
Build and automate a lunar colony that Earth depends on. Mine regolith, run conveyor-and-drone factories above and below the surface, manage colonists, trade with rival Earth factions — and play a story campaign with multiple endings.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 4/day in the week to Sep 10 → 42.57/day in the week after.
About
Mine lunar resources, craft processing machinery, and power up your base with satellites and batteries. Unlock scientific advancements across three research trees to enhance your technological capabilities.
Streamline your resource management as you deploy conveyor belts and drones for seamless automation
Embark on lunar expeditions to unearth the moon's hidden secrets, deploying your rover to various locations and delving into the mysteries of humanity's newfound lunar habitat.
Engage in resource exchange with Earth through contracts, where your decisions have the power to shape their political landscape. Choose a faction to support or navigate the field strategically for maximum profit.
People are your most valuable resource. Keep track of your colonists' health, mood and needs. Hire the best experts and make sure they work as a team: it’s their unique traits and skills that will allow you to truly optimize your production and research!
Key Features
Build a lunar colony
Mine and automate resources and production
Explore the moon
Play through a rich, story driven narrative
Trade with Earth
Influence politics
Manage colonists and their needs
Genres
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $20.79−35% | 4.1Kreviews | 76% | — | $4.2M |
| $29.99 | — | — | — | 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.
Updates
Engagement
Reviews
Themes across 1178 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Das Spiel ist klasse, aber die Musik ist geil.
That laser quest timeline just make me give up the game, please do some balancing.
Game unbalanced. Feeling fuge struggle even on easy mode.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Latest in each market: best AU #49, worst UK #90 · 6 markets collected
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian*, French, German, Spanish - Spain, Simplified Chinese, Korean, Portuguese - Brazil, Polish, Italian, Spanish - Latin America, Japanese +1 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
every two fricking mins my game HAS TO BE PASUED by the SCRIPTS and a pop up window shoves it self right in your face like a MILF add..... why not just put it in the corner or side of the screen??? soo imersion breaking. THEN!!!! there is a bug button IN GAME, so i click it thinking i can report a bug,..... NO IT TAKES ME TO THEIR ♥♥♥♥♥♥♥ DISCORD PAGE..
Sehr packend, macht spass und hat neuanfang potenzial. Grafik ist auch sehr nice. Behoben: Leider fallen die Frames nach einiger Zeit in den unakzeptablen bereich. Ich glaube nicht das es an meiner Kartoffel liegt da diese bei 23Fps nur zu 20% ausgelastet ist.. sehr schade ich hätte die nötige Leistung nur das Spiel nutzt sie nicht.. :( Framerate wurde stark verbessert good job. Jetzt nur noch den Bug das die Voicelines verschwinden beheben :D
Игра хорошая, но пока что, на мой взгляд, не доделана. Есть несколько моментов, играть из-за которых пока что не приятно: 1. Я не могу узнать внутри игры, как мне произвести тот или иной предмет. Это можно сделать только косвенно в описании производственных зданий (не всегда работает) 2. В игре не всегда можно понять, какие технологии нужно исследовать, чтобы получить тот или иной предмет. Игра в целом прикольная, но играть сейчас не комфортно.
