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The Crust: the Moon does not forgive improvisation, and 1.0 finally adds a mode for planning
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The Crust: the Moon does not forgive improvisation, and 1.0 finally adds a mode for planning

Lunar colony, conveyors, drones and contracts with Earth. After two years of early access, the finished version brings a campaign and multiple endings.

A

Alexandrosse

·10 min read

InsertCoins.press Score

8/10

Verdict

Recommended

There are two schools in the space colony game. The one that tells a story and forgets logistics, and the one that simulates logistics and forgets you are supposed to care about somebody.

The Crust attempts both, and its 1.0, released two days ago, arrives precisely to fill the gap that remained.

The Crust, the lunar colony

The foundation

You build a colony on the Moon.

You mine lunar resources, craft the machinery that processes them, and power your base with satellites and batteries. You climb three separate research trees to unlock your technological capabilities.

Then comes automation, the game's real pleasure: conveyor belts and drones take over so you no longer have to watch every flow. That is the genre's classic loop, well handled here.

Around it sit two less expected systems.

Exploration. You send a rover to various sites to dig into the Moon's secrets, which gives you a reason to leave the base blueprint.

Trade with Earth. Contracts tie you to terrestrial factions, and your decisions shape their political landscape. You can pick a side or navigate between them for maximum profit. That is what stops the Moon being a sandbox cut off from the world.

Colonists are the critical resource

This is where The Crust separates from pure factory games.

Your colonists have health, mood and needs you have to track. You hire experts, and crucially their traits and skills determine what you can optimise. A badly composed team plateaus, however good your conveyors are.

That forces you to think about base and crew together, which few games of this type genuinely require.

The Crust, conveyor automation

What 1.0 brings

The finished version arrived with four additions, each answering a complaint from early access.

A full campaign with multiple endings. That was the big gap: the game had systems and no destination.

A Planning Mode. This is the one that interests me most, because the main frustration of this genre is having to build in order to discover you got it wrong. Being able to draw before you pay changes the nature of the exercise.

A Sandbox 2.0, for those who want the machine without the narrative.

And global events, which stop a mature colony running itself.

The game also arrives on macOS with this version.

The reception

The Crust has 2,525 positive reviews out of 3,301, a little over three quarters satisfied, accumulated through early access.

That is a solid rather than triumphant rating, and it matches what I think: a dense, demanding, sometimes austere game that asks you to love flow charts as much as colonists.

At 19.49 euros, with VEOM Studio at the controls and Crytivo publishing, it is an honest proposition for the genre.

My main reservation remains pacing. A lunar colony takes time to get going, and the first hours demand patience before automation finally rewards your effort. Planning Mode should help, and that is precisely why it arrives today.

The Crust, rover exploration

Which Earth faction did you pick, and how many hours before you betrayed it? We compare diplomacies on the InsertCoins Discord.

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