
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.
Most likely between $2.7M and $7.6M. How we estimate →
Checked against 8 developer-reported gamesmedian error
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $31.99 | 75% | approximately $4.5M |
| Epic | $20.99 | 88% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $20.99 on Epic · United States (−34%). Compare 2 prices in 1 market →
Reviews
Themes across 1330 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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positive critical· bar length = how often the theme comes up
Reviews
Textures are blurry no matter the settings... and can you PLEASEEE, either normalise the Alices dialog and make her professional and a normal WOMAN, or simply remove her from the game..... she's utterly annoying and off putting... who wrote this dialog?!?!?!!?! Just add the setting to remove her completely, at least from sandbox mode. I will play the game more of course and might change my review to positive since I really like the concept, but so far, just because of the Alice, it's a NO... sorry, I just cant support this "im superior to everyone else" attitude... so incredibly idiotic... EDIT: Had to edit Engine.ini file to remove all of that blur... here are the lines I added to the bottom of the file if anyone has the same problem: [SystemSettings] r.MotionBlur.Max=0 r.MotionBlurQuality=0 r.DefaultFeature.MotionBlur=0 r.PostProcessAAQuality=0 r.Tonemapper.GrainQuantization=0 r.DepthOfFieldQuality=0 r.LensFlareQuality=0 r.SceneColorFringeQuality=0 Original article & author of these config changes: https://steamcommunity.com/sharedfiles/filedetails/?id=3290088076
So, I wanted to enjoy this game. I really did. On paper, it is exactly the kind of game I adore. BUT. It's so buggy. The drones, especially, never seem to do what they are expected to do. The larger the base, the more apt they are to be doing the wrong thing, ignoring priorities, etc. It's so finicky. Building can be an exercise in patience as you try to convince the tools to not do the wrong thing. It's so opaque. I spend more time googling than playing some days. The tips don't often match the descriptions, etc. Early Access stuff, I know, but still very annoying. I still haven't figured half of what I'm supposed to be doing with colonists and I finally just gave up. There is no clear path to understanding; no sense of progression being represented in challenges, etc. It's SO grindy. And utterly unbalanced. The amount of resources needed far outweighs those generally available and the entire thing is built on artificial constraints that are beyond infuriating. Potential here, but needs WAY more time to mature before it stands out.
This game was designed for the developers. They are the only people who will begin this game and understand it. The tutorial is abysmal. The concept is great, but the execution is disappointing. The configuration controls are unique rather than trying to make it understandable for people who like these types of games. I like the idea of how detailed the game was intended to be. I like the idea of the scope of the game also, but the execution is just lacking.
not for kids... intelligent and demanding. good planning and a quiet brain is needed for this game
I really dismissed this game at first. I thought it was ok but not that great. After giving it another shot I see I was totally wrong. There is so much more depth to this game than I imagined. The tech tree is vast and deep. So much to control and work on. They are active in dev and just keep adding more. Two thumbs up from me.
Good factory game but has save breaking bugs. Not trying to restart 16 hour save.
released waaaaaay too early. still a buggy mess with awkward controls. sad that they don't seem to listen to community feedback and work on pointless topics like flashy cut scenes and voice over tutorials instead of solid game mechanics. After 2 years I have zero confidence that this game will be good in the future.
I'm going to say "not now" on this. I'm hopeful that the developers will continue to work on it, and it may be a good game eventually. Right now it functions as a game. All the pieces seem to be there, and I didn't encounter any bugs as others have mentioned. However, the biggest problem is the game balance. The progression doesn't make any sense right now. The campaign and the missions/contracts in sandbox go from like 1 to 100 almost right away. There needs to be a better ramp up so that your production can meet the demands of the early game contracts. The tech tree is also difficult and should be reworked. I don't mind splitting it into 3 simultaneous research categories, but some of the early game must-have tech should be cheaper, especially considering you can't even create your own research points very easily in this. Overall the game needs a lot of revamping to get to a point where it's playable as a city builder. Right now it's just the components smashed together haphazardly, and it isn't fun.
