
Steam news
Full Steam announcements and update articles for this title.
This update includes 2 new main processing machines, elevators, unpackager, improvements to boxes, and translations to 10 languages.
Scrap accumulates as casings are created. When the machine is full, it will eject a Scrap Cube, which can be sold directly or recycled in a furnace.
Stretches out Rods and links them together to make a Wire Coil. Unlike the Threading Lathe, this machine is quite fast.
We added two new elevators! These were pretty tricky to design because we want to keep everything in the game using real physics.
The first is the Screw Conveyor. It uses an Archimedes' screw to bring ore up at a much steeper angle.
We originally designed it for raising boxes, but you might find it works well for other things too :)
It's a little weird to build it currently. After placing it down, you need to press "F" to interact with it to raise or lower the height. This is something I want to improve in the future when updating the general building systems.
You can now unpackage boxes made in the (newly improved) Packager!
Boxes can now be used for transporting objects longer distances to help reduce total object count.
There's also been an number of improvements to the physics of the boxes. They've also been made slightly smaller. In general, they should work much more reliably now.
We added some other stuff too! Like the Polished Sorter, Roller Merger, Fence Walls, etc.
The Packager is also now out of "Dev Test", and has received some improvements!
MineMogul is now available in the following languages:
简体中文 (Simplified Chinese)
Français (French)
Deutsch (German)
한국어 (Korean)
Português - Brasil (Portuguese - Brazil)
Русский (Russian)
Español - España (Spanish - Spain)
日本語 (Japanese)
Polski (Polish)
Italiano (Italian)
The translations are mostly finished, but there's a few minor UI issues in some languages that we'll be fixing these over the next couple weeks. If you notice any other issues, please let us know!
Added translations to 10 languages
Added new Wire Coiler Machine
Added new Wire Coils
Added new Casing Press Machines
Added new Casings
Added new Scrap Cubes
Added new Unpackager machine
Added new Screw Conveyor
Added new Roller Elevator
Added new Roller Merger
Added new Polished Sorter
Added new Fence Walls
Added new variation of the bottom chute that can connect to machines like the Bulk Sorter & Ore Crusher (Press "Q")
Added new quests associated with the new machines
Added button to clear all boxes (in the clear all ores menu)
Added animations for the Packager machine
Added new programmer icons for somethings
Updated package boxes to be a bit smaller
Updated conveyor support pillars when placed about a roller conveyor to have enough space to fit the boxes through them
Updated sell price of Gold Rods from 80/90 to 70/80
Updated Gold Pipe to model look more warped/broken
Updated the "Select Ore" menu to be taller and fit more things in it
Updated the final quests to require the new resources
Updated Packager & Unpackager to have their own research instead of being unlocked with the test items
Updated package box collider to use beveled edges - should help reduce it getting stuck on things (thanks to wub for the idea!)
Updated Blast Furnace to be able to create Steel Ingots if you put Steel into it (However, you still need the casting furnace to make Steel from Iron)
Reduced price of Packager from $12,000 to $8,000
Reduced physics sleep threshold - should help prevent things getting stuck in the Ore Crusher or on Hoppers
Reduced maximum randomized size of Crushed Ore slightly to prevent them from getting stuck in the Ore Crusher sometimes
Improved package boxes physics on roller conveyors
Improved physics of Roller Corners
Fixed randomly not being able to press F on things (caused by your held physics object getting removed)
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.
We started working on the next large update, featuring new machines & language translations!
We're translating the game! We're planning on adding these languages initially:
简体中文 (Simplified Chinese)
Français (French)
Deutsch (German)
한국어 (Korean)
Português - Brasil (Portuguese - Brazil)
Русский (Russian)
Español (Spanish)
日本語 (Japanese)
Polski (Polish)
Italiano (Italian) - NEW, added by community request!
Here's our updated list of what we're planning on working on in the near future! This isn't a complete list, and it's subject to change.
We're doing a bundle with shapez 2 to celebrate their new 1.0 release!
We've already started testing some of the new features on the Experimental Branch, with more to come!
After we finish this update, I want to spend some time experimenting with a new, multithreaded physics engine.
In most other games, all of the items on the conveyor belts are fake, purely visual and not-interactive. But in MineMogul, everything uses 100% real physics simulation. This is really fun, but it's very demanding on the CPU, so it limits how many objects the game is able to have at once before the FPS starts to lower.
So, if the new multithreaded physics engine works out well, we'd potentially be able to have way more physics objects at the same time, and much bigger factories!
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord. Also, if you're enjoying the game and the updates, please leave a review!
Sandbox mode is mainly for playing around and testing things out. It's not meant to replace the regular game mode. You can select the game mode when creating a new game.
Free unlimited building
No quests or research (everything is unlocked by default)
Noclip / Fly mode (Default key bind: "V")
New ore spawners exclusive to sandbox mode
New buildable deposit box exclusive to sandbox mode
There's a new flat map exclusive to sandbox mode!
There's a new handheld Ore Spawner Tool, and a new buildable Ore Spawner Machine exclusive to sandbox mode!
In sandbox mode, you can build your own deposit areas
Added new Sandbox game mode
Added new Flat Map*
Added new Ore Spawner Tool*
Added new Ore Spawner Machine*
Added new Mobile Depositor*
Added new Noclip / Fly (Default key: "V")*
Added new "Delete" button in inventory*
Updated breakable crates to break when going in the selling bin, instead of selling right away
Updated the game to remember your last selected inventory slot when load a save
Fixed "F" interaction menu not having a scroll bar when there are too many items in the list
* exclusive to sandbox game mode
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.
We've also updated the Demo. It's now up to date with the latest full version of the game, and you can continue playing any (new) demo save files when upgrading to the full game. Previously, it was on a SUPER old version, and was missing basic things like rebindable keys.
We started working on a new sandbox gamemode.
In this gamemode, everything is free and unlocked right away. There aren't any quests, it's mainly for playing around and testing things. We already had some of these tools for testing things during development, so we thought it'd be nice to give them to you, the players!
It includes a new flat map, a new tool, and new buildable objects exclusive to sandbox mode.
We'll begin testing this update on the experimental branch very soon now!
