
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 |
| $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 1152 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Если коротко — Отлично, багов куда меньше чем пугают в других отзывах... крайне рекомендую пойти в сюжетную компанию и не пользоваться гайдами, а изучать игру самостоятельно. Вообще не ожидал что настолько сильно понравится, учитывая отсутствие боевой составляющей(на данный момент)... но сюжет компании, озвучка персонажей, визуальная составляющая и даже музыка(которую я часто в играх выключаю) сочетаются просто великолепно. Многие жалуются на баги, однако по состоянию на 15.11.2025 при прохождении компании на повышенный сложности из заметных могу выделить всего два: - Подземные конвейеры не всегда корректно соединяются если при планировании удалять и перестраивать лишь один из входов\выходов, тут помогает просто удалить оба и поставить заново. - Улучшение высокотехнологичного сборщика(4 компонента) не работают... но он и помечен как WIP(Work in Progress). На этом все, на что там жалуются остальные не понимаю... возможно мне просто повезло... Тем не менее, видно что игра пока в разработке: - Колонисты довольно деревянные и ощущаются на уровне дронов. - Часть доступных построек вроде центра обучения еще не работают(не совсем понимаю зачем дают их строить в таком случае). - Аванпосты на карте имеют малый функционал. - Конвейерам на стадии планирования не хватает индикации направления. - На поздних этапах игры FPS упал до 28-30, хотя в играх такого типа да еще и с активной паузой это не столь страшно. Но это не помешало мне залипнуть более чем на 90 часов в сюжетной компании, сначала натурально выживая и экономя электроэнергию, а потом с ошалевшими глазами ища варианты дабы выполнить сюжетный заказ на "много всякого" при условии что ты пять минут назад не мог себе позволить даже лишнюю лампочку включить... сейчас это все уже не кажется таким сложным, но первое прохождение вышло крайне занятным. Весьма рекомендую и с нетерпением жду обновлений.
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 2,404 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
Solid game with a good difficulty level. It's hard enough to be challenging while playing casually, but not so hard that it feels like you have to save scum after every mistake. If you like factory games and colony sims, this is an excellent one. I've only played the campaign mode, but that's because it's a solid story. The story is good, but doesn't stop you from playing the game you want to play, It's not as intrusive as many game stories, so it just adds to the game rather than making you feel like every decision you make has to be story related.
I really want to like this game but the tech tree makes it the most infuriating thing to work with. (At least for the current story mode.) I was running into issues where I was being massively outpaced by tech I needed and where I was in the game, what resources I had, and the actual amount of research points I had. If you follow the missions or objectives as intended, it is entirely possible to fall behind massively. If you choose to house the colonists you need a massive amount of research. Research that is only prompted once you hit a certain milestone. So if you wait too long (or you don't know) it's possibly to fail. One of the most common work arounds currently that I have found from others it to literally not accept (click the confirmation) new missions until you get tech to a certain level. That is not good design. One of the end game (if not the end game as of now) objectives requires a massive amount of resources. If you don't have a scaled factory (because it's your first time playing or you are learning to optimize) you can just lose. Game over. It's a multi-part mission and you don't know the exact requirements of the next until you finish the first, which in and of itself wouldn't be a problem, if failing the mission didn't involve a game over (requiring you to load a previous save and hope you can salvage the situation, go back far further to a save if you happen to have one, or start over.) It is entirely possible to fail certain missions because your rover runs out of batteries due to the cycles of the sun. If you accept a mission and your rover is too far or you get unlucky, you fail. A big component of this game is the online market where you can buy and sell resources. The starting resources basically do nothing but lose you money unless you put a massive amount in, and you basically need t2-t3 resources to really make any income. The game also (for story mode, which some people frequent, some people don't) will auto accept contracts randomly which will leave you scrambling for resources or you fail the contract. Alongside bugs (which are getting better and fixed), what is essentially a research juggling mini game, the ability to scan for certain resources and find none (Aluminium) and clunky colonist mechanics, I just can't recommend this game right now. It may grow out of these kinks. It might be soon. But right now its a big no from me.
