Compara los precios de The Crust en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por VEOM Studio. Publicado por Crytivo. Lanzado el 15/7/2024. Disponible en PC. Géneros: Simulation, Strategy, Early Access.

A factory-automation and colony-management hybrid that puts you underground on the Moon with conveyor belts, drone fleets, and a save-file corruption problem you need to know about before buying.

My spreadsheet instincts lit up the moment I understood what The Crust is actually asking you to do: not just build a base on the Moon, but solve a cascading industrial puzzle where every belt junction, every drone priority, and every power budget decision feeds into a single fragile production chain. That dual-layer structure, surface operations for landing pads, vehicle factories, and solar arrays paired with underground tunnels housing your colonists and heavy processing machinery, is the design hook that keeps this apart from flat-plane factory games. Most automation titles give you one plane to fill; The Crust makes you think vertically about ore flow from the moment you unlock your first cargo elevator. The core loop rewards the kind of player who actually enjoys figuring out ore throughput ratios. Regolith comes out of the ground as a mixed ore and has to be sorted, processed, and routed through conveyor belts before it becomes anything useful. Titanium concentration can swing from 40 percent down to 3 percent depending on your excavation zone, and your processing lines have to stay solvent through both extremes. That specific problem, keeping the Multi-Regolith Refinery fed without backing up your slag lanes, is genuinely clever design. Layer on top of that a CPU capacity mechanic where automation itself requires processing power that scales with base size, plus a power management system built around the Moon's 28-day day-night cycle forcing you to plan battery and satellite coverage weeks of in-game time in advance, and you have a game with real strategic depth in its mid-game loops. Three research trees unlock new technologies, Helium-3 extraction adds another resource dimension, and Earth trade contracts let you pick factions and shape off-world politics in ways that feed back into your supply priorities. Colonist management sits on top of all of that. Workers are not just population numbers: individual traits and skills affect research speed and production efficiency, health and mood have to be maintained, and some factory tasks cannot be automated at all, requiring a staffed human workforce rather than drones. For strategy players accustomed to Paradox-style resource dependency graphs, this is the kind of interlocking system that makes late-game sessions run long. The developer has also committed to a roadmap that includes temperature simulation inside buildings, expanded faction interaction, rocket construction for solar-system travel, and eventual lunar tourism, all backed by a Kickstarter campaign that raised over $200,000 and a community that gets multiple patch updates per week. Now for the honest part. This is still Early Access, and a vocal portion of the player base has documented a serious save-file issue: crashes at large base sizes can corrupt not just the active save but previously healthy manual saves as well, leaving a mid-campaign colony unrecoverable. That is a real risk for anyone planning a long sandbox run. Drone pathfinding has also drawn criticism, with robots sometimes prioritizing tasks in ways that feel counterintuitive and slow things down rather than fixing them. The narrative campaign, while present, uses synthetic voice acting and machine-drawn character portraits, which undercuts the storytelling ambition. On the positive side, VEOM's patch cadence is aggressive, the community forums are active, and overall Steam sentiment sits in Mostly Positive territory across more than 2,000 reviews, suggesting that for most players the good outweighs the rough edges. If you have played Captain of Industry or Satisfactory and want a setting change plus the added complexity of colonist welfare and faction politics, The Crust is a serious candidate. If unstable save states on long campaigns are a hard no for you, waiting another patch cycle is the sensible call. Diego, Scout Team

The Crust
SimulationStrategyEarly Access

The Crust

15 jul 2024VEOM StudioCrytivo
GamerScout opina

A factory-automation and colony-management hybrid that puts you underground on the Moon with conveyor belts, drone fleets, and a save-file corruption problem you need to know about before buying.

