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
Added
Added a system that reduces global reputation for failing to pay colonists' wages.
Fixed
Multiple adjustments to drone priorities.
Fixed navigation for most modules to ensure drones and colonists navigate around them correctly.
Fixed an issue where the upgrade that enables a dynamic mining radius for the Ice Harvester could not be applied after being researched.
Fixed a rare issue where more colonists than required could be assigned to certain quest-related Points of Interest, making the quest impossible to complete.
Fixed the incorrect display of power generation after purchasing the corresponding upgrade in the Tech Center.
Fixed an issue where the oxide output could not be changed in the Single Regolith Refinery when the slag processing recipe was selected.
Fixed an issue where one of the stages of the "A Place to Live" quest would trigger prematurely.
Fixed an issue where resource icons for items that were not actually inside a Truck with Trailer could appear in some cases, causing its interface to display only part of its actual contents.
Fixed module decals overlapping resources moving along conveyors.
Changed
Changed the colors of the values in the tooltip for the Gas Extractor at an outpost. Production per cycle is now displayed in white, while weekly production is displayed in green.
Added the ability to upgrade individual conveyor segments while holding Ctrl.
Added
Added new upgrades to the Tech Center: increased speed of all production module +10%.
Added new upgrades to the Tech Center: increased organic growth speed in all farms +7%.
Fixed
Fixed an issue where the third Smelter upgrade at an outpost could not be applied after completing the research.
Fixed an issue where drones would get stuck when saving the game after canceling an expedition they had been assigned to.
Fixed a rare issue where unfinished conveyors could transport resources under certain circumstances.
Fixed a rare issue where evacuated colonists could be picked up by a truck afterward, creating clones of those colonists.
Fixed the display of the priority adjustment icon above the Manufacturer when using the corresponding mode.
Fixed visual artifacts that appeared when selecting walls for demolition.
Optimization
Fixed an FPS drop in Communications Mode.
Changed
Upgrades for Large Solar Panels and Science Laboratories now work similarly to vehicle upgrades.
Added a warning about an approaching Solar Flare, which appears 12-36 hours before it begins.
The game now pauses when opening an urgent contract window.
Added colonist specializations to the tooltips displayed when hovering over colonists in the list.
Removed empty tooltips that appeared when right-clicking Points of Interest.
Balance
Rebalanced Solar Flare duration based on the selected difficulty.
Added an additional effect to the final story research options in the Fundamental and Engineering branches.
Increased the efficiency of all solar panels by 5–10%.
Reduced the wear rate of all modules by 5–10%.
Rebalanced the cost of some research options.
Increased the construction cost of CRUST and UNIVERSE rockets by 40k.
Increased the construction cost of rockets by 100k.
Fixed a bug where the recipe would not be set in modules whose construction was started in a previous version (1.0.30).
Fixed a bug where, in some cases, drones could get stuck while constructing, charging, or transporting resources.
Fixed an incorrect auto-sell status that indicated it was waiting for a resource while searching for a buyer.
Fixed a bug where the Ore Detector had to be reselected in order to scan again.
Fixed
Fixed a bug where drones assigned to the Cargo Drone Reconfiguration Module would get stuck inside it and fail to convert into cargo drones.
Fixed
Fixed a bug where balance changes were not applied to older saves.
Fixed one of the possible causes of a bug where, in some cases, quests would stop progressing and would all appear at once when loading a save.
Fixed a bug where the outpost transfer button for a quest would not work correctly.
Fixed an issue where incorrect navigation weights allowed colonists to walk through modules in living quarters.
Fixed an issue where assigning a capsule for launch would cause the selected Flight Control Center to switch to the first one in alphabetical order.
Fixed an issue where contract filters would reset when reopening the menu.
If research for Large Gas Storage was completed before the module was added to the game, it will now automatically become available for construction when loading a save.
Fixed an issue where new Encyclopedia pages would only appear after switching to the quest log and then back to the Encyclopedia.
Fixed an issue where gas deposit icons interfered with extractor placement.
