About the Game
1.0 OUT NOW — full campaign with multiple endings, Planning Mode, Sandbox 2.0, global events, macOS
Mine resources and automate their production processes
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.
Automate resources with conveyor belts and drones.
Streamline your resource management as you deploy conveyor belts and drones for seamless automation
Explore
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.
Trade Resources
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.
Assemble a team of colonists
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
Screenshots
35 imagesVersion Information
Steam Patch Notes
Official update history
# Hotfix 1.0.6.1
Fixes stuck walls, that sometimes appears on doors after loading a save
Changes
Added 2 new tracks by our composer, Ilya Khaminov.
Added the ability to remove roads using the Universal Demolition tool.
Increased the radius of generated resource veins.
Fixed road demolition. It now correctly refunds the credits spent.
Fixed an issue where pressing Esc when an urgent story contract appeared prevented the quest from progressing.
The credit deduction sound is now linked to the audio settings.
Improved the settings layout.
Localization fixes.
Updated some artwork.
Shower balance.
MacOS
As an initial workaround for the black screen issue on some Mac models, we’ve added the ability to skip any video while we investigate the issue with the goal of resolving it completely. To skip a video, hold down the Space bar for 5 seconds..
Patch 0.99.95
Added
- Added a capsule with resources from CRUST in the "Place to Live" quest.
- Added the ability to quickly clear resources from a conveyor by hovering over it and pressing the M key.
- Added a tooltip about energy shortages in the Flight Control Center when in auto-trade mode.
Fixed
- Fixed a bug where in some cases contracts would not appear in the active list.
- Fixed a bug where the tooltip for the purchase timer of resources, modules, or colonists would display information about resource shortages.
- Fixed a bug where upgrading an Underground Conveyor while holding Shift would trigger the upgrade twice.
- Fixed a bug where the Fuel Factory would start working incorrectly after being upgraded.
- Fixed a bug where in some cases the second column of the side resource panel would be empty upon opening.
- Fixed a bug where in some cases, after disabling the Large Vehicle Assembly Facility and re-enabling it, the Mobile Drilling Rig would not continue construction. Also fixed the same bug when constructing a drone in the Small Vehicle Assembly Facility.
- Fixed a bug where the "Place to Live" quest tracked the construction of the Pharmaceutical Factory instead of the Medical Center.
- Fixed the localization of the "Active Flights" text.
- Fixed the height of the conveyor hologram.
Changed
- Changed the description of the Tech Center.
- Now, when changing the resource type in the Refrigerator, previously stored items drop to the tile in front of the module.
Balance
- Slightly reduced the impact of drone count on CPU; overload now starts at 21 drones.
- Changed the research positions of the Medical Center and the Pharmaceutical Factory.
- Reduced the research and construction cost of the Medical Center.
- Slightly increased the research and construction cost of the Pharmaceutical Factory.
- Balanced the cost of some research in the social branch.
- Increased CPU consumption of the Medical Center: 0 → 5.
- Increased CPU consumption of the Pharmaceutical Factory: 3 → 10.
- Added food distribution points to the Kitchen: 14 → 18.
- Added food distribution points to the Industrial Kitchen: 17 → 24.
- Added food distribution points to the Refrigerator: 4 → 32.
- Balanced the starting skills of colonists.
- Increased the capacity of all gas veins on the base by 40–100%.
- Increased the Gas Extractor's power consumption: 12 → 22.
Hotfix 0.99.93
Fixed a bug where in some cases upgrading a conveyor segment would upgrade it by two levels at once.
Fixed a bug where in some cases contracts wouldn't appear in the active tab until filters were reset.
Fixed a bug where contracts from SCT Ltd wouldn't appear.
Fixed a bug where the overflow button would turn yellow.
Fixed the balance of the Fuel Generator efficiency upgrades.
Balanced the starting story contracts (reduced engineering points in favor of social points).
In some contracts, the engineering point reward has been replaced with social and fundamental points.
Reduced the construction cost of the Medical Center and Pharmaceutical Factory.
Reduced the research cost of the Medical Center and Pharmaceutical Factory.
Changed the sorting of buffs in the Tech Center.
Patch 0.99.92
Added
- Added sound to the process of scanning anomalies, resources, and territories with probes.