I own a fair number of colony builder games as well as automation games, this one is a good mix of both, although right now it has a few issues it needs to sort out in development. Mostly involving balancing, but also with merging the two halves together. I'll explain in reverse order. Having people working on your moon base means having an entire section of your base and resources devoted to a separate part of gameplay. Ice and slag goes in, people, science, and food go out. Occasionally workers will sit in on some of your production machines and speed things up dramatically, but the only important contribution they provide is science points, which is handled in a very novel way. There are three research categories, and points for each category are gained separately and rather slowly over time as delivery rewards or barely-worth-it worker research. Some research items require points in two or three categories, usually in different amounts. This means you could be researching three different items at once, one in each category. A neat take, but it suffers from old habits; you can only see how long the first (of five) queued research items is going to take. The five-item queue also means that you can't have two of each category lined up... which in late game means you'll be wasting research points. You can't bank them. Very realistic, as is the research tree itself, but it does mean some need-them-early items are FAR down the research tree. Which brings us to another big current-build problem: resource lock. Mining resources produces random results. A pile of iron mined by a drone might have a 60% chance of producing iron, and a 1% chance of silicon, titanium, and aluminum. The rest is regolith or slag. You can refine regolith into other resources at a low percentage, but you'll always be producing waste products. Compared to factorio where one iron ore gives you one iron plate, one iron node with an extractor will produce a bunch of regolith which you can turn into SOME iron ore and mostly a bunch of useless slag (which can be turned into food after a couple steps, into or bricks when mixed with refined silicon, which makes the resource management even worse). You never get a one-to-one resource production, there is always a TON of waste. Which piles up. There's no way to just dump slag somewhere besides building a storage unit, letting drones fill it up, and then dismantling it or building a line of interconnected storage boxes, with nowhere to go. Except... Problem number three. Resource delivery. The basic drones can carry 1 unit of anything at a time. There are some deliveries for shipments that require 4,000 units. Oof. Do the math. There are modified drones for cargo hauling to solve this. They can carry 10 units. Do the math. Still oof. With research that can be brought up to 20, but we're still talking over 200 trips... because every drone will try to chip in, and the 1-unit carriers will interrupt conveyor-automated loading or cargo hauler trips. This will require balancing, but it leads to another problem: Repairs. Nearly every structure constantly needs repair. There's no maintenance, just work-until-break-then-use-resource-to-fix. An iron smelter might need a brick to get fixed, so you're constantly draining a few resources, but this just creates endless jobs for repair drones to do. They're bad at prioritizing, so the drones might be trying to deliver those 4,000 bricks one at a time while your entire base falls into disrepair, and the bigger it gets, the more repair you need to do one at a time. The more time it takes. The less anything else gets done. Which requires more drones... which eat up into the build limit (CPU), and drones cost more and more CPU. Which require more buildings to get more CPU, which require more power, which require more repair... All that to say there's a serious problem with workload balancing. It's not insurmountable though. There just needs to be some careful re-evaluation of how they've decided to do some things. Like building a big enough living space (the tutorial missions ask for 15x15, which is 225 squares... each square of which requiers at least two work orders, FOUR each on the walls. I was planning on making a giant food-factory-into-plant-burners slag deleting power plant, but even with 15 cargo drones and 5 builders it would take me a couple weeks of real time to see it finish. One delivery to each square could be solved by a 'deliver to worksite' change. At least then a cargo drone would alleviate things. But these are teething problems. Some rebalancing, some quality of life changes, some more work-priority options than 'do it right now/do it if you feel like it/don't do it ever' would help, some 'bring resources here' and 'empty this container' options would be good too. But don't let this list discourage you. There is potential here. If they figure out the 'automation' part of the game and connect it better to the colony builder part, this will be one of the best in the genre. Assume anything I didn't mention works fine or is obviously unfinished in a way that will work well in the final product. And as I said, the research is done in an interesting way. Net positive right there.
When the money runs out, even in a sandbox, the game can be thrown away.
This game is a great base builder. The only thing it needs at this point is better optimization. Late game bases can bring even a high end PC to its knees. My rig can handle 30-40 FPS in late game Dyson Sphere Program with multiple Dyson spheres constructed. Late game bases in The Crust for me are closer to 5-8 FPS. Still recommended.
생각보단 재밌음 약간 덜떨어진 3D 림월드 생각하면서 약간 덜떨어진 3D 팩토리오를 생각하면서 많이 덜떨어진 최적화를 생각하면서 차근차근 하다보면 적당히 시간 녹음 근데 깊게 파고들 요소는 딱히 없어서 오래는 못할겜 후반갈수록 프레임드랍도 심하고
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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