
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 |
| $20.99−30% | — | 89% | — | 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
beautiful
Great potential. Steep learning curve is a challenge. I'll change to positive when they balance manufacturing. Organics is a joke rn.
Глубокая и красивая стратегия про ковейеры, торговлю и спасение человечества) чем дальше, тем больше QoL добавок от разработчика, спасибо им огромное за это!
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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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
Лучший симулятор лунной колонии со времен Surviving Mars. Глубокая, залипательная и невероятно красивая игра! Если вы любите жанр автоматизации (Factorio, Satisfactory) или суровые градостроительные симуляторы в космосе (Surviving Mars), The Crust — это ваш следующий обязательный мастхэв. Игра вышла из раннего доступа 10 сентября 2026 года, но уже сейчас ощущается как отполированный до блеска продукт. Здесь нет места романтике освоения космоса с флагами на ветру. Вместо этого вас ждет жесткая производственная драма. Вы будете сидеть над лентой транспортера, пытаясь понять, почему склад забит шлаком, дроны таскают не те ресурсы, а нужный цех простаивает прямо перед наступлением долгой лунной ночи, когда половине базы банально не хватит электричества. Именно в эти моменты поиска узких мест логистической цепочки The Crust раскрывается лучше всего. Что делает игру по-настоящему особенной: Режим проектирования Это просто гениальная вещь. Больше не нужно ломать готовую базу, чтобы проложить новый конвейер или расширить шахту. В специальном режиме планирования вы можете заранее нарисовать схемы модулей, протестировать маршруты грузовиков, сохранить рецепты производства и только потом одним нажатием воплотить всё в жизнь. Никаких лишних затрат ресурсов и времени колонистов впустую. Глубокая переработка логистики: В версии 1.0 разработчики полностью переписали алгоритмы движения транспорта. Теперь ваши луноходы ездят по асфальтированным дорогам и паркуются на специальных площадках, что исключает хаос у въездов в цеха. Конвейерные сети стали намного умнее, а механика раскопок позволяет точнее планировать добычу редких металлов глубоко под реголитом. Сюжетная кампания с последствиями: В игре есть полноценная история с несколькими концовками. Вам предстоит принимать неоднозначные моральные решения: сотрудничать с корпорациями ради технологий, рискуя репутацией поселенцев, или строить независимую утопию, экономя каждый киловатт энергии? Ваши выборы напрямую влияют на события следующих глав. Визуал и атмосфера: Движок выдает отличную картинку для стратегий такого масштаба. База живет своей жизнью: пыль поднимается из-под колес роверов, солнечные панели медленно поворачиваются за тусклым светом Земли, а в иллюминаторах жилых куполов горит свет. Оптимизация отличная — даже на больших базах счетчик кадров держится стабильно высоко. Управление людьми: Колонисты здесь — не просто цифры. У них есть навыки, усталость и настроение. Если заставить инженера работать три смены подряд без отдыха, он совершит ошибку, которая может привести к остановке всей линии переработки гелия-3. Нужно грамотно распределять жилье, столовые и зоны отдыха. The Crust берет лучшие идеи Factorio и накладывает их на сеттинг выживания марсианской базы, добавляя сверху отличный сюжет и потрясающий визуальный стиль. Вердикт: 10/10. Превосходный таймкиллер на ближайшие месяцы.
Surviving Mars meets Factorio Some issues with MacOS mouse pointers while in fullscreen
Very addicting, challenges brain ! Each challenge solved is super satisfying; EA game but very playable and updates are coming strong.
"The crust" GAMEPLAY is above-average, compared to games of its genres. This is a good game for 50 hours, and a great game for 200 hours. after that, it falls off a cliff due to countless minor issues compounding up exponentially, and occasional mayor issues BREAKING most of the game (by bugs or ballancing). Setting and story/choices are good. This game keeps you busy and not bored. This alone, DESPITE EVERYTHING ELSE, could give this game a very positive review, especially for being in-development and still being extended for free (early access like). BUT you just slip into a negative-review, because: This game is still good, its also VERY WEIRD , and not in a good way, and over time, the bad-types-of-weird just overwehelm all the good aspects of the game. thankfully, you may have have 50 to 200 hours of mostly fun before that. but beyond that much time, the game is spend-up andbecomes almost only weird in worse and worse ways. "the crust" does not get MUCH better with time, and it does get "much worse" with time, or at least much more repetitive, and the narratives of the-crust, that are full of interactive meaningful choice still do not safe the gameplay over time, like the gameplay within the "frostpunk" approach of narrative choice in a city builder is saved by a good procedural narrative of choices. The core failure of the crust is mostly "kitchen sink design", not done terribly, but still done poorly. "The crust" is a WEIRD genre mix, that initially looks like it is almost only a factorio-like game, by its trailers and first impression from its demo. THE PROBLEM here is, that IT IS NOT JUST conveyor-factory-assembly. (Its mostly still a PRETTY and dumb unfinished mess). This is such a bad issue, that it ALMOST borders "false advertising", in terms of that genre this game is. The factory building will only make up 30% of your play time rather soon, mostly because demolishing will barely return ANY construction cost, and because maintenance costs are rather high INITIALLY, so you do not rebuild much (this