
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 |
| $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 1178 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
(Kickstarter!) The Crust is an interesting mix of automation and business management. It's not quite Factorio, it doesn't have the same depth or scale of building a factory that spans the planet. But it expands the overall scope by adding "Contracts" to sell your factory's output, it adds a storyline with voice acting, it adds a moon-sized "Overworld" where you can build outposts and send vehicles out to move cargo, mine the surface, and conduct research. So it's not merely building a moon base, it is RUNNING a moon base. Making sure you have the cash flow to import rare components you can't make yet, making sure you have the energy to survive the Lunar darkness.
Was für ein geiles Game. Ich habe nichts erwartet und (bis jetzt) 26 Stunden Spielspaß gehabt. Die Grafik ist cool und das Setting auf dem Mond mal was anderes. Ich finde das Management gut und es ist ein bisschen wie Anno im Weltall bloß das man zusätzlich noch Fließbänder für die Produktion etc. bauen kann um genauer ins Geschehen einzugreifen. Ich sehe mich jetzt schon im nächsten Anlauf, da ich von Beginn an einige Sachen anders machen würde (mit dem Kenntnisstand von jetzt). Was ein kleines bisschen nervt sind "Missionen" die man bekommt und zeitlich begrenzt sind. Hier weiß ich noch nicht, ob man alle schaffen kann /soll oder ob die einfach nur Dynamik und Storyprogress bringen. Kurz zusammengefasst: Eine Mischung aus Anno, Factorio und einer tollen dystopischen Geschichte um den Mond. 8,5/ 10. Tolles Game!!! Die oft genannten FPS Probleme hatte ich auf Ultra- Settings gar nicht. Prozessor :AMD Ryzen 7 5700X 8-Core Processor (3.40 GHz) Installierter RAM: 32,0 GB GraKa: AMD Radeon RX 7900 XT
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 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
Самая лучшая игра в мире. А разработчики просто пусички <3
Hey Leute ,ich finde es ist ein geiles Spiel . Wer gerne Aufbaut und Herausforderungen sucht ist hier gut aufgehoben.Ein kleiner Tip hab ich auf Lager für die Laserquest.Es gibt eine Aufgabe die den späteren Verlauf der Laserquest bestimmt.Diese nicht beenden sondern erst alles in Ruhe aufbauen bedeutet forschen bis Ihr Quasi Regolith mit mehreren Regolithfarmer auf dem Mond besetzen könnt.Mehrere LKWs sind da wichtig. Dann könnt Ihr die Laserquest gut angehen.Auch wichtig viel Kolonisten helfen für schnellere Produktion. Ab und an sterben welche , keine Ahnung warum aber sie kann man gut ersetzen ^^.So dann mal viel Spass beim herausfinden welche Quest es ist. Will ja nicht zu viel verraten.Tip 2 speichert jede Phase 1 mal ab dann braucht Ihr nicht immer von vorne anfangen.
Still has a little ways to go, but i like the story and the factory mechanics. And things like fuel generators and outposts aren't all that clear how to use them.
Está un poco verde, no se por qué tiene tantas reseñas positivas. Lo probé con muchas esperanzas y me llevé una desilusión. Hay muchas cosas que son completamente básicas en un juego de construcción de fábricas, que este no tiene.. como por ejemplo poder crear blueprints, algo totalmente necesario para no estar 3 horas tratando de replicar una sección. O fijar limites máximos de producción, vía contendores o máquinas.. tampoco hay forma, se produce hasta que se llena el contenedor, provocando que tengas miles de materiales que no te sirven para nada. Y tampoco te guía en que hace cada cosa, se inventaron minerales pero no dicen como usarlos, hay que adivinar o googlear. El sistema de ciencia no tiene ningún sentido, descubrís cosas y te dan "puntos" automáticamente, que son por día y te habilitan el avance. Y el día que no lo usas, es un día que se pierden los puntos.. el realismo acá se lo patinaron. El arbol de habilidades.. tampoco le pusieron mucha onda a eso, otra cosa más que no tiene ningún sentido. Resulta que para construir una máquina super tecnológica necesito primero.. desbloquear una litera??? Quien diseñó la correlación del arbol? Deberían despedirlo. Y tengo una más grave donde el realismo lo tiraron por la ventana pero al 100%: el sistema de conexiones con cintas y cables. Se compran con créditos, y simplemente aparecen.. y si no tenés créditos, no podés poner nada. Es una fábrica! Como que no se construyen con materiales? Un disparate total. Tema colonos, me emocionó ver que combina robots y colonos en el mismo lugar.. pero rápidamente esa emoción se echó a perder cuando veo que tengo miles de cosas que me piden colonos, pero solo me dieron 4, y no veo forma de conseguir más sin pasear el rover por toda la luna buscando "gente". A caso nadie quiere venir a trabajar a la luna? Otro punto negativo al realismo. Y por último y no menos importante, la traducción.. me he pasado horas tratando de averiguar por qué me decía que determinadas cosas "no tenían energía", resulta que le pusieron ese texto cuando "no hay materiales suficientes", y errores de ese estilo hay miles.. cosas que no se entienden y que si no buscás en internet, estás condenado a adivinar y probar cosas. En fin, podría seguir con más cosas negativas pero ya dije demasiado, en su estado actual no puedo disfrutarlo porque me vivo encontrando cosas que digo "esto no puede ser..", y me cansé. Voy a esperar un par de años, a ver si cuando termine el acceso anticipado lo arreglaron o sigue igual.
