
Moonshine Inc.
Roughly 62% of Steam players recommend it, that split tells you everything: a genuinely original bootlegging sim with satisfying distillation depth, undercut by rough edges that punish impatient buyers.
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About Moonshine Inc.
My spreadsheet instincts kicked in hard the moment I saw Moonshine Inc.'s recipe system, a quad-section tech tree divided into Moonshine, Whisky, Brandy, and Vodka quadrants, where recipe quality scales the closer you push toward each corner. That kind of structured progression is catnip for the min-maxer in me, and for the first few hours the loop genuinely delivers. You plan your batch ingredients from a pool of over 50 options spanning sugars, fruits, vegetables, and grains, run them through fermentation, then manually tune the distillation by adjusting foreshots, heads, hearts, and tails to chase either quality or raw ethanol strength depending on what a given client wants. Bottling adds one final dial, fortify, dilute, set a price, name your product. It is a legitimately multi-stage crafting pipeline with real decisions at each node, and fans of games like Terroir or Hundred Days will recognize the satisfying tension of optimizing each run. The wider management layer asks you to hire workers, maintain equipment, source ingredients discreetly, plan delivery routes across five progressively harder regions (mountains, forest, swamp, town, city), and dodge a police alert system represented by a red-light threat meter. On paper that is a solid sim skeleton. In practice, the execution is uneven. The alert system misfires, the pressure bar was reported rising regardless of player behavior in multiple reviews, which kills the strategic tension it is supposed to create. Delivery routing is similarly thin: drivers take preset paths with no player input on cop avoidance, which feels like a missed opportunity in a game literally themed around outrunning the law. The story across 37 main quests and various side missions provides light context about reclaiming a family operation, but the narrative is thin enough that it barely motivates the chapter-to-chapter grind. Here is where I will be honest about the accessibility situation, because this is a game that can be approached correctly. The tutorial is thorough, some reviewers called it one of the most in-depth they had seen in the genre, and a Sandbox mode lets you unlock all buildings, disable alert levels, enable instant crafting, and effectively strip the difficulty ceiling entirely. For newcomers to the sim genre, that Sandbox acts as a proper training ground. The campaign itself has a measured difficulty ramp: early missions teach the fermentation and distillation systems step by step, and later regions demand tighter logistics and better equipment choices. If you treat the early game as a chemistry lesson rather than a race, the systems open up and the satisfaction of cracking a new recipe cluster is real. The problem is the game does not communicate failure states well, when a batch underperforms, the feedback on what went wrong is sparse, which turns legitimate learning moments into frustrating guesswork. Technically the game shipped rough and community feedback post-launch reflected that. Save system bugs and balance problems were significant at launch, and while Klabater patched steadily through the early months, some stability and UI complaints persisted well into post-launch reviews. There is no mod ecosystem to speak of, the AI opponents are nonexistent (this is a solo management game), and the story endings, three possible successes plus a Game Over, provide some replayability motivation but not a lot of strategic variance. The Americana soundtrack is warm and atmospheric, the art is clean, and the setting is genuinely distinctive in a genre full of factory floors and fantasy taverns. None of that fixes the mechanical imbalances, but it does make the hours you spend inside the sim feel lived-in. Bottom line for my fellow sim-heads: if you can tolerate a game that is more proof-of-concept than polished product, the distillation and recipe systems alone justify a patient run-through. Go in expecting Crossroads Inn levels of jank, not Stardew levels of craft, and you will find something worth your time, especially at a discount. Diego, Scout Team
Tags
Steam Deck & Linux
Valve rates this game Steam Deck Playable.
System Requirements
Minimum
- OS
- Windows 10
- Memory
- 8 GB RAM
- DirectX
- Version 11
- Storage
- 18 GB available space
- Graphics
- NVIDIA GeForce GTX 1050 Ti
- Processor
- Intel Core i5-4460 3.20 GHz
Recommended
- OS
- Windows 10
- Memory
- 16 GB RAM
- DirectX
- Version 11
- Storage
- 18 GB available space
- Graphics
- GeForce GTX 1080 Ti
- Processor
- AMD Ryzen 5 2600
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Game Info
- Developer
- Klabater
- Publisher
- Klabater
- Release Date
- Dec 1, 2022