After sandbox mode, we plan on starting the next major content update with new machines and resources :)
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord. Also, if you're enjoying the game and the updates, please leave a review!
The Jackhammer is now able to break whole ore into crushed pieces! Very useful when setting up sorter baskets! (However, the sounds and animations remain unchanged and are still placeholder)
We fixed a number of issues where physics objects would phase through things, especially with high velocity.
It's a difficult thing to balance, because we want to have the fastest possible physics simulation to keep the FPS as high as possible, but having it so fast results in some issues at high speeds.
In this version, I made it so the Bottom Chute, Angled Chute, Splitter Chute, and Cannon will temporarily enable higher quality physics simulation on objects going through them. This should fix ore randomly phasing through conveyors sometimes when falling from really high up.
Added new Metal Roof object (currently unlocks with the wood building pieces)
Added basic sounds to the little waterfalls
Added special properties to Bottom Chute, Angled Chute. Splitter Chute, & Cannon which temporarily sets objects passing through it to use higher quality physics simulation, theoretically fixing the objects from phasing through things due to high velocity
Updated Jackhammer to be able to break Ore into Crushed pieces
Updated Geode drop chances:
Quartz 80% -> 70%
Amethyst 15% -> 20%
Celestite 5% -> 10%
Updated Casting Furnace to give 6 material points when using Ingots (instead of only 1). This allows you to make iron ingots elsewhere, then use the ingots as material for making steel
Updated Casting Furnace to only consume coal when creating steel
Updated autominer placement spot ghosts to be red if they're for the wrong autominer type
Updated Casting Furnace collider to allow fewer ore hidden inside it when overloaded
Updated Casting Furnace to also accept slag in the coal input (although, it's still not ideal to make slag)
Updated Casting Furnace to get 4 fuel points from Coal Ore Cluster instead of only 1 (however, it's still better to send it through a Cluster Breaker first)
Reduced amount of Gold Pipes & Gold Threaded Rods needed for Master of Pipes & Master of Threaded Rods quests from 200 to 10 (because they are bad, unideal to make, similar to slag)
Lowered physics sleep threshold - should help with hoppers getting clogged randomly
Fixed things phasing through the Cluster Breaker sometimes
Fixed geodes getting stuck inside the Cluster Breaker sometimes
Fixed Threading Lathe completely deleting anything that wasn't a rod (now they'll just get stuck in front of the machine)
Fixed some cases of objects phasing through the sides of the hopper at high velocity
Fixed most cases of ingots falling through the ground when coming out of the Blast Furnace that doesn't have a conveyor in front of it (may still happen very rarely in some cases)
Fixed Top Chute not automatically turning into the hopper variation when placed under a hopper
Fixed item weight getting rerolled when polishing it (however, this weight stat doesn't really do much currently)
Fixed molten metal plane visually clipping through the sides of the Casting Furnace
Fixed Pipe Roller being able to be placed in invalid spots
Fixed Threaded Iron Rods having the exact same sell price as non-threaded Iron Rods
Fixed a bunch of small holes in the new cave
Fixed not being able to sell the breakable crates (however, you should just break them to get the loot)
Fixed hidden hardhat on original map's viewmodel being bugged if you picked it up in the same session as migrating your save
I'm going on vacation, so there won't be any updates for the next couple weeks.
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.
MineMogul's biggest update yet is out now! Go play or read ahead if you want spoilers:
We've added a whole new map to the game! This is a new option available when starting a new game.
It's got much bigger spaces compared to the original map. There's lots of space to build freely without large pillars in the middle of the room.
We've added a new large Casting Furnace with interchangeable molds (Ingot, Gear, or Double Ingot).
It can either be used to make the new Steel resource if you add coal to the side, or it can be used as an upgraded Tier2 version of the Blast Furnace.
The new Heavy Auto-Miners need to be placed on special Heavy Auto-Miner spots, and can produce Ore Clusters and rare Geodes, which can be processed by the new Cluster Breaker machine.
A highly request feature, a wearable flashlight is here! You'll still want to place lights around your factory, but this new helmet should help out a ton while exploring! There's no clothing system/equipment slots yet, so just having the Helmet anywhere in your inventory will allow you to press "C" to toggle the light.
The Jackhammer serves as a faster Tier2 pickaxe with no other features currently. Note: its animation and sounds are very placeholder.
This new machine allows you to thread rods. It's quite slow, but designed in a way to allow you to easily build multiple of them next to each other for more throughput.
We've added a new Roller Splitter. It's the ultimate tier splitter with a true 50/50 split and no spilling.
We've also added extra variations for the Smart Splitter, which you can press "Q" to switch between.
We've added new buildable walls and improved the scaffolding. There's now 1x2 and 1x1 scaffolding pieces, and you can place them partially inside the terrain / cave walls!
It can be tricky to place these walls currently, so we'll probably be improving them in a future update.
If you'd like to continue on your existing save files, you can! The old map remains a more challenging option, and has been updated with the new content. Many areas have been made bigger and been updated to have Heavy Auto-Miner spots.
When you first load into your old save file, it might look a little weird, but we made sure to retain full compatibility when updating from the old version. The most notable change is that the starting area has been expanded to provide more room to build. Some things you may have built around the starting elevator may be a little out of place (specifically the pre-placed scaffolding). You can just pick them up and replace them if you'd like.
Added new Casting Furnace & Molds
Added new Threading Lathe
Added new Heavy Auto-Miner
Added new Cluster Breaker
Added new Roller Splitter (true 50/50 split)
Added new Jackhammer
Added new Mining Helmet with a toggleable light (default key: "C")
Added new Steel Resource
Added new Gear, Threaded Rod, & Junk Cast item types
Added new Ore Clusters & Geodes
Added new breakable crates
Added new variations for smart splitter
Added new "Resources not on conveyors" magnet filter mode
Added new Quests and reworked some of the old ones
Added new buildable walls & stairs
Added new 1x2 and 1x1 scaffolding pieces
Added new thin version of scaffolding (Press "Q" to switch to it!)
Added new broken MineMogul trophy, exclusive new item that you can only get during updates that reset the MineMogul quest, if you already had a MineMogul trophy previously.