Fixed
- Fixed a bug where transferring overflow resources from one storage to another placed directly next to it would cause negative values of that resource.
- Fixed rare cases where a specific arrangement of modules and walls could cause drones and colonists to get stuck.
- Fixed a bug where in some cases the resource shortage tooltip would behave incorrectly.
- Fixed a bug where the purchase timer tooltip for modules and colonists would display resource shortage information.
- Fixed incorrect behavior of the side panel when entering the contracts window via the timer or the button in the bottom panel.
- Fixed the Pressing Module upgrade; it now provides a 20% speed boost.
Changed
- Removed the "Symmetry" music track from Streamer Mode.
Optimization
- Optimized colonist skeletons.
- Optimized hauler drone skeletons.
- Optimized the recalculation of science points from modules; it is now called less frequently.
Balance
- Base CPU on medium, hard, and very hard difficulties in the story campaign increased by 25 units.
- Balanced Smelting Furnace upgrades; each upgrade now yields clean numbers on output.
- Increased Large Solar Panel efficiency: 340 -> 360 at base level, and 440 -> 470 when upgraded.
- Reduced Large Solar Panel construction cost: duralumin plates 12 -> 10, modular frames 8 -> 6, concrete 50 -> 38.
- Reduced Large Solar Panel CPU consumption: 5 -> 4.
- Increased Medium Solar Panel construction cost: titanium plates 1 -> 2.
Hotfix 0.99.90.3
- Fixed a bug where tooltips when hovering over anomalies were empty.
- Fixed the sound behavior in probe launch mode when moving the mouse with the zone limit.
- Fixed a bug in the "Meteorite Fall" quest where the quest would automatically progress.
- Replaced the video in the "Meteorite Fall" quest with the correct one.
- Text corrections in the AI Analyst and in tooltips when hovering over science points in the top panel.
- Improved the tooltip when hovering over the active contract timer at the top of the screen.
- Removed the statistics and achievements categories from the "Journal" section.
Update 0.99.89
- Added information about science point categories to the corresponding tooltip in the top panel of the screen.
- Added an upgrade for increased colonist movement speed inside living quarters.
- Added visual indicators for module inputs and outputs when a module is selected.
- Added a tooltip when hovering over rocket cargo upgrades in the Launch Station.
- Added a block on the accept contract button if no Launch Station has been built on the base.
- Fixed a RAM leak that occurred when on the ground level of a large save while the game was unpaused.
- Fixed a bug where in rare cases modules in living quarters wouldn't detect available electricity.
- Fixed a bug where changing colonist schedules to 0% or 10% work time could cause them to get stuck at their workplaces.
- Fixed a bug where module upgrade buttons would stop responding after being clicked rapidly at low FPS.
- Fixed a bug where loading a save while a large capsule was landing would cause additional resources to be added to it.
- Fixed a bug where drones could get stuck in the elevator if you loaded a save while a large capsule with resources was landing on the Landing Platform.
- Fixed a bug where after loading a save during a large capsule landing, the resources wouldn't be counted toward the total.
- Fixed a visual bug where pressing Esc would cancel the capsule landing but still show the landing zone indicator on the ground.
- Fixed a bug where opening the transport menu would overlap the colonist menu instead of closing it.
- Fixed the Flight Control Center model — drones no longer clip through its texture.
- Fixed the conveyor input placement on the Industrial Kitchen, Fusion Generator, and Mineral Processing Plant.
- Fixed the outline of the Industrial Kitchen when selecting the module.
- Additional optimization of visual updates for resources on conveyors and in storage.
- Improved UX when using Esc. The button now behaves more correctly and intuitively.
- Improved the game speed indicator in the research window. It now shows the current game speed in addition to pause.
- The research tree tutorial has been updated with information on how to obtain science points.
- Updated the button for purchasing science points in the research tree.
- Improved the visuals of gas vein icons on the base.
- Improved the background saturation of available rocket icons at the bottom of the screen.
- Removed the "Supporter Pack" text from all screens except the main menu.
Hotfix 0.99.88.4
Added 18 new colonists.
Fixed a bug where on older saves some anomaly descriptions could be unlocalized.
Fixed a bug where the fuel production recipe using methane was not working correctly.
