
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% | 4.2Kreviews | 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 1203 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
"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.
Media

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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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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
I had this game on my wishlist for a couple of years before buying it. It was fun, but did require some planning and learning so stopped until I had the time to learn it properly so... fast forward to today. I had some issues on coming back to the game which the dev team actually took seriously and wanted to resolve even though it turned out to be a PEBCAK error. Game still fun.
Started playing, looked down, 10 minutes passed. Kept playing, looked down again, 5 hours passed. Speaks for itself
游戏本身的机制是可以的,除了绝望的全局无人机物流系统和我见过最贵的传送带。最可怕的问题还是开发自己疑似已经不玩自己的游戏了。 传送带有多贵呢?游戏开局时一间钢厂一个月产能全卖了大概只能修12格传送带,而一条产线从1矿到2厂至少差不多就要这么长的传送带。先放弃剧情合理性,不去问为什么我不能在月面直接造传送带必须拿钱买,接受这种巨企剥削我的现实...实际游戏体验就是必须对修传送带斤斤计较,不然真从矿往初始工厂拉传送带就足以在开合同系统之前走到电线都修不起的程度。(对,拉电线也要钱)这么一想连初始工厂位置都是资本做的局,巨企,恐怖若斯... 无人机运什么修什么是没法直接控制的,在全局任务够多的时候(比如开局必然经历的研发完回收科技以后拆卸旧基地的步骤),设优先级乃至于设为紧急任务,一样也要半个月一个月以后才给你干。日出的时候算到电力不足,要求紧急修太阳能板?不行,无人机有自己的生活,等太阳落了再修吧。大停电关我无人机什么事呢。 而且愚蠢的无人机会在自己没电的时候也慢悠悠干活,明明隔壁就是空的一排充电桩,没人争抢,就是要先工作再吃饭。斯达汉诺夫都没这么卷。 货运无人机明明有10载货量,一定要在满地月壤里只带一个月壤就去交货。普通无人机放着身边的建造不做,一定要跑到世界背面去运1个稀土,抢货运无人机的活干。 满地月壤,砖厂0原料,无人机闲置不干活... 诸如此类的脑溢血操作随时都在发生,但你没有任何办法干预,想大批量增加无人机只能等第四行科技点出来(还不能直线去点,必须读完一个科技的条才能在队列里加下一个科技),点出厂子之前还完全看不见需要准备什么材料去造——游戏内没有预览,官方wiki也没有配方。 想直接从地球或者空间站订购无人机?你能买一切制成品,研究点,建筑,月面车,但就是不能订购无人机。 这些都还算捏着鼻子能忍,但我给官方提意见,官方对着一眼大开局的截图(货运无人机放着满地月壤不管,空着10载货量往砖厂只拉了1月壤),表示: “看您的截图,这是往稀土厂拉稀土矿吧?哎呀这是正常的啦,稀土厂进货仓满了,只消耗一个稀土矿,那可不就只需要往厂里拉一个嘛~” 不是哥们,你们真的不玩自家游戏啊...图标认不出来,厂子建模认不出来,刚开局建筑布局认不出来,这都算了,稀土厂一个循环消耗5矿,上哪儿找消耗1的配方?而且你全游戏哪有一个原矿精炼是一循环消耗1矿的? 就这样我大概还是会继续玩一段,可能我确实有点M吧...
I don't like how limited the science queue is, while paired with the fact that the science is trashed if there isn't a project set to consume it.
Es ist Kaputt. Nicht kaufen.
感觉还行吧,早期吃完科研红利,发现还没有点开科研研究设施,直接等死。 只要放弃成就,开无限之后,你就会爽死
классная экономическая стратегия, спасибо за игру
very addictive base builder.
當前0.99版本游戲的市场,合同不知道哪裏出錯了,會看不到合同,存儲后再读取档案會正常。BUG很多 感覺游戲引導也不是特別好,科技發展更是感覺不是很合理。 前期非常缺鋼,然後你會接到1K的合約。 而科技方面,電廠比材料先點出來,你研究出來用不了,必須要研究下一級的燃料電池,你才有燃料去發電。 類似這類的核心科技顛倒發展,讓你在本不寬裕的前期條件之下,更是憤怒無比。 但給個好評,這個游戲的創意還是不錯的,希望後續發展會好一些。
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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