Added the ability to place scaffolding partially inside the terrain/cave walls
Added the ability to build machines directly from your inventory
Added the ability to mirror the Pipe Roller
Added For Sale signs (and buying) to some of the explodable walls
Added 50 fps limit when the game is paused
Added configurable moving physics object limit
Updated "Deep Pockets" quest to appear when your hotbar fills up, instead of when something is added to your non-hotbar inventory
Updated Drill Bits & Casting Molds to go in your inventory instantly instead of showing the F interaction menu
Updated dynamite detonators to turn into breakable physics objects when used
Updated detonator activating sound
Updated minable ore nodes to have a chance of dropping ore clusters
Updated Auto-Miners to be in a new separate "Mining" shop tab
Updated Ore Analyzer to show items / minute
Updated Ore Analyzer to say Polished/Unpolished/Dirty (Dirty = will make polishing machine dirty)
Updated linear damping to help prevent physics objects from phasing through things
Updated slag to no longer be polishable
Updated Roller Router to work with plates & boxes better
Updated Hardhat to be a savable/buyable object (in "Dev Test")
Updated building placement collision to be based on placement colliders instead of actual colliders (allows placing some things next to each other easier)
Updated Scaffolding, Vertical Bulk Sorter, & Hopper to use dynamic support lengths and be able to have their supports toggled with the wrench
Updated Vertical Bulk Sorter to be able to connect full sized chutes (including angled chutes) directly to the bottom (previously you needed to connect with a top chute)
Updated sounds and animations for various machines
Reduced dirty Polishing Machine beeping sound radius
Fixed some cases of items phasing through the shop elevator floor
Fixed crushed coal phasing through and getting stuck inside the Shaker Table sometimes
Fixed "Autosaving..." text not disappearing if the hud was disabled when the autosave finished
Fixed unshaken coal sometimes making it's way through the shaker table when first loading a save file (it's shaking progress was not saved)
Fixed first couple ore pieces ignoring bulk sorter's filters sometimes when initially loading into a save file
Fixed cannons randomly not launching some objects far
Fixed ingots getting stuck on some conveyor types sometimes
Fixed not being able to pick up arrow signs that were placed inside the elevator walls
Other minor bug fixes & tweaks
We want to show off more of your community creations on the Steam Store page! If you'd like to have the chance of having your factory featured, come post your screenshots in our Discord server!
Translations are one of our biggest priorities now that we've finished this update. We'll probably be looking into them over the next couple months.
Thank you for your continued support with our Early Access game! We plan to continue creating many more huge update similar to this one.
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.
We're almost finished with the first of many HUGE updates for MineMogul!
It roughly doubles the amount of content in the game and adds a new map:
New Casting Furnace
New Steel resource
New Larger map (option when creating a new game)
New Heavy Auto-Miner
New ULTIMATE TIER roller splitter with a true 50/50 split and no spilling
New buildable walls
New Ore Clusters & Geodes
New Products
New Quests
New machines & conveyor pieces
Improvements to building system, including ability to place scaffolding partially inside the terrain/cave walls
Reworks/expansions to the existing cave map
A LOT MORE
We've also updated the existing map and added new areas:
Many rooms, including the starting room have been expanded:
All existing save files (excluding from the demo version) will be fully compatible with the new update.
You can continue playing your current save on the updated map, or start a new game to explore the brand new cave!
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.
We originally planned the Packaging Machine to be used for a Contracts system. You could still buy it in the game, but it didn't really do anything. Now, it gives a 5% sell price bonus for all items packaged in boxes! The Packaging Machine is still in the "Dev Test" section, however.
We'd still like to add a Contracts system in the future. But it would come later, after this next upcoming major update.
The previous updated fixed audio for some users, but broke it for others.
In this update, I made a new system for playing sounds based on how close they are to the player. This should work much better than before (relying on Unity's built-in priorities). Also, it might improve FPS very slightly. Maybe like +1 FPS.
Added a 5% sell price bonus for packaged items!
Added new system for managing looping sounds behind the scenes
Increased price of Packaging Machine from 6000 to 12000
Reduced chance of things phasing through the Angled Chute
Renamed Magnet's "Resources not in filter baskets" to "Resources not in baskets"
Fixed a bug where if you load into a save file, then return to the main menu and start a new game, the new save file's total play time will use the previous save file's play time instead of starting at 0
Fixed "efficiently" misspelling on Ore Crusher
Fixed Pipe Roller grabbing plates through walled conveyors sometimes
Fixed Rolling Mill having plates stuck inside it when loading the game sometimes
Fixed starting elevator's sound not pausing when pausing the game
Fixed some sounds not playing with very large factories
Fixed some looping machine sounds sounding weird when loading a save if there were multiple of the same machine next to each other
Here's an update on the WIP new map and machines!
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.
Previously when the polishing machine got dirty, it just became dirty looking, but it didn't make a sound or play a different animation. It was really easy to completely miss the fact that the Polishing Machine could get dirty. This resulted in a lot of people being confused and thinking it was bugged.
Now, when the Polishing Machine becomes dirty, it plays a new animation, the brushes completely stop spinning, and it plays an annoying beeping sound.
The Polishing Machine has also been updated to use a generic input instead of a regular conveyor input. Previously it didn't connect to rolling conveyors without using a ledge. Now it does!
Some people were having audio issues when creating very large factories with lots of machines.
I've done some tweaks that should greatly improve it for this update, but it won't be perfect. I need to improve it some more in future updates.
The unpolished copper plate looked too similar to the polished copper plate, so we made it look more different
Added new sound and animation for when the Polishing Machine becomes dirty
Updated Polishing Machine to use a generic input instead of standard conveyor input (it now works with rolling conveyors!)
Updated Shaker Table description to mention Coal Ore produces Rubies, and Crushed Coal produces Diamonds
Updated Magnet Tool to remember it's selection mode when saving/loading the game
Updated sounds to have basic priorities
Updated unpolished copper textures to look more different from polished copper
Increased max audio voices from 32 to 48
Fixed some cases of small objects phasing through the Roller Router
Fixed a rare error when opening computer shop after unlocking a new shop category
Fixed ore falling sounds randomly playing at (0,0,0) sometimes
We've made a lot more progress on the new map! We'll probably start playtesting on Discord soon!
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.
You asked for it, and now it's here!