目前玩着还可以,提几点改进建议,希望制作组能看得见。 1、玩家普遍反应的数值和流程上的问题就不说了。 2、科研界面滚轮速度太慢,后期科研界面从上翻到下找没研究的科技太慢,建造界面娱乐设施那页也是一样但是它有进度条可以拖(虽然进度条比较窄一不小心画面就往下跑),建议在科研界面显眼位置加一个大小更合适的拖拽条。建造界面拖拽条也适当加大避免误操作。 3、能增加舒适度的家具建议在建造界面就标明能加多少舒适度,同时这些家具建造完成后点选也看不见加多少舒适度建议在点选后的建筑界面内加上舒适度信息,而不是必须建造下来再点击舒适度滤镜才能看见。 4、部份建筑在放置蓝图阶段看不清朝向,比如柜子、小型电脑桌、沙发等,这些建筑即使没有实际使用功能仅是贴图,也请加上朝向,或者让它们在建造蓝图阶段更容易看清朝向。 5、看不见传送带上物品的信息,游戏后期传送带较多且相互纠缠,容易忘记哪条传动带是通向哪里的,物品模型/贴图也不清晰,除非特别熟悉能看一眼就知道上边的是什么。建议在点选传送带或光标停留在传送带上时显示其上的物品。无人机同理,建议增加点选无人机时显示该无人机当前携带物品的功能。 6、同样是传送带问题,后期传送带相互纠缠,尤其是大量使用地下传送带时,很容易忘记裸漏在地表的某一段传送带是从哪里通向哪里的,按住shift点选也只能选中一段。建议在点选传送带界面显示所选传送带的初始起点和最终的终点,或者其他方式能够直观看见一条传送带是从哪里通向哪里的。 7、地下传送带问题,当两条地下传送带在同一直线上的共同生效范围内时,传送带的入口和出口会不按你希望的方式匹配上。比如:A、B两条地下传送带在一条直线上且两条传送带范围重叠,我希望实现的是A进 B进 A出 B出,实际建造完成后会自动识别成A进 B进 B出 A出。这种问题导致在上述条件下要建造两条地下传送带时,必须让A、B两条传送带错开不在同一条线上。建议增加出口选择功能,当发生上述情况时让玩家自己选择哪个出口和哪个入口对应。 8、优先级问题,当前游戏只有3个优先级,根据我玩过的“Rim World边缘世界”和“Oxygen Not Included缺氧”,3个优先级有时并不足够,建议增加到5个优先级,默认优先级是0级(没有箭头),其上有1级(1个向上的箭头)和2级(两个向上的箭头),其下有-1级(1个向下的箭头)和-2级(两个向下的箭头),这样能更好的分配工作。最好能够用不同的颜色区分优先级的高低。调整优先级功能也需要改进,建议在玩家点击调整优先级按钮后先让玩家选择想要调整到的优先级再去选择需要调整优先级的建筑,而不是直接选择建筑然后循环调整直到达到玩家想要的优先级。殖民者工作也建议增加优先级,比如某个殖民者同时擅长医疗和厨师工作,我希望他优先进行医疗,当医疗工作无法开展时再进行厨师工作。这样建筑优先级和殖民者工作优先级结合,就能实现更复杂的工作计划和安排。还有建造房屋的优先级无法调整,有时我希望无人机在空闲时再进行房屋建造工作,只能通过调高其他建筑优先级的方式实现,如此一来就有好多建筑处于3级优先级,那就等同于没有优先级。将优先级增加到5个等级,且可以调整建造房屋的优先级后,我就可以通过仅设置建造房屋为-1甚至-2优先级,而不用调整其他建筑的优先级,实现“仅空闲时建造房屋”的预期了。 9、殖民者工作安排问题,目前手动安排殖民者工作只能先选择建筑,再从殖民者列表内选择殖民者,同时殖民者名字无法修改或备注,游戏后期需要殖民者工作的建筑很多还要从40多名殖民者中选出想要的那位非常痛苦。建议增加殖民者改名功能或备注功能方便玩家在招募殖民者时能够,参考“Timberborn海狸浮生记”把所有生产建筑以简洁列表的形式统一到一个界面内,方便玩家统一安排殖民者工作,或者在殖民者管理界面增加安排殖民者到哪个生产建筑工作。 10、游戏目前没有框选功能很不方便,比如游戏中期使用大型太阳能板替换初期的小型太阳能板,需要拆除小太阳能板时,虽然可以按住shift连续选择,但是没有框选方便。建议增加框选功能,或者类似“Rim World边缘世界”的一键多选附近同类建筑的功能。 11、殖民者/无人机选择问题。当殖民者可以升级时,玩家点击屏幕上方的提示并不会直接选中可升级的殖民者,而只是屏幕跳转到该殖民者位置,还需要玩家再次手动点击选择殖民者。但此时殖民者大概率正在使用某个建筑,模型/贴图是重叠的,首次点选大概率会选中建筑而不是殖民者,非常不方便操作。导致我游戏后期有殖民者可升级时,必须先按下暂停键,然后点击屏幕上方的提示跳转画面,再放大画面仔细的去点击。无人机同理,也是模型/贴图较小且通常与建筑模型/贴图重叠。建议当殖民者可升级时点击屏幕上方提示跳转画面的同时直接选中该殖民者。而且建议给光标下的建筑/人物/无人机增加高亮描边。 12、路径显示问题,建议增加点选殖民者/无人机时显示该殖民者/无人机当前的路径。 以上建议希望制作组能够看见并考虑,祝愿“The Crust”越来越好。
Not worth the price. The game has a lot of different features, but none of them are integrated seamlessly. Everything is a struggle. Nothing is balanced, The main questline wants you to keep doing things that are beyond your current capabilities. Which would be fine, if it did not involve a huge grind for research. Will I keep playing this game, probably yes, The game's somewhat fun, just not $25 fun. This feels more like... $10 fun. You know what's even worse? The game gives tinnitus every single time you run the game. It starts with a cutscene with high pitched static, and you can't skip it fast enough. Mentioning this in their discord results in a total of 0 responses. Meaning that I doubt they care about our ears. The game is just a hot mess of 300 things thrown together. And everything demotivates you because it's not paced and is just thrown at you. The game is in "early access"... cool... but do I ever expect them to properly balance things when they don't even bother slowly adding things from the start? no. I've seen enough games like this to confidently say that this game will never be properly balanced or properly paced.