
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 | 77% | — | $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 1134 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I do not recommend this in its current state. The positive: - reasonably good looking - good voice acting - polished UI appearance - a decent-looking and diverse gameplay loop The negative: - insultingly petty and aggravating characters - a story that tries to advance much, much faster than I can respond to any of their requests for action, leading to absurd fan-out of active tasks and constant contradiction between "we're in an emergency, focus on saving your life" and "hey, build a trade platform, the parent company is hurting for cash and it's all your fault despite the fact half the moon was destroyed by an asteroid strike about 15 hours ago" - despite that, tutorials are constantly and contradictorily (1) demanding I defer research until the moment they ask me to; and then just *wait* multiple minutes even at maximum time-speed for them to complete before I can get anything else done; and (2) nagging me about how I'm wasting research points because I'm not spending all of my allotment of research in three separate categories; and (3) only giving me a 4-item queue of research that can be in partially-parallel progress. - a total lack of keyboard shortcuts for most common tasks, forcing me to mouse my way across the screen and click a button for every little thing: opening build menus, switching between draw/erase mining, opening the research screen, et cetera. - simultaneously giving the mouse right-click the job of both cancelling whatever is currently happening, but also opening a wheel menu to switch between completely incompatible operation modes, which itself can only be cancelled by moving the mouse AWAY, not by right-clicking. - a camera that is either zooming/rotating around a point *below* the ground, or rotating around a point somewhere in the top quarter of my screen, making it extremely clumsy to rotate the view around a specific building and see all sides of it, e.g. when I'm trying to route belts between its multiple ports. - no effort at all in the cutscenes to match the senses of scale or realism implied by the text; a "geostationary" station that is clearly in low earth orbit, a space station at an unspecified "lagrange point" which is clearly just a couple thousand km above the moon surface, an asteroid strike that somehow causes a surface-scraping dust storm on the moon despite it having no atmosphere at all...
Media

Related
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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 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.
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 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Most of the new positive 'reviews' are clearly AI generated 'why it matters' word patterns. The reviewers also only have 1 review! A very blatant last ditch effort to scam some extra cash for what is a mess of a game.
While I understand this game is Early Access, I cannot recommend it at this stage. There are many fun building elements, which I have immensely enjoyed, but at the same time, there are also a lot of "game breaking" bugs which make things frustrating to an extreme. My following comments are not in any order. The Encyclopedia, I presume, is a "placeholder" for a later state of development. In the present state is incomplete at best, and gives no real information. Everything Costs money. This is a sandbox game, base-building, like the dozen others out there. Costs need to be seriously rebalanced so a player can progress at a reasonable rate through the game. Things like wires and conveyors are cost-prohibitive to the point of frustration. Research: Tech-trees can be a welcome challenge to game play, but I also believe there has to be a balance between "challenge", "fun", and "frustration". In one game, about 80-hours worth (real-time) I had about 2/3 of the tech trees researched, but because things get progressively more points to unlock, that's probably relatively about 1/3. I want to build, not wait. The whole research-points needs some serious work. My opinion is, slagging through the entire tech tree should reasonable take 30-40 (real-life) hours, not 200. This is unrealistic, for zero-gameplay rationale. While I appreciate the research queue, 5 is limiting when you're working on other aspects (like building) at the same time. How about 10? Or 8? Updating machines: I absolutely appreciate the many tech upgrades and improvements to the various machines, but many of the machine upgrades and updates (going to MkII machines, for example) break the machines completely - the recipes fall out and cannot be reselected - forcing the player to salvage and rebuild the machine. This isn't just about rebuilding, but rather, removing all the conveyors, because they are in the way of pasting down the new machine. In some cases, they work again, and in some cases not, even after you've taken the time to rebuild. This is a game-breaking bug where the devs should have spent some quality time playing their own game and discovering the "updates" broke the machines rather than making it better. This is the Biggie: no blueprinting system. This is essentially a factory-building game. Every other factory-building game I've played has a blueprint system where a player can build an assembly of machines, conveyors, power, etc, and then create a blueprint so it can be easily copied to make building much more practical. This game, as far as I can research, has nothing. Everything has to be built as individual parts-and-pieces. Why should I play this game, when many other factory building games have a blueprint system? There are a lot of issues with the UI. While quite good in general, there are conflicts (like the sidebar resources window) which defaults to being visible, even when your in other screens like the contracts page. When various monitor windows are open (like a machine info window) the cursor and mouse-clicks will still interact with things behind the window, rather than the window itself. The UI needs a lot of polish still. There are a lot of other issues, which are to be expected of an Early Access game. There's a lot of necessary featured still missing, such as a Trashcan, a true Power Management function to help you trace down independent grids, etc. In summary, I cannot recommend at this stage of Early Access. The game is playable, and in fact fun, but includes a large helping of frustration.