I found another potential FPS improvement with conveyor belt sounds. FPS is now slightly higher in some cases while standing in the middle of large factories with lots of conveyors. I also found another unused setting that was lowering fps ("Generate OnTriggerStay Events"). Please let me know if you see improved FPS with this update!
Ho! Ho! Ho! The large man has left.
Now when the game has an error, it will pause the game and show a full-screen error message.
If you see one of these, please take a screenshot and send it to us along with a brief description of what you were doing so we can fix the error!
In most cases, you can safely close the popup and continue playing. But in some cases if you have an actual issue, reloading the game will probably fix it temporarily.
Added New Walled Merging Conveyor
Added more FPS optimizations for conveyor belt sounds
Added more programmer icons
Disabled Holiday items (unless you have "Always Show Holiday Shop Items" enabled)
Disabled present skin for packager boxes
Reduced random size variance for whole ore pieces (sometimes the "whole" ore could be so small that it looked like crushed ore)
Disabled OnTriggerStay events (unused, a free FPS boost)
Updated one of the secret crawling tunnels to be able to fix conveyors through it
Increased physics sleep threshold from 0.005 to 0.05
Fixed save files being unloadable if they had an invalid object ID (only happened if using mods)
Fixed objects becoming ungrabbable/unsellable if they were targeted by the grabber arm, then moved too far away before being grabbed
Fixed not being able to place walled corner conveyor inside roller corner
Fixed ore pieces having extra random velocity when spawning in sometimes
Fixed inventory slots showing "test item" for 1 frame when opening your inventory for the first time
Fixed glowing parts of the magnet tool not actually glowing on the viewmodel
Fixed regular sorters sorting slower when FPS was lower (this actually results in sorters being slightly faster overall)
We've made a lot of progress on the new, larger map. We'll show it off more and start playtesting on the experimental branch soon.
We also started working on some new machines for the next major update.
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.
In the previous update, we made it so the Vertical Bulk Sorter would flush items down the center if it got clogged.
This was really confusing, so we removed it, and made it so the bulk sorter can't get clogged.
Previously, all the objects passing through the bulk sorter still had real physics collisions with everything else inside it. So, if two objects were trying to go in opposite directions at the same time, there was chance they could get stuck and cause the machine to clog.
In this update, objects going in different directions no longer have any collisions with each other. This fixes clogging entirely (unless you try to put some large objects like plates through it)
However, this makes the Vertical Bulk Sporter much much more powerful and a much higher tier item. It's price has been drastically increased to reflect this.
Individual play times for save files are now tracked! However, all existing save files will have their play time initially set at 0.
REMOVED flushing mechanic from bulk sorter, and made it impossible for it to clog (unless you try to put some large objects through it like plates or pipes)
Increased vertical bulk sorter price from 1200 to 4800
Renamed current map from "The Cool New Cave" to "Classic Cave" (in anticipation of upcoming new larger map)
Fixed settings not applying until you load a save file (most notably, volume setting didn't apply on the main menu)
Fixed ingots disappearing right after being made sometimes after pressing "clear all physics ore" button
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.
The "Conveyor Splitter Tier 2" has been reworked into the new "Smart Splitter Conveyor"
It has a sensor, and will only change directions when objects pass through them. This results in a nice 50/50 split when you have a low amount of objects running through them, like 1 or 2 blast furnace's worth of ingots.
Also, the arm speed has been reduced to hopefully prevent larger objects from getting knocked off the belt.
The T-Junction has it's merging capability REMOVED, and added to the new "Merging Conveyor" (previously Straight Merge Conveyor). There's also a new 3 to 1 merger variation. You can cycle through the merging directions by pressing "Q"
Object pooling has been introduced for Ore Pieces (including processed resources like ingots)
Ideally, the game should function exactly the same as before, but with slightly higher FPS.
Steam cloud saving is now enabled! If you play the game on multiple devices, your saves should now be synced across them.
The inventory was too small, so we made it bigger. Enjoy an extra row of inventory slots!
There's also a couple bug fixes & QOL features, like inventory slot numbers on the hud, and the ability to drag items out of your inventory to drop them.
The new Vertical Bulk Sorter was still clogging and overflowing sometimes if too many objects were trying to go through it. I was able to reduce the chance of it clogging in the previous update, but that didn't completely fix it.
Now, this bug has become a feature!
If the Vertical Bulk Sorter detects it may be clogged, it will create a loud error sound, and flush all stuck objects down the center chute.
This should only happen very rarely, if at all for most setups. If it happens often, it's a sign that your sorter is probably overloaded.
Changed in the latest update, no longer clogs:
Added Field of View setting
Added new 3 to 1 merger (variation of the "Merging Conveyor" item)
Added Object Pooling for Ore Pieces (makes fps higher)
Added an additional row of inventory space
Added slot numbers to the hotbar
Added ability to drag items out of the inventory to drop them
Reworked "Tier 2 Splitter" into "Smart Splitter Conveyor"
Uses a new sensor to detect when objects are moving through it. Only changes directions when objects have passed through it recently
Moved merging version of the "T-Junction" to the "Straight Merge Conveyor" & renamed it to "Merging Conveyor" (T-Junction is now only a splitter)
Updated Vertical Bulk Sorter to flush itself automatically when clogged
Updated warning when trying to load a legacy demo save file to be even scarier and have red text! Please don't play on the demo save files, they do not work anymore.
Updated FPS limit setting to mention it only works if VSync is OFF
Updated Loading Menu to skip and invalid save files (instead of completely failing to display any if one was invalid)
Updated save file backups to check if they're actually valid before being saved
Updated "clear physics ore" button description to be more descriptive
Fixed Drill Bit descriptions "Dril Bit" instead of "Drill Bit"
Fixed main menu Steam News thing looking weird sometimes
Fixed T2 Blocker not saving it's open/closed state
Fixed "F" button to close computer shop not using key binds
Fixed cannon conveyor being really inconsistent and not launching things as far as it's supposed to
Fixed dev mode being forced on when loading a legacy demo save file
Fixed some cases of ingots getting stuck on conveyors randomly
Fixed some cases of objects phasing through the Roller Ledge
Fixed inventory items visually disappearing when closing your inventory while dragging an item
The current physics engine (unity's default, PhysX) is at it's limit. There's not much more I can do to improve performance with the current physics engine.
