the mines got a lot deeper.
Been heads-down on the mining update for a while, and it grew into something bigger than I planned.
Mining used to be "hit rock, get ore." Now it's its own little game. You walk into the cave with a pickaxe, some water, and empty bags, and you dig. But the rock isn't safe everywhere. Some tiles are weak, and if you break into one without bracing it first, the ceiling comes down and you die. You respawn at a monolith, banged up, and your dropped gear is still sitting back in the cave — so you can go get it, if you're willing to head back in before the cave resets for the day.
It ends up playing a bit like minesweeper. You learn to read the walls, work out where it's dangerous, and prop up the risky spots before you dig through them. Lime for the supports is scarce, so you can't brace everything — you have to pick your spots. Harder rock needs a stronger arm and a better pickaxe, which means good food and a blacksmith. And that's the whole idea: mining is the front of a chain now. The miner digs, the smelter melts it down, the blacksmith forges it, the jeweler cuts the gems you turn up. Each one leans on the others. Your worn-out pickaxe even goes back in the furnace to become metal again.
The other half of this update you can't really see, but it mattered more. Skills used to level up in about four different ways depending on which skill it was — a real mess under the hood. I ripped all of that out and rebuilt it as one system. Every skill in the game now grows the same way: quick and generous when you're new, slower the higher you climb, and no hard ceiling — you can keep pushing as far as you've got the patience for. Better materials help too: bring back a rare, high-quality resource and you learn from it faster. Same with the weapon in your hand when you fight.
Smelting and forging are next. More soon.

I'll tell you a little about the map I'm working on, if anyone is interested of course. 


