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(6 edits)

Questions: How does "mining autoprogress limit" work? It doesn't seem to do anything. I'm also not sure how to progress in the "deeprun" achievement. Says I have 12/15, no idea how.

Mining: Ore clumping to increase your odds of a good pickaxe craft is useless. Better off doing more tries with lower odds, since you get the same odds of getting an upgrade at all overall, plus a chance to get an upgrade for a lower cost.

Village: It could use some adjusting. It's cluttered with all its resources and upgrades that do similar, unsatisfying things (mostly larger capacity). It's giving me around the same amount of global levels as mining, but it feels like it's taking a lot longer than the other because you have to put so much more effort and brainpower into it. I think i'd start by making farms/plantations/mines cheaper since they can't produce extra income without already investing into more workers.

School: I'd like it if the rewards were improved at the cost of making the minigames more limited, like with an energy meter or simply making it so you can only do each game x times a day. That way people don't need to grind it as much.

Gems: Seems really, really slow for upgrades that aren't too huge or interesting.

Despite all that, i'm enjoying the game and i'm looking forward to future updates.

(+1)

Mining autoprogress is a way to automatically dig down when you are on the deepest rock. The limit is the maximum amount of seconds the next rock can take to break for this to work. So if you put in 90 seconds it would keep digging down until it would take more than 90 seconds to break the next rock.

Ore clumping may be inefficient now, but that will change later in the game!

In the village, resource caps are a lot more important than in other features, which is why about every second building increases it. Buildings like farms, plantations and mines have the benefit of being persistent, which means that they stay even after prestige. So yeah, the village is intentionally slower than other features.

School is something I'm already working on, I simply did not expect players to grind that much for the time skips, so there will be some sort of limit on the amount of times you can play for these rewards.

Gems are (like the village) supposed to be one of the slower features, as they are meant to be a resource you really think about how to spend

I've found that clumping gets quite a bit more useful once you get a second metal to alloy with in crafting. You can use a large amount of the less scarce resource to improve the chances of getting something good out of the more scarce resource.