So, I've started looking into a NEW physics engine! Specifically, the very confusingly named, non-default "Unity Physics" (or potentially Havok if that works better), which is multithreaded. I've done some initial testing, and it looks very promising, allowing for much more physics objects.
However, this will require a LOT of work, so it likely won't be ready for a while.
We started working on a new, much larger map. This will be an option you can choose from when starting a new game.
We plan on creating an experimental branch on Steam for people to test out the latest changes before future updates go live! We'll be posting more info on this in the official Discord server. Come join if you want to test new features like the new map and new physics engine!
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.
Rebindable keys are here for keyboard & mouse controls!
Note:
There may be a few spots in-game where the UI still shows the original key bindings (for example, on the Magnet Tool's screen). Please let us know if you see any other spots where this happens, so we can fix them!
The game doesn't have controller support yet, that would come in a later update.
Ho! Ho! Ho! Merry Shaftmas!
Santa has come to the mine shaft and delivered some special holiday items and a present reskin for the Packager Machine boxes!
A new wrench tool to remove/add support pillars.
Note: It doesn't work with some things like scaffolding or the Vertical Bulk Sorter yet. Currently it only works on conveyors & chutes.
A new conveyor type to help if your ingots are jamming up in front of the Rod Extruder
The Vertical Bulk Sorter that was added in the last update could get clogged very easily if there was a lot of stuff going through it.
That's been greatly improved now.
It can still clog up sometimes if you run an absurd amount of objects through it, but it should be much more clog-resistant now. This will probably be improve more in future updates.
A couple people have had their save files become corrupted due to do power loss or random PC issues when saving the game. The game now has save file backups and additional safety precautions, so hopefully this shouldn't happen in the future.
Added key rebinding
Added new Festive Lamp Poles & Shaftmas Tree
Added new Straightening Conveyor
Added save file backups & extra safety precautions when saving the game
Updated ore crushing sound to be a little quieter
Updated minimum mouse sensitivity to be 0.1 instead of 0
Updated some machines to be slightly more lenient when determining if the ground is flat enough for them to be placed on
Updated Emerald and Ruby gems to look dirtier when dirty
Updated Packaging Machine package to use special festive wrapping
Updated the game's icon to use the game's actual icon instead of an old placeholder pickaxe icon
Updated Main Menu popup to include a message about the game using real physics simulation
Decreased Polishing Machine time to polish from 1.5 seconds to 1.25 seconds
Reduced chance of Vertical Bulk Sorter getting jammed (However, it can still jam sometimes if you have too much stuff going into it)
Fixed Shaker Table description saying it produces gold (it does not)
Fixed scrolling research, quest, and resolution menus being super slow when using mouse scroll wheel
Fixed Hardened Drill Bits thinking they have durability when taken out of an autominer
Fixed some strangeness when messing with Drill Bits that are attached to rapid autominers (but not all strangeness)
Fixed weird stuff happening if your save file had ore with invalid positions
Fixed Rolling Mill getting stuck in the "jammed" state sometimes when pressing Clear all Physics Ore
Fixed Sloped Roller sometimes creating supports that stick conveyors below it
Fixed Angled Chute not removing supports of things that are above it
Fixed Rapid Auto-Miners always starting on when loading a save if it has a drill bit, even if it was turned off previously
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.
The Bulk Industries update is here with the following new buildable objects:
Vertical Bulk Sorter
Walled Conveyors
Ore Overflow Splitter
Shaker Table
Roller Conveyor Slope
Roller Sorter
Turbo Drill Bit & Hardened Drill Bit for the Rapid Auto-Miner
The newest sorting device. It's large, but it can handle a lot of incoming resources. It has a main passthrough output and two filtered outputs.
The first of potentially many uses for coal. This machine inputs coal, and has a chance to produce Diamonds or the new Ruby Gem
There are two new drill bit types for the Rapid Auto-Miner
Produces a TON of ore very quickly, but only lasts for 2 minutes
Can not produce gems
Slower than the standard Rapid Auto-Miner Drill Bit, but lasts forever
Still faster than the Auto-Miner Mk1, but doesn't produce gems
Faster than the Auto-Miner Mk1, but doesn't produce gems.
Breaks after 10 minutes
Previously the T-Junction was pretty bad at splitting ore because it was purely physics based. If all your ore was on the left side of the conveyor, it would all go to the left.
This still happens a little, but I did some tweaks to the physics to hopefully make it split slightly more evenly (However, it's still heavily influenced by which side of the conveyor belt the objects are on)
Many people were experiencing an issue where some resources they deposited were not counting towards the quests. This wasn't a bug. If you had multiple quests that required the same resource (for example Iron Rods), then the Iron Rods you deposited would only count towards the first quest, until you got all the Iron Rods for that quest. Then it would starting towards the next quest.
This was confusing, so we changed it. Now, if you deposit resources, it will count towards ALL your active quests, instead of just one.
Added new Shaker Table Machine
Added new Vertical Bulk Sorter
Added new Walled Conveyors
Added new Ore Overflow Splitter
Added new Roller Conveyor Slope
Added new Roller Sorter
Added new Turbo Drill Bit & Hardened Drill Bit
Reworked Research Tree layout & prices
Updated Roller Conveyor Straight & Rolling Conveyor Ledge to be unlocked via Research instead of Quest
Updated Research Tree items to become unlocked when ANY of their prerequisites are researched instead of ALL of them
Updated T-Junction to split resources more evenly (still heavily physics based)
Updated deposited resources to count towards all active quests with the same requirement, instead of only 1
Updated Sorters to be slightly faster when sorting large objects
Updated Crates to act the same as Filter Baskets for Magnet & clearing ore
Changed Magnet Tool "Resources not in Filters" text to "Resources not in filter baskets"
Reduced Rapid Auto-Miner research ticket cost from 3 to 2
Reduced requirements for the Ore Mogul quests from 5000 to 2000
Reduced requirements for "Master of Pipes", "Master of Rods", & "Master of Plates" quests from 400 to 300
Reduced price of Tier 2 Splitter from 4 research tickets to 2
Fixed UI sounds playing in 3d instead of 2d
Fixed Discord button not working in the pause menu
Fixed ingots getting stuck randomly sometimes on some conveyor pieces
Fixed Drill Bits not saving which Rapid Auto-Miner they're attached to
Other minor bug fixes & tweaks
The current inventory size is getting pretty small for the amount of items in the game now.