Ох, как же я боюсь таких игр, что могут затянуть с первых минут... Для раннего доступа очень даже достойно. Не знаю, чего некоторые жалуются на какие-то вылеты, всё стабильно, даже фреймрейт не дропался, когда на камере было куча элементов. Из плюсов: - приятная озвучка - затягивающий геймплей и завязка сюжета Из минусов: - ранний доступ и всё из этого вытекающее - баланс ресурсов и исследований, недоделки элементов - отсутствие озвучки в некоторых диалогах Но опять же, это ранний доступ, нет смысла порицать игру за недоделки, учитывая то, как дроны-бурильщики (разрабы) клепают обновы на постоянной основе.
I've played this during both betas and based on almost no progress I've promised to myself not to participate in EA. Well, I obviously lied to myself. And as expected, the game is just not release ready. During my 40hrs road to fail. I've got: - game freeze, leading to 10 min progress lost - game freeze during saving, leading to corrupted save and 15 min progress lost Anyway: + Graphics and cutscenes in overall + Original research system + Contracts system - Buildings descriptions - English translations - Dumb colonists - Overall UI/UX --- Whole belt building and management system is probably the most dumbest thing I've seen in a long time
Ребята, игра хорошая. Играть интересно, но.... Есть вымораживающие баги при выборе области для добычи, и прокладке конвеtрных лент, приходится откатываться на более раннее сохранение Может быть я чего- то не догоняю , но я не вижу возможности посмотреть при начальной установке заводов, что и откуда будет входить и выходить. Может такая задумка, но....я просто смотрел, что куда и откуда пойдет, после перезаходил снова. На хуа? В инфе по солнечным панелям, непонятно сколько они выдают по максимуму, Так неудобно - вижу только текущее значение производства энергии, но мне необходимо рассчитать , сколько строить по итогу из рассчета на единицу При отправке экспедиций, тупил, отправил я ее или нет. Окно должно закрываться по кнопке ОК, хотя бы. Вообще, эта система вся тупо не интуитивна С очками науки вообще все непонятно, что и куда тратится, и по каким правилам. Короче, несмотря на множество недоработок игра получается стоящая. Она не вызывает скуку из-за предсказуемости и достаточно глубокая, чтобы зацепить. В целом лайк, хоть и с оговорками)
This "Thing" has more bugs then the Amazon... Are they getting addressed? No not really. Apparently it's more important to have 3000 Options when it comes to Tech then a Smooth Client.
Pros: the moon actually feels like a place. Terrain matters, base layouts have to respect it, and the production chains are satisfying to untangle. Cons: my colonists are basically a resource with a face. They consume food and water, they produce labour, they get unhappy in ways I can fix with a slider. In Surviving Mars a colonist had a story that could ruin my day. Here I've never once been surprised by a person. Still recommending because everything *around* the colonists is good. But this is the axis where the game has the most room left.
Updated review. I refunded-adjacent bounced off this game a while back: stutter every time the base got past a certain size, drones getting stuck on nothing, and patches that seemed to break as much as they fixed. Reinstalled after the last big update and it's a different product. Frame pacing is stable, the drone pathing issue I complained about is gone, and I got to a fully automated three-sector base without the sim tanking. That's the review, honestly. The game was always interesting; it just didn't run. Two things still bother me. Loading a large save takes long enough that I go make coffee. And the patch notes still don't always tell me what actually changed, which matters when you've built your whole layout around a mechanic.
I would highly recommend this game to those who are fans of factory builders and settlement managers. This game combines the mining and production of games like "Factorio" or "Satisfactory" w/ the colony management of "Rimworld." I would consider this game as excellent in it's genre and recommend it to anyone. The only negatives are characters you have to interact w/ that represent different aspects of your company. In the tutorial you will be subjected to the troupe of the tradesmen who doesn't respect women so we all have to endure 5 minutes of cringe eye-rolling propaganda, and later have the business representative behaving like a sociopath, putting profits before rescuing people during a disaster as though people are willing to let people run out of oxygen because it stops production for a day. The general premise of the story is great, and the missions make sense, but the interplay of these archetype is often insufferable and undermines an otherwise good, serious, story.
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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