , eine Basis auf dem Mond ja, das ist sogar richtig Real. Mondgestein zum Bauen , Weltraumschrott sammeln zum bauen (diese Studien und Ideen gibt es wirklich). Liebe Entwickler schnappt euch ein von der NASA ESA Roskosmos CNSA (chinesische Raumfahrtbehörde) fragt den löcher in Bauch wie so eine Mondlandung und Stationsbau abläuft was da alles vorher hingeschickt wird bevor auch nur ein Mensch dann ankommt. ABER BITTE hört endlich damit auf mir eine "schwierigkeit" zu simulieren die einfach nur NERVIG ist und kein Spaß macht. Wieso begreifen es die Entwickler nicht??? Zuerst kommt der Spaß dann erst die Herausforderung und was ganz wichtig ist: WENIGER ist MEHR oder besser gesagt GENIAL EINFACH - EINFACH GENIAL
Вся карта усеяна неразрушаемыми камнями, которые будут творить логистический ад на вашей базе, заставляя строить не ровные дороги, а кривые зигзаги. Это чувствуется как намеренно созданный дискомфорт, видимо подумали что игра без этих камней превратится в весёлую ферму по штамповке зданий в ряд. Обрадую разработчиков: игра уже является весёлой фермой по штамповке зданий зигзагами. Однако смею заметить, любители подобных игр любят в основном как раз господствовать над ландшафтом, а не господство ландшафта над ними. В общем для меня игра мертва, пока не решат проблему с этими камнями. Плевать что они сделают, полностью их удалят, либо введут возможность это сделать впоследствии, либо сделают это удаление очень трудоёмким, это ключевой вопрос. Скучность геймплея штамповки зданий в ряд решается разнообразием зданий, усложнением цепочек и этапным превращением блока для 2 космонавтов в космический небоскрёб на 100 человек. Поле для фантазии огромное, если конечно они вообще захотят фантазировать.
I just want to start with this statement: I do not want to turn anyone away from the game but I cannot really recommend it either in it's current state. "Put it on the wishlist for now" is my recommendation. Possible One Lunar industries (POLI) There are some good ideas behind the development of this game but as it stands today the game is not really ready for Early Access but that is not the biggest problem it faces. I have been gaming for decades and have seen a lot of promising games crash and burn because the developers target the wrong audience. The huge group of gamers that go for the games with constant peril with max levels of conflict/warfare and all out slaughter, or those that are fans of RPG’s, are not potential customers for a game like POLI. My best advice to devs would be to take a deep breath and evaluate the status of the game, which audience they believe have the best sales potential and then adjust the direction and develop the game so that it stands a better chance of success. While this is done you should not be very active on the marketing front. Please note that any comparison with block buster games that may sell millions the first weeks is ridiculous. What would count as early access success for a game like POLI would be to achieve >50 players at any time and then perhaps getting up to > 1000 with the “finished product”. It would not be a bad idea to start with the question of why some very different games like Banished, Medieval Dynasty or Planet Crafter have done so well. Banished is perhaps the best example as it was launched early 2014 and nothing has been done with the base game since 2015 but it still today have >500 active players at any point in time(“SteamCharts”). That is more than most new indie games can ever hope for. Even an early access game that would be called a resounding success like “The Last Caretaker” does not have more that < 2000. I believe that less focus on campaign/quest/challenge driven storyline that stress the players to the max and more focus on sandbox type content would be good for the game. At least for the normal and easy modes. I will however stress that the devs should not fall in to the trap that many others devs have. There are a lot of gamers that are attracted to sandbox type games but they are generally not at all interested in “creative mode” where there are no cost, no risk - just “flowers and butterflies”. The developer stress that they try to keep it reasonably realistic with today’s science and technical knowledge. But this does not ring quite true if we look at some basic features. - The surface area is covered in a “fog of war” which is highly unrealistic. No one would send a manned expedition to a place that is that unknown. That we would have somewhat limited knowledge about what is below the surface is another matter. - The “Reputation” functionality does not suit this game. No nation or big company will loose all faith in a major project like this in just a few days. I get that it is there to push the player forward and create a sense of urgency but for a game like this I believe that it will rather push a large part of the potential customers away from the game all together. - Power and Heating/cooling need a bit of work. There is no logic to everything overheating that easy down in a crater that always are in the shadows. The temperature should be in the region of minus 100 to 150°C. IR radiation plus drilled cooling pipes should offer a better cooling capacity. And why do I have to manually fill Hydrogen in the cooling units – what is the operator there for?