PC
Steam Deck PlayableProtonDB Gold
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Mínimo histórico: €7.78

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My spreadsheet instincts lit up the moment I understood what The Crust is actually asking you to do: not just build a base on the Moon, but solve a cascading industrial puzzle where every belt junction, every drone priority, and every power budget decision feeds into a single fragile production chain. That dual-layer structure, surface operations for landing pads, vehicle factories, and solar arrays paired with underground tunnels housing your colonists and heavy processing machinery, is the design hook that keeps this apart from flat-plane factory games. Most automation titles give you one plane to fill; The Crust makes you think vertically about ore flow from the moment you unlock your first cargo elevator. The core loop rewards the kind of player who actually enjoys figuring out ore throughput ratios. Regolith comes out of the ground as a mixed ore and has to be sorted, processed, and routed through conveyor belts before it becomes anything useful. Titanium concentration can swing from 40 percent down to 3 percent depending on your excavation zone, and your processing lines have to stay solvent through both extremes. That specific problem, keeping the Multi-Regolith Refinery fed without backing up your slag lanes, is genuinely clever design. Layer on top of that a CPU capacity mechanic where automation itself requires processing power that scales with base size, plus a power management system built around the Moon's 28-day day-night cycle forcing you to plan battery and satellite coverage weeks of in-game time in advance, and you have a game with real strategic depth in its mid-game loops. Three research trees unlock new technologies, Helium-3 extraction adds another resource dimension, and Earth trade contracts let you pick factions and shape off-world politics in ways that feed back into your supply priorities. Colonist management sits on top of all of that. Workers are not just population numbers: individual traits and skills affect research speed and production efficiency, health and mood have to be maintained, and some factory tasks cannot be automated at all, requiring a staffed human workforce rather than drones. For strategy players accustomed to Paradox-style resource dependency graphs, this is the kind of interlocking system that makes late-game sessions run long. The developer has also committed to a roadmap that includes temperature simulation inside buildings, expanded faction interaction, rocket construction for solar-system travel, and eventual lunar tourism, all backed by a Kickstarter campaign that raised over $200,000 and a community that gets multiple patch updates per week. Now for the honest part. This is still Early Access, and a vocal portion of the player base has documented a serious save-file issue: crashes at large base sizes can corrupt not just the active save but previously healthy manual saves as well, leaving a mid-campaign colony unrecoverable. That is a real risk for anyone planning a long sandbox run. Drone pathfinding has also drawn criticism, with robots sometimes prioritizing tasks in ways that feel counterintuitive and slow things down rather than fixing them. The narrative campaign, while present, uses synthetic voice acting and machine-drawn character portraits, which undercuts the storytelling ambition. On the positive side, VEOM's patch cadence is aggressive, the community forums are active, and overall Steam sentiment sits in Mostly Positive territory across more than 2,000 reviews, suggesting that for most players the good outweighs the rough edges. If you have played Captain of Industry or Satisfactory and want a setting change plus the added complexity of colonist welfare and faction politics, The Crust is a serious candidate. If unstable save states on long campaigns are a hard no for you, waiting another patch cycle is the sensible call.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:indieDual-Layer Base BuildingOre Processing PuzzleCPU ManagementColonist TraitsFaction ContractsPower Grid PlanningNarrative CampaignDrone Automation

Requisitos del sistema

Mínimos

OS
Windows 7 64-bit or newer
Memory
8 GB RAM
DirectX
Version 12
Storage
8 GB available space
Graphics
GeForce 960 or equivalent with 4GB of video RAM
Processor
Inlel i5-4590K or equivalent AMD-Hardware

Recomendados

OS
Windows 7 64-bit or newer
Memory
16 GB RAM
DirectX
Version 12
Storage
8 GB available space
Graphics
GeForce 1060 or equivalent with 6GB of video RAM
Processor
Intel i5-6600K or equivalent AMD-Hardware

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Información del juego

Desarrolladora
VEOM Studio
Distribuidora
Crytivo
Fecha de lanzamiento
15 jul 2024

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¿En qué plataformas está disponible The Crust?

The Crust está disponible en PC.

¿Cuándo se lanzó The Crust?

The Crust se lanzó el 15 de julio de 2024.

¿Quién desarrolló The Crust?

The Crust fue desarrollado por VEOM Studio y publicado por Crytivo.