
Steam news
Full Steam announcements and update articles for this title.
Hi miners, 😄
Thank you very much for your continued support, reports, feedback, and suggestions.
We would also like to thank the players who shared their save files and progression data with us. These files gave us valuable test cases for reviewing performance in large mining facilities with extensive machine networks, conveyors, platforms, boxes, and loose items.
This update focuses primarily on improving performance in larger and more developed saves. Based on our internal testing, these changes provided improvement under several demanding conditions. However, the results may vary depending on hardware specifications, graphics settings, factory complexity, and the number of active objects in each saved world.
Higher-specification devices may show a larger measurable improvement in some conditions, while other devices may still be limited by different hardware factors.
Here is what is available in the latest version.
We have made several optimizations intended to reduce persistent lag and stuttering in large saved worlds.
These improvements primarily target saves containing a large number of:
Machines
Conveyors
Platforms
Boxes
Rocks and gemstones
Other loose objects within the mining facility
Objects and systems that are currently inactive now require less continuous processing, reducing unnecessary workload when large parts of the facility are not actively moving or producing items.
Based on our internal testing, this can provide a noticeable performance improvement in heavily developed saves. The exact result will vary depending on the saved world and the device being used.
We improved the way rocks, gemstones, and other loose objects are handled by the physics system.
Objects that have already settled and are no longer moving will now require less ongoing processing. They can still react normally when moved, collected, or when the objects supporting them are removed.
We have also adjusted how the game handles situations where many rocks fall at the same time. This is intended to reduce sudden performance drops when multiple Core Drill Machines are active or when large object piles begin moving simultaneously.
Machine and conveyor processing has been optimized to reduce the workload generated by large production networks.
Inactive conveyor sections now require less continuous processing while no items are moving through them. They will continue operating when activity resumes.
We have also reviewed pipeline recovery behavior to ensure that production can continue after a previously blocked destination becomes available again.
These changes are intended to make large factories with extensive machine and conveyor networks run more smoothly without changing their expected production behavior.
The Low, Medium, and High Quality settings now apply more distinct graphics configurations.
Previously, lowering the Quality setting did not provide the intended difference in several graphical areas. Each setting now applies a more appropriate visual profile:
Low reduces several demanding graphical effects
Medium uses a more balanced graphics configuration
High retains the higher visual-quality configuration
Shadow rendering for several smaller objects has also been adjusted to reduce unnecessary graphical workload while keeping larger machines, platforms, and the cave environment visually readable.
These settings give players more options for balancing visual quality and performance based on their device.
We improved how machine monitors and information panels are activated when entering an area.
Previously, approaching a large group of machines for the first time after loading a save could cause a noticeable stutter while many panels were initialized at once.
These panels are now activated more gradually to reduce sudden performance spikes when moving through areas containing many machines.
We made several improvements to the manual save and autosave processes.
The updated process reduces some unnecessary work when writing large save files and moves parts of the operation away from the main gameplay process where possible.
These changes are intended to make saving large worlds lighter than before. However, extremely large saves may still require additional time to complete, depending on the amount of data and the device being used.
We will continue reviewing possible improvements for save and load times in highly developed worlds.
Links to Steam pages, including the Store Page, Wishlist, and Steam Discussions, will now open through the Steam Overlay when the game is running through Steam.
This allows players to access these pages without being moved out of the game into an external browser.
When the Steam Overlay is not available, the link will continue opening through the default browser.
The Process Speed information shown on machines will now update immediately after the in-game language is changed.
Previously, this information could remain in the previous language until its displayed value changed or the game was reloaded.
The text displayed on boxes has been adjusted to remain clearer and easier to read.
This includes information such as the box title, status, and item grade.
Fixed an issue where rocks or gemstones could remain floating after the objects supporting them were removed. Stacked objects will now fall normally when the objects underneath them are collected or moved.
Fixed an issue where the notification related to drilling in a Toxic Area could repeatedly appear. The notification will now appear only once for each Toxic Gas Event.