is good actually), but THEN you notice, that resource nodes slowly deplete (and this is in strict contrast to "high maintenance cost with almost no recycle-refunds) , and sometimes even less than 30% of play time is factory-building, and the other play time is significantly less-fun than factory-building. more and more play time is scrolling lists and navigating on a globe, all with a visually well designed, but gameplay-inefficient UI (overly obessed with extra clicks from needlessly detailed queries). Other management games full of resources and trade do the same UI-design with much better, while not being 3d; (steam-dwarf-frotress, songs-of-syx), and for similar 3d games, "the crust" falls very short when compared to games like "tropico 3to6" and "whiskerwoods" and "factory town" IN TERMS OF UI DESIGN, when it comes to converting resources to currency (and than using that currency). ... and than suddenly, you get 100% refunds from recycling structues, and you manage small remote outposts, THIS GAME CHANGES OVER TIME, and it only tutorializes the imidiate future, not the long term future changes, and that makes it VERY WEIRD. "The crust" VISUAS are just TERRIBLE, too often it is dark dirt in dark conveyors in pitch black rooms, and 4 resources look confusingly similar, 2 resources look like each other in their tooltip-representation, compared to their ingame-color, and almost all of this game is monochromatic, because moon surface is GREY, and caves are dark. WELL, you just need colored light to convey information beyond "conveyor speed differences" and "smelter type" and the game will look a LOT better. we have 90s real time strategy games like "earth 2150 the moon project" that are set ON THE MOON surface , that look more appealing than "the crust", because they understood IN THE 90s, to use illumination to fix the dullness of visuals of a grey setting. "The crust" is still definitely-UNFINISHED at version 0.99, and also slightly/significantly buggy, and full of unskippable full motion cutscenes, and a lot of VERY WEIRD half-assed-ballancing issues: "The crust has countles minor annoying pitfalls in it, most of those are summed up as result of "kitchen sink design" of a genre-mix with an identity crisis, where the core-game changes over time, just by unlocking some research. (1 research sudenly gives 100% refund of wires and belts, a later one gives 100% refunds for structures, and this fundamentally changes the subrenre OVER TIME) While a much better quite similar game "whiskerwoods" is clearly "a game made by smart people for smart people" , the crust CONSTANTLY gives the impression, that "the crust is a GOOD game, made by dumb people for dumb people": - The tutorial is always mandatory, the narrative is always linear. this is BAD tutorialization for dumb people! "whiskerwoods" does this better; THERE the overarching grow-to-independence-narrative is still linear, BUT all tutorializing is OPTIONAL quests, with no time limit to them, you just want to get the reward fast, and so you just prepare for the quest-objective. the narrative-choices in the crust are still pretty good. the procgen-replayability of "the crust" is a lot worse than it is in "whiskerwoods" - You may research "blockchain-servers" that convert energy into money, within "the crust" mechanically a great game-system, BUT 100% fraudulent as a concept by its in-game-label reference to cryptocurrency. they should just get rigd of the "crypto" reference here, but they are dumb enough to appeal to dumb people here. - an update added the resource "argon" to a recipe, the factory only stores 10, the recipe says it needs 10 overlay in its tooltip-overlay. so you build the factory, activate the recipe, and there it says "it needs 30 argon, in a factory that will only take 10, so the recipe is IMPOSSIBLE and BROKEN. its like this for 2 weeks now. - trading UI has minor UI-bugs, as it keeps generating long lists. and clicking trhough those trade-deal-lists AND navigaging rovers for moon-trade and moon-exploration and moon-repairing later on makes up more than 40% of your play-time, if not 80% quite often. - the game is dumb for falling for "kitchen sink design" way too much, it is a constant "too many cooks" experience. not as bad as late-versions of "starbound" ended up becoming, that were full of child-labor-modders gettign hired to just add more incoherent stuff to a great game, making it a ♥♥♥♥♥♥-amalgation, but "the crust" feels eerily close to this starbound-kitchen-sink experience.. - the UI for rooms for population is PATHETHIC, because those rooms are ALWAYS build from south to north, very slowly, and you can priorize this, but the game never tells you how to do that (richt click cheel menu, upper right icon, works on room construction), and because you can OFTEN not PLAN extensions without destroying a previously build room partially (you can not remove externall doors without destroying the room), venting all its oxygen, unpowering all ifs buildings, striggering a LOT of unhappiness and vacancy-inefficiency. you can not build a room-wall nect to conveyors, but you can build conveyors next to a room wall. the game is full of minor nonsense, and it calls itself v0.99 by now. DELUSIONAL.
Followed this game from right at the bginning stages and they have just improved over time. Very deep and enjoyable games. Would higly reccoment.
Es ist Kaputt. Nicht kaufen.
Игра очень увлекательная и интерестная,сюжетка тоже залипательная, да без багов никуда но она стоит своей каждой копейки, отдельный респект музыкальному сопровождению,разрабы молодцы!! 10 из 10 мертвых колонистов!
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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