Fixed several rare cases where a rocket set to auto-sell could get stuck on the Launch Station.
Fixed an exploit in the auto-sell mechanic that allowed credits to be gained without sending resources.
Fixed a bug where in rare cases drones would get stuck because they couldn't pick up a resource from a hard-to-reach spot.
Fixed a bug where assigning the Flight Control Center for demolition and then cancelling it would cause a second, immobile satellite dish to appear on the module.
Fixed a bug where selling energy cells was not working correctly.
Balanced the upgrade costs for the Fusion Reactor.
Patch 0.99.88
- Added a new research — AI Trade Analyst. The Analyst automatically calculates the potential profit of a contract against current market resource prices and ensures the maximum reward for early contract completion.
- New research to increase the number of resource types available for auto-sell and auto-buy.
- New research to increase the speed of all trucks in the Tech Center.
- Fixed a bug where modules wouldn't consume water available at the base, reporting a shortage instead.
- Fixed a bug where in sandbox mode with custom settings the CPU limit value couldn't be changed.
- Fixed a bug where the Tech Center upgrade for faster colonist training wasn't working correctly.
- When conveyors are connected to farms and Rare Minerals Refineries, drone maintenance is now automatically disabled, and re-enabled when they become overfilled. This behavior can be changed in the module settings.
- Renamed the Beacon of Hope module (Supporter Pack).
- Balanced the capacity upgrades for standard and large trucks.
- Increased base colonist speed by 15%.
- Reduced the failure chance of the gas extractor in the Echo-7 quest by 50%.
- Reduced the average science point generation at outposts by roughly 25%.
- Reduced the number of science anomalies in orbital generation by 10%.
- Reduced the total number of anomaly points in orbital generation by 8%.
- Increased the cost of late-game research in the fundamental and engineering branches by 2–4%.
Update 0.99.87
Added
- Added a research for advanced slag processing to extract rare earth minerals.
- Added an option to “come and scan with LPS scanner” when assigning a rover via right-click.
- Added a tooltip about detaching the Multi-resource Storage from a module.
- Added icons for Tech Center enhancements.
Fixed
- Fixed a bug that prevented completing barter contracts.
- Fixed an issue in the “Black Obelisk” quest where two colonists could fail to return from the expedition while still remaining in the colonist list.
- Fixed an issue where during long, uninterrupted play on a save, colonists could start ignoring dining tables and neurostimulators intake.
- Fixed a bug where in some cases drones would not continue building a room after loading a save.
- Fixed a bug where in some cases drones could ignore module construction.
- Fixed a bug where in some cases drones could get stuck trying to pick up a resource dropped from a conveyor.
- Fixed a bug where in some cases modules would not connect to the power grid.
- Fixed a bug where in some cases a contract couldn’t be completed due to a rocket stuck in flight.
- Fixed a bug where after loading a save, the logistics panel would default to selecting the Flight Control Center that is in auto-trade mode.
- Fixed a bug where loading a save would not keep the game paused.
- Fixed a bug where the notification about a resource stuck on a conveyor wouldn’t disappear after dropping resources.
- Fixed a bug where the preferred resource filter for gases in the Cargo Dock did not work correctly.
- Fixed a bug where in some cases the quest timer could reset when loading a save.
- Fixed a bug where fractional values could appear in the electricity consumption tooltip.
- Fixed a bug that made it possible to land two rockets on one Launch Station.
- Fixed a bug where in some cases after loading a save, a rocket would depart without waiting for refueling to finish.
- Fixed a bug where in some cases refueling progress on a rocket would not be saved.
- Fixed a bug where removing conveyors while holding LMB would only grant money during the next demolition.
- Fixed a bug where auto-sell at the Launch Station was not working correctly.
- Fixed a bug where during the contract filling stage, rockets did not show the Launch Station they were on.
- Fixed a bug where during contract filling, rockets sometimes displayed a cargo capacity of zero.
- Fixed a bug where if you opened a contract via the logistics window, capsule icons wouldn’t change and their cargo capacity showed zero.
- Fixed a bug where overfilled drills would still deplete the deposits beneath them.
- Fixed a bug where the Ice Harvester interface could temporarily show fractional numbers.
