Join the thousands of miners who have already escaped the mine! Enjoy 20% off your trip into the depths of the mine!

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Full Steam announcements and update articles for this title.
Join the thousands of miners who have already escaped the mine! Enjoy 20% off your trip into the depths of the mine!
We've added a cutscene to the secret ending to make it feel more rewarding, and to make it clear to players that the game is truly finished this time.
If you have already triggered the secret ending, you can re-trigger it by interacting with the final element to play the cutscene.
Bug fixes:
The distant ambient sound would not pause when the game was paused, and would play all at once when the game was resumed.
Carbonite recharge would recharge the drill too much, but not the radar or the boots.
The sound of building collisions has been lowered.
The crates have been redesigned. You can now store beacons, mKeys and bananas in them. The UI has been slightly improved as well.
The destroyed base stations A6 and F2 were difficult to find. They should be easier to find now. This terrain modification will only be available in new games.
The localisation for the radar info text was missing.
Map:
The map has been completly reworked. You now have the path clearly displayed, with different colours for each.
You can hide paths to make the map look less dense, allowing you to focus on the important parts.
You can rotate, move and zoom in or out on the map.
You can ping a point of interest that appears on your map to make it visible from anywhere on your radar (like beacons behave).
Radar (S.Link):
We have changed the colours to make it clearer whether a base station is broken, even after it has been activated. We now have:
Red for unactivated gravity emitters.
Blue for activated gravity emitters.
Orange for unactivated no gravity emitters.
Pink for activated no gravity emitters
Those infos are also visible on the radar UI.
Refill station now have unique names. (Usefull for people making guides!)
Bug fix:
I6 and I5 were swapped on the giant screen.
The cursor now disappears from the UI when a gamepad is in use.
The input keys displayed in the UI when a gamepad was being used were incorrect.
From time to time, navigating a list of UI items with a scrollbar using a gamepad or the keyboard was a bit crazy.
In rare cases, the steam achievement for activating all 73 base stations wouldn't trigger, even though you stats did show 73 base stations activated. If you already have 73 base stations and still not the achievement, simply loading your game will unlock it.
Localisation:
"Movie Theater" extended beyond the frame.
"Surveillance center wasn't localised.
The instant recharge would provide ten times more than intended.
The instant recharge rate was too low, especially for the higher-level upgrades. Exploring and looting them ended up costing more battery than just moving towards the exit, making exploration expensive. Our aim is to encourage players to explore, but this was having the opposite effect.
The text panel in A8 was not localised.
The respawn label did not clearly indicate what part of your progression would be lost by respawning.
When loading the game, the player is projected onto the nearest terrain (so if you dig under a base station, you won't respawn in mid-air). In rare cases, the player could be projected really far if the raycast origin was under the terrain surface.
The building door would break if an object was in its way.
We made some changes to the galleries at the beginning of the game to speed up the pace.
We added a digital sign in the tunnel between F6 and J7 to indicate to the player that they shouldn't go without the boots.
When resuming the game, the bomb timer beeping audio would trigger all at once.
Some localised text has been corrected.
The radio centre and tower hub lock pad were missing from the roofs.
The button in the radio centre has been made more visible.
Occasionally, when the Steam overlay was shown and then hidden while the pause menu was open, the game controllers would stop working. This has now been fixed. However, showing and hiding the Steam overlay can sometimes cause the game to lose focus for some users. Simply refocus on the game and everything will be fine.
The autosave process would sometimes simply stop running after an error occurred. The entire saving system has been reworked, so this shouldn't happen anymore.
Here we are! The game has been officialy released! Once again, thank you for all your support, it means a lot to us, and truly made a difference for the game.
If you enjoy the game and want to support us even further, the best way to do so is by leaving a review on Steam!
Have fun and let us know how you managed to escape the mine (or didn't)!
Thank you, everyone, for playing the demo and helping us improve the game. We couldn't have done it without your valuable feedback!
More than 4,500 of you played it, which was unexpected. As you may know, this is our first game. By that, I don't mean that we worked in the gaming industry before quitting our jobs to make this game. We had no real experience in gaming before making it, so we learned a lot while developing it. We made some mistakes and learned from them so that we could release the best possible version of the game.
The demo ends today, March 6, at 7:00 p.m. CEST.
We'll see you again on March 13 for the official release!
The path from F006 to J007 and beyond would never lead the player to the boots. This part of the map will be reworked for the full game, but for now, in the demo, J007 is now too far from F006, meaning you can't follow this path at the start. Instead, you need to go back via the other available path in order to have a chance of finding the boots.
We have added a smooth transition to the elevator, so that the acceleration and deceleration no longer feel too stiff.
We have added the final set of textures for the assets visible in the demo.
The volumetric cone of mine's light was deleted in an update. It is now back in the game.
We have added options to turn vSync on or off and to manually set the FPS limit when vSync is off, so players can adjust their settings for the best possible gaming experience.
Here we are! Thank you all for your great feedback, which has helped us to improve the demo quite a lot. This is the last update we'll make to the demo for the Steam Next Fest, and we'll now focus on the final game for its 13 March release.
Here are the final updates coming in that build:
A new set of textures has been added to the game.
The two tunnels at the beginning have been reworked.
When remapping the controllers, the UI would not update unless the game was reloaded. Also, remapping would not remap the UI controllers, only the player's controllers.
A new set of textures has been added to the game. (There is still a few more to come.)