We plan to make it bigger in a future update.
Currently if you want to switch from a regular conveyor to a walled conveyor, you need to manually pick up the old conveyors and replace new ones. This is really annoying and will be improved in a future update. Ideally you should just be able to replace the old conveyors with new ones.
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.
It was pretty easy to get lost in the cave before. There's no map or compass or anything to help with navigation. So, we added these new Arrow Sign Posts as a cheap default unlock. You can also write text on them
The Rapid Auto-Miner was about twice as fast as the regular Auto-Miner, but it has a variable speed, so it's hard to tell. Sometimes it's slower, but usually it was faster. However, it seemed really underpowered.
It's been updated to produce ore faster, and the Drill Bit now lasts 10 minutes instead of 7.5
We want to improve this more in the future. We'll make it easier to tell how much time is remaining, and also add new Drill Bit types (as seen above)
The FPS was already pretty good IMO, given you can have 1000+ real physics objectives active at a time. But I found some more optimizations I could do with the conveyor belt logic. Ideally, everything should function the exact same as they did previously, but FPS might be slightly higher with very large factories.
Please let me know if you notice any differences in fps or see any weird new physics behaviors! This update also includes a VSync option, so if you had weird fps issues before, try turning VSync on or off.
These are some of the most asked about things. I want to add key binds very soon.
Language translations will come less-soon, but still "soon". I'm not sure exactly when, but I know they're very important. Currently the game is only in English.
We also want to add Steam Achievements at some point. Probably as part of a future major update.
Personally, I enjoy the puzzle aspect of having to build in the limited space. But I understand that's not for everyone. Some people just want to build unrestricted! So, we'll probably be adding buyable TNT that you can use to blow up some of the stalactites / stalagmites / other rocks around the cave to free up some space for your factory.
This will become even more important as we add more new machines in future updates. We might also add more maps in the future, but I think that's a long ways away.
Added New Arrow Sign Post with editable text!
Added VSync and FPS Limit settings
Added unlocked item descriptions to the Quest & Research trees
Added "View Roadmap" button to main menu
Added "Force Unlock Cursor" accessibility option
Added a few more Broken Drill Bits hidden around the map (only applies to new saves)
Optimized conveyor logic a bit more, hopefully improving fps slightly
Increased Rapid Auto-Miner mining speed
Increased Rapid Auto-Miner drill bit time from 7.5 minutes to 10 minutes
Updated Rapid Auto-Miner drill bit description to say how long it lasts
Updated "Scavenger Hunt" quest description to say you can get broken drill bits from the rapid autominer
Updated Quest/Research info panels to be a bit wider
Updated polishing machine description to say that it gets dirty if you run raw ore through it
Reduced polishing machine time to polish from 1.75 seconds to 1.5 seconds
Fixed "Cancel" button when creating a new game being hard to press
Fixed some cases of ingots falling through the floor if there isn't a conveyor in front of the blast furnace
Fixed some cases of purchased machine boxes getting stuck in the elevator shaft
Fixed some cases of ore phasing through the angled chutes if falling from high up
Fixed ore not being grabbable sometimes if it was grabbed by a grabber arm, then moved through a conveyor belt before being dropped
Fixed random news articles appearing in the in-game news feed (It should only be our Steam update posts)
The large man is preparing his list, and checking it three times! Looks like he will need A TON of coal to deliver to naughty moguls soon! Coming in a future update!
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.
The sorter speed was based roughly on how fast it takes items to travel on the conveyor belts in a single file line. I didn't think it would be possible to make it any faster without causing weird physics interactions, but it worked!
We might also be adding a new Tier 2 sorter in the near future 😉
Increased sorter speed from an average of 2 per seconds up to 2.5 per second (depends on the size of the object)
Fixed ore getting stuck in the sorter randomly and not passing through
Fixed resources always counting towards the first quest with that requirement, even if that requirement is already completed
Fixed ore pieces appearing to roll the wrong direction up slopes
Fixed crushed ore sometimes stopping moving on the edge of the sloped up conveyors
Fixed Tier 2 splitter having incorrect output snapping
Fixed some coal renderers visually clipping through machines sometimes
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.
Here's a small day 1 patch that adds new settings options and fixes some bugs
Added Resolution setting
Added Toggle Crouch setting
Added settings for Camera Bob Scale & Viewmodel Bob Scale (the tools held in your hand)
Added a popup warning when pressing "Clear Physics Ore Objects"
Reduced Polishing Machine time to clean from 10 seconds to 5 seconds
Updated Polishing Machine so the whole texture changes when it's dirty, instead of only the brushes
Fixed Sorter Lid being hard to interact with and also being called "Routing Conveyor"
Fixed ore sometimes not being crushed by the crusher
Fixed crushed ore sometimes not falling through the crusher
Fixed incorrect supports being generated above Straight Merge Conveyor
Fixed some cases of ingots getting stuck on conveyors
Fixed crates appearing in weird spots when packing some machines/conveyors
Fixed weird physics on the main menu
Fixed ore getting stuck at the bottom of the Tier2 deposit box sometimes when loading a save
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.
Here's our immediate roadmap (with more updates later):
Thanks for playing MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.
Thanks everyone for your support with the demo! We're super excited to release the game into early access! It's planned to release on Dec. 4, in the morning USA time.
Here are some notable changes compared to the old demo version:
New Resource: Copper
Many new machines & conveyor types
New quests and research tree
Major improvements and expansions to the cave
Conveyor physics improvements
Some FPS improvements
Much more!!
Please note that the game is launching into Early Access. So, the game will continue to get lots of major updates! Here's our immediate roadmap as shown in the previous blog post (with more updates later):
Please note that the initial Early Access version doesn't have rebindable keys or language options yet, but we plan to add these in updates shortly after launch. Our top two languages to translate to are Chinese & Russian, but we want to translate to as many languages as possible. If there's any languages you want to see in-game, please let us know!