I played 20-some hours before I got bored of waiting for the research of the next five things on the tech tree that I need to build the one thing I actually need next. The devs need to look at when you can produce what kinds of resources and re-balance a few costs and re-arrange the tech tree. The biggest problem though is that there's just too many bugs. An early access game should still be a playable game. But this has some pretty bad bugs: the rover scan doesn't do anything - which fully blocks the campaign progression at one point, colonists won't take meals from a refrigerator - so if you're unlucky enough to have built one and stocked it with food your colonists will stand there and starve while looking at a fridge full of food. It's trying to be two things at once and kinda failing at both. Would be a great game if they managed to make the concepts work together, but the colony sim is unbalanced and flakey and the factory sim is not well thought out enough to be really effective. Lots of buildings seem to require resources to build but the devs haven't considered when you need that building and how you'd get that resource by then. I wanna like it. But without some serious fixes it won't be worth the price.
maybe later too many bugs with the control system within the game. Processing materials seem to stop working for no apparent reason. I might come back at a later date.
Not a bad game in itself but I can't recommend it right now because it is riddled with bugs and balancing issues. It is actually quite hilarious how bad the game balancing is when compared to Factorio, Satisfactory or Dyson Sphere Program. The devs seriously need to stop the content updates for a few months and concentrate on fixing this game. Also, it seems you need either a discord account or a Veom Studio account to get support/report bugs which is really bad. There is, at least, a feedback form via Google which is something. Stay away from this one until it is fixed.
2025 年 9 月 15 日 上午 12:25 同志们,我们完全不需要华而不实的制造业! 只要点出社会学的自由市场,再加上基础科学的着陆平台和运输无人机,这个游戏就毕业了。 观察那些利润高,收益以资金为主的合同,接下来之后现买货物即可,合同价格很高,倒手都有至少30%的利润。如果你能完成原材料开采和初加工赚的就更多了,那些利润最高的产业仍然是需要人力的高端制造业。养人的风险很高,不如直接自由市场,建议在完成原始积累后当无敌版玩,需要什么工业品一次进几百个,轻松养活高端制造业,来料加工都能活得很滋润。 *****2026 0321 1130更新***** 现在更新了自动合同,我还能说什么,无敌了!
Engineers and scientists don't talk to each other like Reddit moderators with a chip on their shoulder, on the moon no less. Real "its ma'am" type of vibe here. Imagine offering a coloring book to someone living, working and mining on the moon only minutes after admitting the two of you "got off on the wrong foot". Whoever wrote this spent too much time on their tablet growing up. It has a sandbox mode that you can spend your time on without dealing with the dialog, but at this point I'd rather just refund it and wait for a deep discount to ignore half the game.
Game's not bad, heavily driven by the buy/sell economy more than building a base and managing resources. If you play the story mode be ready for situations you literally cannot win. In my own play they give me a goal to accomplish, pause the game, send whatever is needed straight to the location. OOPS it's night time, you should have left before we told you that you need to get there, now you can't get there in time. It can be more realistic, you cannot do everything asked of you, but I'm not a fan of failing just because the game gave me an impossible task. If that is fun for you then enjoy! If that is not fun for you then do not buy this game.
I feel like I was ripped off. I bought The Crust in Early Access and gave the developers the benefit of the doubt. I put over 45 hours into the game before finally setting it aside because the gameplay problems became too frustrating to ignore. At the time, I chalked it up to Early Access growing pains and figured I would come back once the game was more mature. Almost two years later, the game still is not finished, and it still does not feel mature. Instead of delivering the completed product people already paid for, the developers are now asking for more money through a Supporter Pack. That is not support. That is a money grab. It is greedy to come back to the existing user base with your hand out before finishing the game they already bought. The people who purchased this in Early Access already supported development. We already took the risk. We already paid for an unfinished product on the promise that it would improve and eventually be completed. A Supporter Pack might make sense after a finished, polished release. Asking for more money while the base game remains incomplete feels like squeezing the same customers twice. I wanted The Crust to succeed. I gave it time, patience, and over 45 hours. What I got instead was an unfinished game that I walked away from, only to return and find that the developers are asking for more money before delivering what they already sold. Finish the game first. Then ask for more money.
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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