This game is labelled 1.0 but that was all they did, even on high end rigs this game crashes more than a demolition derby full of blind people. Crash on purchasing colonists, crash on landing colonists, crash on load, crashes just for fun, better hope the autosave system doesn't corrupt itself, oh whoops it did that too...... This game is far from finished, it's still in early alpha stability wise. Don't waste your time as I did. Check their discord for the bug list, it updates every few minutes!
Great game kind of surviving mars and factorio. with a bit of dyson sphere mixed in. highly recomended.
Hallo, ich freu mich sehr auf die Vollversion, im Early habe ich bereits mehr als 2000h gesuchtet und kann es nur jedem Empfehlen der Basenbauspiele und Ressourcenmanagement abfährt.
I own a fair number of colony builder games as well as automation games, this one is a good mix of both, although right now it has a few issues it needs to sort out in development. Mostly involving balancing, but also with merging the two halves together. I'll explain in reverse order. Having people working on your moon base means having an entire section of your base and resources devoted to a separate part of gameplay. Ice and slag goes in, people, science, and food go out. Occasionally workers will sit in on some of your production machines and speed things up dramatically, but the only important contribution they provide is science points, which is handled in a very novel way. There are three research categories, and points for each category are gained separately and rather slowly over time as delivery rewards or barely-worth-it worker research. Some research items require points in two or three categories, usually in different amounts. This means you could be researching three different items at once, one in each category. A neat take, but it suffers from old habits; you can only see how long the first (of five) queued research items is going to take. The five-item queue also means that you can't have two of each category lined up... which in late game means you'll be wasting research points. You can't bank them. Very realistic, as is the research tree itself, but it does mean some need-them-early items are FAR down the research tree. Which brings us to another big current-build problem: resource lock. Mining resources produces random results. A pile of iron mined by a drone might have a 60% chance of producing iron, and a 1% chance of silicon, titanium, and aluminum. The rest is regolith or slag. You can refine regolith into other resources at a low percentage, but you'll always be producing waste products. Compared to factorio where one iron ore gives you one iron plate, one iron node with an extractor will produce a bunch of regolith which you can turn into SOME iron ore and mostly a bunch of useless slag (which can be turned into food after a couple steps, into or bricks when mixed with refined silicon, which makes the resource management even worse). You never get a one-to-one resource production, there is always a TON of waste. Which piles up. There's no way to just dump slag somewhere besides building a storage unit, letting drones fill it up, and then dismantling it or building a line of interconnected storage boxes, with nowhere to go. Except... Problem number three. Resource delivery. The basic drones can carry 1 unit of anything at a time. There are some deliveries for shipments that require 4,000 units. Oof. Do the math. There are modified drones for cargo hauling to solve this. They can carry 10 units. Do the math. Still oof. With research that can be brought up to 20, but we're still talking over 200 trips... because every drone will try to chip in, and the 1-unit carriers will interrupt conveyor-automated loading or cargo hauler trips. This will require balancing, but it leads to another problem: Repairs. Nearly every structure constantly needs repair. There's no maintenance, just work-until-break-then-use-resource-to-fix. An iron smelter might need a brick to get fixed, so you're constantly draining a few resources, but this just creates endless jobs for repair drones to do. They're bad at prioritizing, so the drones might be trying to deliver those 4,000 bricks one at a time while your entire base falls into disrepair, and the bigger it gets, the more repair you need to do one at a time. The more time it takes. The less anything else gets done. Which requires more drones... which eat up into the build limit (CPU), and drones cost more and more CPU. Which require more buildings to get more CPU, which require more power, which require more repair... All that to say there's a serious problem with workload balancing. It's not insurmountable though. There just needs to be some careful re-evaluation of how they've decided to do some things. Like building a big enough living space (the tutorial missions ask for 15x15, which is 225 squares... each square of which requiers at least two work orders, FOUR each on the walls. I was planning on making a giant food-factory-into-plant-burners slag deleting power plant, but even with 15 cargo drones and 5 builders it would take me a couple weeks of real time to see it finish. One delivery to each square could be solved by a 'deliver to worksite' change. At least then a cargo drone would alleviate things. But these are teething problems. Some rebalancing, some quality of life changes, some more work-priority options than 'do it right now/do it if you feel like it/don't do it ever' would help, some 'bring resources here' and 'empty this container' options would be good too. But don't let this list discourage you. There is potential here. If they figure out the 'automation' part of the game and connect it better to the colony builder part, this will be one of the best in the genre. Assume anything I didn't mention works fine or is obviously unfinished in a way that will work well in the final product. And as I said, the research is done in an interesting way. Net positive right there.
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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