Also, you may have seen the Developer & Publisher change on Steam to "NoodleForge"
We didn't sell out or get a publisher. We made our own company for legal/tax purposes.
Thank you for your interest in MineMogul! Happy mining, moguls!
Come join our Discord server if you want to see the lasted updates as they're developed
The planned Early Access release date is December 4th, 2025.
This isn't exactly a "roadmap", but it outlines what we have planned for the immediate future. After doing most these, then we'll start to think about bigger updates, like maybe sulfur, or fluids, or minecarts, etc.
We've updated the cave for the Early Access version. The main starting room is now bigger!
There are many new places to explore and areas to build in.
I like the simplicity of the linear quests at the start of the demo. It serves as a nice tutorial & introduction to the main game loop. But with all the new stuff we're adding, it makes sense to be able to unlock some of them in whichever order you want.
So, after completing the first few linear quests, you'll be given access to the quest tree.
The design of this is still subject to change. We need to playtest it and balance it more to figure out what's right.
(I made this screenshot blurry because it's still WIP and will likely look different at launch.
Removed Halloween Pumpkins from the shop
Added a setting for "Always Show Holiday Items In Shop"
Fixed hud showing "LMB" instead of "RMB" to place buildings
Fixed one of the autominer spots listing ore in the wrong order (not sorted highest % to lowest %)
Thanks for your interest in MineMogul! We look forward to all your feedback in the Steam Discussions and Discord.
Boo! Now that you're scared, it's time to show you the new Scary Jack o' Lanterns, available in the Demo!
There's also the elusive Diamond o' Lantern, costing $1,000,000. Hardcore players have been asking for a money sink. We'll have more things to spend money on in the Full Game, but a collection of Diamond o' Lanterns can serve as an achievement for the most hardcore players in the demo!
Added New Jack o' Lanterns & Diamond o' Lantern
Reduced price of Lamp Pole from $120 to $80
Fixed shop item boxes getting stuck in the elevator shaft sometimes
Fixed the "Wishlist" button not working in the Pause Menu (only worked in the Main Menu)
Possibly fixed the "AutoSaving..." popup not disappearing sometimes
Updated from Unity 6000.0.32f1 to 6000.2.9f1 (This shouldn't really affect anything, other than resolving the Unity Engine Vulnerability that affected most games)
We're working on the Early Access version now and preparing for a potential Closed Beta.
The recently released Trailer Video on the Steam Store Page showed off a bunch of new content coming to Early Access (not the demo). Here's a closer look at some of the new machines. You may have seen some of them already if you're in the Discord server:
Thank you for playing the MineMogul Demo! We look forward to all your feedback in the Steam Discussions and Discord.
You can now have unlimited save slots! Your old save file will automatically migrate to the new system with the name "Demo Game". When starting a new game, you'll be prompted to enter a name for it.
The old placeholder icons have been replaced with actual images of the machines/tools
I know lots of people liked the old icons, so I've added an option to re-enable them if you'd prefer :D
Most of the menus have been updated. The Pause Menu has been redesigned and the Main Menu now shows the latest Steam News post.
I'm not too happy with how all the extra buttons at the bottom of the new Pause Menu looks currently (Clear physics, turn on/off autominers, etc). I'm glad to hear your suggestions on how to improve them!
Added support for multiple save slots
Added new Icons for all the items in the game (You can enable the old "programmer icons" in the settings menu if you'd like)
Added Steam News feed to the main menu
Redesigned the Pause Menu
Redesigned the Settings Menu
Updated the appearance of the "F" Interaction menu
Updated Diamond & Emerald materials
Updated the Inventory so pressing "ESC" just closes the inventory without opening the Pause Menu
Minor UI Tweaks
Fixed a bug where building supports would generate floating sometimes when loading a save file
Fixed inventory not working properly while the hud is disabled (Now, the hud will be forced on when your inventory is open)
The demo is nearly complete now! We're switching our main focus to the full early access version of the game. The demo will likely receive a few smaller updates, but nothing major.
First, we need to make a short trailer for the game, then after we development some more content we'll likely have a closed beta test. Join the Discord if you're interested in becoming a tester (when available)
Here are some WIP screenshots of what we're working on! These won't be coming to the demo, instead to the full Early Access game.
Thank you for playing the MineMogul Demo! We look forward to all your feedback in the Steam Discussions and Discord.
The Computer Shop has been reworked! It's now organized into categories with a Cart that you can add/remove items from.
There's also a new Conveyor Ledge, similar to the Roller Ledge. It's useful for merging conveyor belts!
Reworked the Computer Shop
Added New Conveyor Ledge
Added a fresnel outline to most grabbable/interactable objects when you look at them
Updated the colors of the Inventory UI
Updated the shop & pause menus to blur the background, similar to the inventory
Fixed computer shop opening when pressing "F" on the table next to it. Now it only opens when you press "F" on the computer itself
Fixed all unlockable shop items always appearing as "NEW!" every time you reload the game
Fixed some machines using oversized building crates (1x2x2 instead of 1x2x1)
Fixed inconsistent building crate sizes sometimes when packing buildings with "F" vs Hammer Tool
Fixed the colors on one of the minable gold ore models
We're going to be creating a trailer and updating the Steam Store page soon, and we'd love to feature your amazing creations in it!
Whether it’s a clever layout, a massive production line, or just something you think looks cool, we want to see it. Share your screenshots (and optionally your save files) in the Discord, and your factory might make it into the official trailer and Steam page!
In the meantime, enjoy these Orenadoes!
And also..... THE SUN!!
Thank you for playing the MineMogul Demo! We look forward to all your feedback in the Steam Discussions and Discord.
The demo now has autosaving. You can configure it in the settings menu.
Also, the amount of resources contributed to active Quests will now save/load properly.
There are new buildable Chutes in the demo!
Chutes include 5 main pieces and some alternate models that you can toggle by pressing "Q"
Straight Down Chute
Top Chute, used for connecting to conveyors or hoppers
Bottom Chute, used for dropping onto conveyors from above
Angled Chute
Splitter Chute
We're excited to see what you can build with these!
Added Auto Saving (default autosave interval is 5 minutes)
Added Support for Saving/Loading Quest Progress
Added New Buildable Chutes (Includes 5 main pieces!)