Fixed an incorrect icon displayed on the box containing a purchased exercise machine.
Fixed a Russian voice line for one of the scientist's lines.
Fixed a bug where switching to probe launch mode from the Transport Cannon interface would not work correctly.
Fixed the behavior of sliders in resource buying and selling.
Fixed a bug where the module selection would not reset when entering various modes.
Fixed a bug where the rover's status would not update after geological scanning was completed.
Fixed a bug where the Fuel Factory was built with a recipe already selected, causing drones to only deliver resources there after it was reselected.
Fixed a bug where hauler or mining drones could be sent to a point of interest, which caused various issues with reconfiguration modules.
Fixed a bug where regolith delivered to the Expedition Center via conveyor belt would completely lose its oxide content.
Fixed a bug where a truck could depart for a point of interest without waiting for all the drones that needed to be brought there.
Fixed a bug where the rocket could get stuck in the waiting-for-new-loading status when the previous one was canceled.
Fixed a bug where the rocket could get stuck during refueling if the game was saved at the moment of its landing.
Fixed a bug where canceling a partially loaded rocket contract would cause the delivered resources to disappear.
Fixed a bug where drones could, in some cases, fail to deliver resources to the Launch Station for departure, causing them to get stuck and preventing the contract from being completed.
Fixed incorrect stacking of helium-3 extraction modifier bonuses.
Fixed the generation of contracts for other objects in the Solar System.
Optimization
Optimized the updating of values in gas-related interfaces.
Reselecting the Cargo Dock or Gas Storage modules now clears their previous data.
Changed
Improved the module recipe-switching system. If the raw materials remain the same after switching recipes, they will no longer be dropped on the ground. This also applies to Mk.2 upgrades.
Slightly increased the brightness of resources on conveyors.
Reduced the delay before the story continues after completing the "Strategic Planning" quest.
Changed the positions of the required and available bed counts in the colonist tooltip.
Added highlighting for the current player's position in the in-game leaderboard, matching the main menu.
Expanded the information in the tooltip when hovering over the rocket on the bottom panel.
Reduced the time before the meteorite impact notification appears.
Added a temporary notification at meteorite impact sites.
Improved the quest log. It no longer shows quest completion dates, and only story missions are marked with stars.
Balance
Rebalanced the costs and durations of interplanetary contracts and urgent interplanetary contracts.
Rebalanced colonists' starting skills.
Slightly increased the cost of Tier 5 conveyors: 7750->8000 per segment.
Rebalanced the research cost for Tier 5 conveyors.
Rebalanced the research cost for additional auto-selling slots in the Flight Control Center.
Rebalanced the flight time for interplanetary contracts to Titan.
macOS
Fixed modifier colors on the Orbital Map.
Added support for the ARM64 architecture. The game now runs natively on both Apple Silicon (M-series) and Intel Macs, delivering better performance compared to running through Rosetta 2.
Added
Added a new encyclopedia page: Manufacturer.
Fixed
Fixed a bug where colonists remained assigned to deleted workplaces in the Kitchen.
Fixed a bug where negative gas values could be obtained in some cases.
Fixed a bug where a truck could rarely get stuck in the Expedition Center.
Removed the ability to build a gas pipe support on a road.
Gas pipe support holograms now turn red when hovering over an area unavailable for construction.
Major Spanish localization fixes.
Changed
Improved the contracts tutorial.
Added unlocking of the locked rocket after completing the story.
Added
Added a new module: Large Gas Storage.
Added additional points of interest generations that trigger during gameplay.
Added new encyclopedia pages: Gas Extractor, Shower-Toilet.
Fixed
Fixed an issue where trucks in Patrol mode would not collect all resources.
Fixed an issue where the total colonist count did not include colonists sitting in trucks, as well as an issue with the incorrect personnel count displayed at the orbital level.
Conveyor connections from Distributors to modules that are placed directly adjacent to each other are now upgraded together with the Distributor.
Fixed incorrect updating of the total colonist count after staff die at an outpost.