- Fixed a bug with incorrect display of the Electrolysis Plant model when rotated or mirrored.
- Fixed a bug where the mining button in the Mobile Drilling Rig interface wouldn’t update after assigning via right-click.
- Fixed a bug where you could scan with the Ore Detector while on the upper level.
- Fixed the positioning of the room construction priority notification.
- Fixed a bug with contract icon display in the logistics panel.
- Fixed the recipe after upgrading the Carbon Fiber Factory to Mk.2.
- Fixed an issue where the Underground Elevator started pipe counting from -1/4.
- Updated anomaly descriptions — the displayed values now correctly match gas extraction speed.
Changed
- Updated the story requirement descriptions for unlocking the CRUST and UNIVERSE rockets.
- Changed the colonist profession requirement in the Gas Extractor quest.
- Removed the stuck resource notification from the Conveyor Elevator.
- Removed gases from distributor filters.
- Updated generator upgrade icons.
- Removed the check for a Launch Station when taking a rocket contract.
- The early contract completion reward field now shows percentage ranges instead of exact numbers.
- Changes to pause handling.
- Changed the conveyor input on the Biogenerator.
- Improved the model of the Industrial Kitchen.
- Improved the appearance of bulk resources on conveyors.
- Increased the scrollable area in the research tree.
- Removed the limit on the number of Gas Extraction Facilities at an outpost.
- Adjusted the size of the notification for a resource stuck on a conveyor.
- Tweaked the display of gas amounts in module recipes.
Balance
- Adjusted descriptions of Tech Center enhancements.
- Research speed boost from the Tech Center reduced: 20% → 15%.
- Jobs on all farms reduced: 2 → 1, productivity per colonist doubled.
- Secondary slag processing speed in the Single Regolith Refinery reduced: 15 → 30.
- Balanced the anomaly that improves solar panel generation at outposts: 15% → 20%.
- Balanced Tech Center. Energy consumption: 45 → 55, components required for construction: 24 → 34.
- Reduced storage upgrade cost by 30–40%.
- Reduced the number of ice veins based on difficulty: 9, 8, 7, 6 → 8, 7, 6, 5.
- Increased the auto-sell probability for fuel and energy cells at the Launch Station within the 200–500k$ price range by 5%.
- Balanced rocket speeds and flight durations to Io, Europa, and Titan.
- Reduced the cost of Outpost Gas Extractor upgrades by 50%.
- Increased the efficiency of Outpost Gas Extractors from 10% to 15%.
- Increased the chance of Argon and Neon veins spawning on the base map.
- Increased the gas volume of Argon, Neon, and Methane veins on the base map by 20–30%.
- Increased the Engineering Points cost of the Tier 3 Assembler upgrade from 22400 to 31000.
- Reduced the flight speed of all rockets traveling to Mars by 2–4%.
- Increased Concrete weight from 10 to 12.
Hotfix 0.99.86
- Added a tutorial for automatic resource transportation using Multi-Resource Storage.
- Added the ability to place decor on both sides of a wall if there are living quarters on each side.
- Fixed an issue where the previously selected landing location would reset after launching a capsule.
- Fixed an issue where, in some cases, the notification about a resource stuck on a conveyor would not disappear after the conveyor was dismantled.
- Fixed an issue where a conveyor would not highlight again when hovered over with Shift held down.
- Fixed an issue where resources would stop rendering at long distances.
- Fixed a text line in the CPU section of the Monitoring and Statistics window.
- Fixed a crash that could occur when assigning a route from the Mobile Drilling Rig interface.
\
Hotfix 0.99.86\
Added a tutorial for automatic resource transportation using Multi-Resource Storage.
Added the ability to place decor on both sides of a wall if there are living quarters on each side.
Fixed an issue where the previously selected landing location would reset after launching a capsule.
Fixed an issue where, in some cases, the notification about a resource stuck on a conveyor would not disappear after the conveyor was dismantled.
Fixed an issue where a conveyor would not highlight again when hovered over with Shift held down.
Fixed an issue where resources would stop rendering at long distances.
Fixed a text line in the CPU section of the Monitoring and Statistics window.
Current Release
Build 25261604
Uploaded Sep 12, 2026
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System Requirements
How to Install
TheCrust.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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