Fixed an issue where boxes stored on a Storage Rack could suddenly become disorganized after the Storage Rack was moved. Boxes will now remain properly arranged when their Rack is relocated.
Fixed an issue where an employee could become stuck while merging boxes into a target box stored on a Storage Rack if that rack was moved during the task. The employee will now safely stop or update the task when the target Storage Rack is relocated.
After loading an especially dense save, some stacked rocks, gemstones, or other loose objects may gradually adjust and settle into their updated positions.
The amount of time required can vary depending on the number of objects, the complexity of the saved world, and the device specifications.
This behavior should gradually stop once the affected objects have finished settling.
Thank you again for your continued support, reports, and feedback. The save files and progression data you share continue to help us test conditions that may be difficult to reproduce in smaller development saves.
Performance work will remain an ongoing process, especially for highly developed mining facilities. We will continue reviewing additional improvements based on testing results, player reports, feasibility, and impact.
If you encounter any issues or unexpected behavior, please report them through the in-game report feature or through the Steam Discussions page so we can investigate further.
See you in the next update!
Hi miners, 😄
Thank you very much for your continued support, reports, feedback, and suggestions. We are still reviewing the experiences you share with us, especially around machine progression and the challenges of managing bottlenecks in larger production lines.
This update focuses on making pipeline behavior clearer and giving players more control over machine throughput. Machines now have internal item limits and visible processing progress, making it easier to identify where production is slowing down. We have also expanded Machine Management so every supported machine can now receive speed upgrades.
Here is what is available in the latest version.
We added a new buffering system for items moving through the production pipeline.
Every machine now has a maximum number of items it can hold while waiting for its current processing cycle to continue. The buffer can contain a mixture of different items and is not limited to only one item type.
When a machine reaches its maximum capacity:
The previous machine or conveyor will stop sending more items
The previous output will hold its processed item
The full machine will stop accepting additional inputs
Items may visibly stop or move intermittently along the conveyor
This makes bottlenecks easier to identify directly from the production line. Players can now see when a machine is unable to keep up with the items arriving from the previous stage.
Output behavior also remains connected to the way the pipeline is built:
If there is no conveyor connected to an output, the item will fall from the machine
This allows gravity-based pipeline layouts to continue working
If a conveyor is connected in the wrong direction, the item will remain safely stuck at the output
Once the connection is corrected, the held item can continue moving through the pipeline
Machines now require time to process valid inputs before their output can continue to the next part of the pipeline.
Processing time can differ between machine categories. Some machines will continue processing items quickly, while machines responsible for more involved production or packaging stages may require additional time.
These processing delays work together with the buffering system. If incoming items arrive faster than a machine can process them, its internal capacity may gradually fill and create a visible bottleneck.
Increasing a machine's level can reduce its processing time, allowing it to handle incoming items more quickly.
Machine monitors have been updated to provide clearer information about what is happening inside each machine.
The monitor can now display:
The current number of items inside the machine
The maximum number of items the machine can hold
A progress bar when the machine requires processing time
The current Machine Level
The required item amount or processing duration, depending on the machine
A new monitor display has also been added to show stack-processing progress.
These additions should make it easier to understand whether a machine is still processing, waiting for enough items, or unable to continue because the next part of the pipeline is full.
All machines that support upgrades can now receive a Speed Upgrade, rather than upgrades being limited mainly to conveyors and certain Utility Machines.
Players can upgrade:
One machine individually
Increasing the Machine Level currently improves:
Machine processing speed
Item movement speed on supported conveyor-based machines
This gives players more options for improving slower parts of the production line after identifying a bottleneck through the new capacity and processing information.
The upgrade system applies to supported production, processing, packaging, conveyor, and Utility Machines.
The following object categories are not included:
Equipment
Survey Machines
Toxic Filter Machines
Platforms
This upgrades need to be performed one by one for each machine. We will add the batch update in later updates through the Management Machine.
Upgrade costs for all non-conveyor Utility Machines have been adjusted.
These upgrades are now slightly more expensive, with the final cost balanced according to the type of Utility Machine being upgraded.