Fixed a bug where the epidemic event could trigger when there were no colonists at the base.
Fixed a bug where, in automatic drone maintenance mode, a module's closed exit would not open after its internal storage overflowed.
Fixed a bug where, after switching a contract from rocket to ground with a Launch Station selected, a nonexistent Flight Control Center was substituted.
Fixed a bug where planned conveyor belts connected to modules would disable drone maintenance.
Fixed a bug where canceling a truck's route before it left the base would remove the colonists sitting in it from the list until the menu was reopened.
Fixed a bug where the Connector appeared available for construction without the corresponding research.
Fixed the collision of the Rare Minerals Refinery.
Localization fixes.
Changed
Improved the auto-sell system. Now, when a trade is canceled while a capsule is being loaded, not only subsequent sales are canceled, but the current one as well.
Blocked the ability to select an outpost while in the route assignment window.
Now, when switching a distributor with a conveyor belt connected flush to modules from planning mode to build mode (and vice versa), the conveyor belts are switched along with it.
Added a "My Place" button to the leaderboard in the statistics window.
Added skills to the tooltip when hovering over a colonist in the list.
Balance
Added transparent aluminum to some points of interest.
Reduced food weight 40->30.
Reduced the base market price of food 400->300.
Reduced the number of cook positions in the Kitchen 2->1. It now operates at maximum efficiency with a single cook.
Industrial Kitchen — reduced water consumption 6->5.
Industrial Kitchen — increased base efficiency 3->4.
Updated the description of the Battery upgrade.
Increased the base maximum amount of Water Ice that can be found at a single deposit on the global map 4000->5000.
Increased slag processing time for the "Deep Processing" alternative recipes by 100%.
Increased the number of hidden Points of Interest by 15–30%.
MacOS
Fixed visibility of resource gradients on Orbital map.
Added
- Added new Encyclopedia pages covering Regolith processing at outposts and patrols.
- Added new artwork to the loading screen.
Fixed
- Fixed a memory leak caused by module interfaces remaining in memory after being closed.
- Reduced the number of calculations of the total number of built modules.
Changed
- Updated the description of the "Advanced Trading License" research.
Balance
- Simplified the alternative recipe for Titanium Plates: Titanium Oxide 4->2.
- Simplified the alternative recipe for Duralumin Plates: Aluminum Oxide 12->10.
- Rebalanced the impact of production and decorative modules on room beauty. Decorative modules now provide more beauty, while the negative effect of the Kitchen, Industrial Kitchen, Carbon Fiber Factory, and laboratories has been reduced.
- Reduced the cost of laying pipes per segment 4500->4000.
- Rebalanced meteor shower intensity based on base size and game difficulty.
- Fixed a memory leak caused by completed timers being retained in the system.
- Fixed an issue where vehicle upgrades would not be applied if they were purchased before the vehicle first left the base.
- Added a restriction preventing saves while marking out living quarters.
- Fixed an issue where resources on conveyors would move despite the game being paused after loading a save.
- Fixed an issue where a specific sequence of actions could cause a crash when attempting to upgrade a conveyor.
- Fixed an issue where living quarters could be built without the required research.
- Fixed an issue where, in some cases, meteorites would fall underground upon impact.
- Fixed the behavior of the sliders used to select the amount of resources to buy or sell.
- Fixed an issue where more resources than the capsule could hold could be assigned to auto-trading. This would block buying and selling and prevent the module's mode from being changed.
- Changed the delay after completing the "Strategic Planning" contract before the Laser Cannon launches. The duration of the delay now also depends on the selected difficulty.
- Improved late-game events in sandbox games with custom settings.
Added
Added new Encyclopaedia pages covering outpost management, Helium-3 extraction, and colonist work at outposts.
Added a status for colonists who are sitting in a truck.
Added tooltips when selecting the difficulty at the end of the Prologue.
Added a check for the presence of a Cargo Dock at the start of the Echo-7 quest.
Added automatic updating of the gas counter in the Cargo Dock.