Added New mirrored version of the Ore Analyzer
Added a warning when pressing "New Game" when you already have an existing save file
Updated Q button controls hint to be contextual. (It will now specifically say Mirror, Reverse Direction, or nothing at all)
Updated Lamp Pole price (Decreased from 250 to 150)
Fixed crushed ore pieces sometimes getting stuck in the Ore Crusher
Fixed floating building supports when destroying ore nodes that the supports were connected to
Fixed Resources not being able to be grabbed by the magnet tool with mode "Resources not in Filters" if they were previously inside a filter while the filter was removed
Fixed saying "Polished Ingot Gold" instead of "Polished Gold Ingot"
Fixed duplication glitch while saving the game in build mode
Thank you for playing the MineMogul Demo! We look forward to all your feedback in the Steam Discussions and Discord.
You can now press "Q" to switch Magnet Tool modes! Currently, it can switch between grabbing everything, or only Resources (ore, ingots, etc) that are NOT inside any sorter filter baskets.
Added ability to change Magnet Tool grab mode! Press "Q" to change the mode
Added Held Item name to the hud above the controls text
Updated Autominers to show their Possible Resources when you look at them
Updated Autominer Possible Resources UI to match the rest of the hud
Updated loading save files from the pause menu to automatically unpause the game
Updated the Polishing Machine to be slightly faster
Updated pause menu to use the new logo (however, the menu is still placeholder)
Updated "Clear all physics objects" button text to specify that it excludes objects in filters
Fixed small objects (crushed ore, diamonds) sometimes falling through the floor when dropped from high up
If you'd like to see a preview of what's next, check out the previous news post!
Thank you for playing the MineMogul Demo! We look forward to all your feedback in the Steam Discussions and Discord.
This version includes a new Inventory system. You can press Tab to open your inventory.
(Note that the UI is just a placeholder and will likely be improved in the future)
Added new Inventory System
Added support for Super Ultrawide Monitors (Note: Some of the placeholder UI still looks a bit strange)
Added new "Unstuck" button in the pause menu
Added "Crouch" and "Sprint" to the list of controls in the settings menu (not rebindable yet)
Fixed bug where items in your hotbar would get rearranged when loading a save file
The demo is getting closer to being finished, so I started prototyping this Grabbing Arm Machine.
It's unlikely to come to the demo, instead, it'll likely be included in the Early Access release (or possibly an early playtest)
There's still a few things we want to finish for the demo, mainly:
Shop Rework
Better Menus & UI
Building System Improvements
New Sounds & Animations
Rebindable Controls / Updated Settings Menu
Bug Fixes
After these are complete, we'll likely transition fully to working on the Early Access version!
Thank you for playing the MineMogul Demo! We look forward to all your feedback in the Steam Discussions and Discord.
Added "Turn On/Off All Autominers" buttons to the pause menu
Added new sounds & effects to the Rolling Mill
Added new sounds to the Sorting Conveyor
Added Save/Loading support for the Dynamite explosion
Updated Gold autominers to have a higher chance of getting Diamonds
Increased maximum conveyor support length, fixes weird floating supports when building above the ravine area.
Increased SoundPlayer pool size
Fixed crushed ore sometimes sitting inside the blast furnace, but not getting processed by it
Fixed a bug where the Rolling Mill would stop working if you press "Clear all physics objects" while it's is processing a plate
Added baked occlusion to the cave
Cached conveyor forward directions
Optimized Quest UI rebuilding
If you have a super large factory, please let me know if your FPS has improved!
Thank you for playing the MineMogul Demo! We look forward to all your feedback in the Steam Discussions and Discord.
Added Save/Loading support for physics Ore Pieces
Updated AutoMiner to remember it's On/Off state when loading save file
Updated the Lamp Pole to be cheaper
Fixed small building crate collisions being slightly smaller than the actual crate
Fixed a bug where your blast furnace could get infinite resources if you pressed "Clear all physics objects" when the furnace was overflowing
Fixed Crushed Ore sometimes falling through the Ore Crusher, onto the floor below
Fixed Ore Analyzer not saying if things are Polished, only if they're Dirt/Unpolished
The highlight is new support for Saving/Loading physics ore pieces. This is a big change, so please let us know if you find any issues with it. We read all your feedback on Discord and the Steam Forums. Thank you for playing the MineMogul Demo :D
Added settings to invert mouse look input
Added version number to the main hud
Added the ability to load save files from the main menu (However, the UI is very placeholder)
Updated the Ore Crusher & Rolling Mill to be a little quieter
Updated blocker conveyor to start in the "Off" position
Updated Hammer shop description to tell you that you can also press "F" to pickup buildings without needing the hammer.
Updated Ore Analyzer to start locked. It's now unlocked with the Hammer from the Coal quest
Updated building placement position to be a little lower
Updated "Clear all physics ore objects" button to NOT clear ore pieces that are inside sorter filter baskets
Updated Hopper's friction, so things will be less likely to spill
Note that saving/loading is still work in progress. I plan to continue updating it over the next few days/weeks. Please share your feedback on Discord or the Steam Forums! We're happy to hear all your thoughts on the game so far :D
Reworked the Rolling Conveyors.
They're much faster, slightly more expensive, and now locked by default. They get unlocked with the Rolling Mill.
Added the first Work in progress version of Saving/Loading
I just finished the first WIP version of saving/loading. Because this is the first version, I expect there to be some bugs/issues. Note:
The progress on your active quests don't save yet. So, if you had (3/10) diamonds collected, it'll reset to (0/10) when loading the save.
The physical ore pieces don't get saved yet. This includes ore pieces inside sorting machines.
Some other things like the minecart and dynamite will get reset when loading a save
I assume current save files will become incompatible with future game versions. So please don't get to attached to your save :)
I plan to continue updating this over the next few days/weeks.
Saving/Loading is not not integrated into the main menu yet. If you want to load a save file, you need to press "New Game" first, then load it from the pause menu. Please share your feedback on Discord or the Steam Forums! We're happy to hear all your thoughts on the game so far :)
About
This page aggregates Steam news feeds, patch notes, and developer announcements for MineMogul, 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 MineMogul 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.