The game is very well done, my only complaint is the reputation system.... It forces you to build in a preplanned fashion making it feel more like building things the way someone else deems the only way. If you deviate you will go bankrupt, it makes it not fun and frustrating. Hoping there are some tweaks to it for sure. Other than that it is a great game
It’s not fully polished yet, but it has a lot of promise. It’s a colony management sim with lots of technical systems. For example, the Moon has resources like water and metals that you can mine and use to complete contracts for other bases. I liked that new systems open up every few minutes, and I enjoyed the colony management side of the game. There are astronauts, buildings, vehicles, and lots of attention to technical detail. That said, many things are not explained clearly, and the game is quite hard right now. I’ll keep following this game and check back as more updates are released.
Unclear and faulty tutorial. Took me 40 minutes for a bug to stop progress completely. Don't think it's ready yet, even for early access.
The idea for the game to me sounded perfect, buildings and tech based off of real concepts for establishing a colony on the Moon in the near future. Sadly tho' while I appreciate the game can't be too simple or boring for that matter, having microreactors barely cover much of any of the base power doesn't sit right with me. I think the challenges to keep the game going must be established elsewhere. Another issue personally I have - how is researching in a lab magically unlock a 2nd or 3rd seat in the scout vehicle? Which you are forced to only build one at the start and that's it. I get get gameplay constraints but for a game selling itself based on realism these just break immersion in my view. There are some limitations and slow/freezing movement when scrolling the map currently but I guess that's to be expected. Gameplay wise sadly I can't say I enjoyed it, sounded perfect at the surface but not actually if you go and play it. Additional Notes; Positives, while not everyone may agree with me I do think the reputation system is an acceptable gameplay mechanic and abstract concept to stand in for IRL contracts, money etc. If we must have early game constraints better to limit crew to only 3 astronauts early on than having 8 of them within the hour but then you need 5+ micro reactors everyone on shift. Power/Cooling are too gamey to be in any way realistic, maybe the time/resources amount of water/metals refining should instead be longer/costly if there needs to be challenges to deal with. Also while u can do contract to help other bases on the moon I dont see a cost to actually ship those resources yet. May sound coutnerintuitive but at least costing reputation and or fuel to help those are other colonies would make sense. One thing I will echo from another review I had read, is that it's not quite clear who the devs are targeting as their audience with this game. I do like city builders, colony and space sims but unlike others which don't present themselves to be as realistic as Possible One the bar is set high in my opinion. If the game purely aims for the whole NASA mission vibe well idk but me as someone who plays colony sims I won't buy into that personally One thing to me that confuses me atm is also the roles for your astronauts, I expected the engineers to be ones mantaining the vehicles but that doesn't seem to be the case. I cant quite figure out what they are meant to be but at least to me coming from different games it's not very intuitive nor clear in what those roles are meant to be. Visuals are great in many ways but once you have 10 microreactors, 10 cooling stations they kinda just blend in and lose their appeal to me sadly.
As a massive fan of grounded, For All Mankind-style sci-fi, possible one instantly hooked me. The core concept is fantastic: you aren't just building a base, you're fighting the brutal reality of space. Managing your astronauts' radiation levels, mental health, and physical toll while trying to keep a greedy corporate board back on Earth happy creates a deeply addictive management loop. Because it just hit Early Access, it definitely has some expected rough edges. The UI is pretty cluttered, and the tutorial leaves you totally in the dark about crucial mechanics like crew shifts and advanced logistics. I've also hit a few bugs that forced a quick reload. But despite the early-stage jank, you should absolutely buy this game if you love realistic space sims. The atmosphere is incredible, and the developers are actively pushing out hotfixes and listening to feedback on Discord. It’s a really special foundation that is well worth supporting right now.
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Players by region
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| $54.9K | 114 | 98% | $24.99 | |
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