Added the game title to the pause menu.
Fixed
Fixed issues with rooms introduced in the previous patch. Affected saves have been restored.
Fixed a memory leak that occurred when opening the Contracts menu with unlocked factions.
Fixed an issue where, in some cases, trucks would plot their routes while ignoring roads after loading a save.
Fixed an issue where auto-trading statuses were displayed incorrectly when selling or buying using multiple slots.
Fixed an issue where the time remaining until research completion remained displayed after cancelling research.
Fixed an issue where the amount of Helium-3 at an outpost could become desynchronised after loading a save.
Fixed the displayed cost of hiring colonists.
Fixed an issue where wall decorations could increase the comfort level of an adjacent room instead of the room they were in.
Fixed an issue where removing modules that increased comfort did not reduce the comfort level accordingly.
Fixed an issue where the required resource counter for planned module construction could behave incorrectly when construction was cancelled while drones were delivering resources.
Fixed an issue where resources could be unloaded from trucks under modules.
Fixed an issue where a low-power notification would briefly appear after repairing a module.
Fixed an issue where, in some cases, no notification would appear when a colonist was ready to level up their profession.
Fixed an issue where the Rover's Geological Scan tooltip incorrectly stated that research was required when it had already been completed.
Fixed an issue where, in rare cases, the icon in the Flight Control Center interface could shift out of place.
Fixed an issue where, in rare cases, drones could move outside the map boundaries with certain configurations near the edge of the map.
Localisation fixes.
Changed
Improved the tooltip displayed when hovering over the outpost demolition button.
Removed the "Scout" button from the right-click menu for Points of Interest that have already been researched.
Improved the display of the estimated research time when there are not enough Science Points available.
Improved the road demolition animation.
Replaced some artwork.
Improved the construction animation for the Carbon Fiber Factory.
Expanded the Encyclopaedia page about Science Points. It now lists all available ways to earn them.
Balance
Increased the cost of the Rover's Geological Scanner upgrade 35000 -> 65000.
Patch 1.0.12
Added
Added a recipe copying system to the module and storage interfaces.
Added new speed-related research options to the CRUST Solution Science Points store.
Added medical supplies to the second Hope-2 capsule.
Added a new research option that increases the number of connections for an Electric Pillar to 6 and increases its maximum radius.
Fixed
Fixed an issue where disabling Planning Mode could result in an additional module being scheduled for construction.
Fixed colonist statuses while they are in the shower.
Fixed an issue preventing modules that do not require CPU from being moved from Planning Mode to construction when the current CPU exceeds the allowed limit.
Fixed UX issues that could, in rare cases, prevent roads from being demolished.
Fixed the name of the speed setting in the controls menu.
Fixed an issue where unfinished or planned Electrolysis Plants could, in rare cases, start producing oxygen.
Fixed the number of workplaces displayed in the tooltip for all farms and the Carbon Fiber Factory.
Fixed the name of the research mentioned in the scientist's voice line about underground mining.
Changed
Swapped the positions of the current number of beds and the required number in the colonist tooltip.
Improved the encyclopedia page about the Launch Station.
Added a new image to the News section in the main menu.
Updated research and upgrade descriptions.
The resource panel no longer collapses or expands when switching between levels (crater > underground level and vice versa).
Localization fixes.
Balance
Reduced the research cost of the Medical Center.
Simplified the requirements for researching roads.
Increased the amount of Science Points awarded for reaching a new level of relations with organizations.
Increased the capacity and cost of the Large Capsule: 9000->9800 units, $5850->$6400.
Reduced the research costs of the Large Storage and Large Bulk Storage.
Reduced the research costs of the Small Vehicle Assembly Facility.
Reduced the research costs of the Cargo Dock.
Reduced the research cost of the Robot manufacturing technology.
Reduced the research costs of Roads.
Reduced the research costs of the Programmable Conveyor Distributor.
Reduced the Press's CPU requirement from 4->3.
Current Release
Build 25785644
Uploaded Oct 11, 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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