We have enhanced the footsteps system and added the sound of footsteps on plastic surfaces, soft surfaces and glass surfaces.
We made the system to enable us to pose the NPCs. Having NPCs in Tpose looked weird most of the time, especially for those in 0G.
When dropping an object from the inventory or placing a beacon, if the player was too close to a wall, the object would drop behind it. We now have a system that prevents this from happening.
A new set of textures has been added to the game. (There is still a lot more to come.)
A panel now appears in the main menu when you select the "Continue" button, showing you which game is the last one.
We have added a failsafe to the main menu. In very rare cases, some users would experience errors during game initialisation that would disable the menu's buttons.
We've lower a bit the volume of the low gravity warning sound design.
Some french subtitles wouldn't trigger correctly.
The tutorial texts explaining how to use the radar, the AGB and the beacon are now clearer.
The localisation system has been redesigned so that new languages can be added more easily, and the digital signs have also be localised.
In UIs, the text field would become deselected when the mouse exited its area, preventing the user from writing in it unless it was reselected and the cursor was still into the text field area.
The view camera's focal length used to be 18. It is now set to 14 by default for a wider field of view. It can be adjusted between 13 and 20 in the options menu.
We added a tunnel between F006 and J007 because we felt that this part was a bit fastidious if it was the first path the player chose.
A new set of textures has been added to the game. (There is still a lot more to come.)
When right clicking, the drill would go back in resting pose, even though the player is still digging.
A new set of textures has been added to the game. (There is still a lot more to come.)
It is now possible to invert the vertical look axis when using the mouse.
We modified the Steam achievement that required you to dig a given amount of soil because the final target of one million was ridiculously difficult to achieve.
The issue of the total dug amount value stopping from increasing when it was too high has been fixed.
We have completely remade the elevator system to enable us to implement additional checks and prevent players from using it to clip through terrain. You can also now call the elevator from any floor.
The Look function had a "dead zone" that applied to both mouse and gamepad controllers. This is now only applied to gamepads.
The UI pixel effect shader is now working properly in world space.
When using the AGB Prototypes, it was possible to force the player to rotate and clip through a building's wall or terrain. We have fixed this issue to prevent players from intentionally clipping through the buildings or terrain.
There is a world event near the beginning of the game to help ground the player in the situation.
A new journal has been added to help players find MKeys and provide more context about them.
A new set of textures has been added to the game. (There is still a lot more to come.)
When the game is paused, Miner 13 now waits one minute instead of three seconds before sitting down. This means that the player doesn't have to wait for him to get back up every time they save.
The soccer trophy has been moved so that it is more noticeable. Its previous position also felt a bit random.
The journals and memories lists weren't large enough and some journal and memory names were cropped.
The equipments info in the top left corner of the player UI wouldn't update when picking an upgrade from a NPC.
Even after you collected them, the radar marker of the Miner 31's boots wouldn't disappear.
An invisible collider would prevent certain actions near F005-F006, such as collecting journals and blocks.
The journals achievement wasn't achievable. There were only 16/17 journals to collect.
In some cases, the info text for the radio input key would not disappear.
You can now see the name of the closest base station in the bottom right corner, as well as the distance.
Miner 13 now has voice lines when you enter 0G without boots equipped, to help players understand what is happening. This was confusing at first.
The UI now triggers a warning when your gravity is low (under 0.6) and you don't have the boots equipped.
Miner 13 now has a voice line for each new tool upgrade.
The radar marker for Miner 31 boots was only visible up to 70 m, rather than the full range of your radar.
Uranium blocks are now visible in the dark. So, even when your light is out, you can still find some.
The beacon UI has been moved next to the bag UI because this makes more sense.
The rotation velocity in 0G is now clamped, so spinning should feel less intense.
A new texture set has been applied to some untextured asset. (Still a lot to do.)
Linked dynamic objects to ragdoll wouldn't initialise properly when loading the game in a different region.
Keys and bananas that were dropped from the inventory weren't saved and were lost after loading. They are now included in the saving process.
Collecting previously dropped objects don't add up anymore to the achievments count.
The flashlight gauge turns green when you hold the banana in your inventory, showing you the buff in action.
The achievement for completing each level's drill didn't work properly.
The checkboxes in the options menu did not display the checkmark correctly.
When collecting recharge, a collectable icon animation now appears, as with other collectables.
There are now tutorial texts explaining how to use the radio and the beacon for the first time.
When you collect a tool, the info panel stays on screen for longer.
Collectables are now automatically detected by the UI within a range in front of the player.
When joystick devices were connected to the computer, the player would move forward automatically.
If a voice line is already playing when a recharge is picked up (e.g. a journal or memory), the tutorial voice line for recharges will now not be triggered, meaning that the next recharge will still trigger its own tutorial voice line when picked up.
The detection angle of Miner 31 boots has increased slightly.
The volume of the journal voice line has been balanced. Some were not loud enough.
The demo's MKey achievement has been set to 5.
There were no subtitles at the beginning of the French version of the watch memory.
The third secret achievement could not be triggered.
Some invisible collider leftovers have been removed.
Corrections were made to the French translation.
All crates, except for the one at the beginning, were automatically emptied.
The NPC equipment colliders were still active even when the NPCs weren't wearing any equipment.
The radio notification sound now only triggers once.
We're thrilled to announce that the demo is finally live!
Please give it a try and share any feedback with us.
The demo will be available until the end of Next Fest on 3 March, and we plan to release the full game on 13 March!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Drill and Delve, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Drill and Delve statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
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