
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.
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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.
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
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
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.
It's definitely an Early Access game and has the expected rough edges, but there is a really solid foundation here. The game introduces some unique mechanics that make it stand out from standard sci-fi base builders, and I'm genuinely curious to see where the devs take it over the next few updates. Here are the main takeaways so far: The Reputation System: This is probably the most interesting mechanic. It acts as both a timer and a currency. It creates a this risk/reward thing, though I'd definitely like to see it utilized in more ways as development continues. The Shuttle: Tying into the reputation system, being able to call in a shuttle to get exactly what you need—but at a direct cost to your reputation—creates some great tension when you are in a pinch. Crew & Logistics: Managing the astronauts and physically ordering vehicles around the surface adds a nice, hands-on layer to the logistics. Resource Loops: The core extraction and production chains feel solid and rewarding to set up. Overall, it is rough in places, but it brings quite a few unique systems to the table. If you don't mind early-access jank and like management games with actual consequences, it's worth checking out. Looking forward to seeing what gets added next
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
I love every single aspect of the game so far. Looking forward to see how they will continue to develop this...
Great job guys! The game has come a long way since we checked it out last August at Gamescom Germany!
Where they going launching like this? Crap tutorial and voice, build this build that with nothing else, I should stick with my rule, whenever a green item box thing appears showing you were you are about to build, don't buy, welfare programminng. Refunded...call me when you fix your stuff. Not really presentable as is. Nice cutscenes though. That ladie's voice should have also been used for the tutorial. Even if the game gets much better, going through such a ♥♥♥♥♥♥ tutorial experience can be a killer. Look at games like the Crust and Ixion, those are great tutorials.
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.
Would Recommend! This is a great game for anyone into the base-building and resource gathering genre! Beyond the great atmosphere and general ambiance, the game presents unique systems for managing your base that are engaging and fun. The only real concern I ran into was there not being a low quality setting or any real way of lowering certain rendering to push frames. Luckily, the Devs appear to be very attentive to issues and are solving them pretty quickly! Hopefully there will be some settings introduced in the future to help with general fps a bit! Great game.
Can't progress in the game because you need materials that are past the point of progress. They didn't think the progression through.
Love the game play and see this being a very nice base builder with all the improvements and effort being made by devs
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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