This adjustment supports the expanded upgrade system while keeping the cost of improving different machine categories more appropriate to their roles.
Thank you again for your continued support, reports, and feedback. We are still reading and collecting everything you share, and we will continue prioritizing improvements based on feasibility and impact.
Some suggestions may require additional design, testing, or technical work before they can be implemented, but not seeing an idea in the current update does not mean it has been ignored.
If you encounter any issues or unexpected behavior, please report them through the in-game report feature or through the Steam Discussions page so we can investigate further.
See you in the next update!
Hi miners, 😄
Thank you very much for your continued support, bug reports, feedback, and suggestions. We really appreciate everyone who keeps sharing their experience with the game, especially the requests and reports that help us identify which parts of the gameplay feel the most important to improve first.
In this update, we are focusing on expanding routing flexibility, improving vertical production flow, and supporting larger mining facilities with more employees. These changes are mainly aimed at giving players more control when building bigger and more advanced production lines.
As always, we will continue reviewing feedback step by step and process improvements gradually based on priority and feasibility.
Here is what is included in this update.
We added a new machine called the Multi Filter Machine.
This machine has:
1 input
4 outputs
Each output can be configured separately based on:
item type
grade
This should give players much more flexibility when sorting items into multiple production paths without needing to rely on as many separate filter setups.
Some important notes about how it works:
if an item does not match any configured output, it will go to the failed output
if an item matches more than one configured output, the machine will follow the earlier output order first, then continue using its routing behavior in round robin
This should make it easier to create more advanced sorting systems, especially for larger facilities and more detailed gemstone handling.
We added a new machine called the Vertical Conveyor Router.
This is a new machine separate from the previous Vertical Lift, designed as a more advanced option for moving items across different height levels.
The Vertical Conveyor Router has:
4 inputs
4 outputs
Its behavior works as follows:
the 4 inputs work like a Merge Machine
the 4 outputs work like a Rotary Machine
This means the machine can collect incoming items from multiple directions, then distribute them across multiple output directions in a round-robin pattern.
Some important rules:
the machine will only send items through outputs that are actually connected to another conveyor
if an output is not connected to a valid next conveyor, it will not be used
This should give players a much more flexible solution for building vertical production lines and routing items across more complex layouts.
We added 8 more employees, increasing the total number of employees that can be hired to 20.
This update is intended to help players manage larger facilities more comfortably, especially once the mining and production setup grows enough to need wider employee coverage.
Additional employees will still follow the normal progression system, so players must continue reaching the required level milestones to unlock them.
Fixed an issue where a platform could still be repacked while there was still a machine placed on top of it.
Thank you again for your continued support, reports, and feedback. We are still reviewing everything you share and will continue prioritizing improvements based on feasibility and impact.
Some suggestions may require more design, testing, or technical work before they can be implemented, but not seeing an idea in this update does not mean it has been ignored.
If you encounter any issues or unexpected behavior, please report them through the in-game report feature or through the Steam Discussions page so we can investigate further.
See you in the next update!
Hi miners, 😄
Thank you very much for your continued support, bug reports, feedback, and suggestions. We really appreciate everyone who keeps sharing their experience with the game, especially the reports and requests that help us identify which parts of the gameplay feel the most important to improve first.
In this update, we are focusing on several player-facing changes that improve control, flexibility, and movement comfort. The main highlights include a new way to manage Core Drill Machines more easily, a new Project Difficulty option in Playstyle Settings, and the addition of crouching to help movement feel better in tighter pipeline layouts.
As always, we will continue reviewing feedback step by step and process improvements gradually based on priority and feasibility.
Here is what is available in the latest version.
We added a new machine called Machine Management to help players control their Core Drill Machines more easily from one place.
This new management machine opens a dedicated screen with a grid-based view of your drill machines, allowing you to:
turn a single drill machine on or off
turn multiple drill machines on or off in bulk
For now, this update is focused specifically on drill machine control.
To make it easier to identify which drill you are managing:
hovering over a Core Drill Machine will now show the name of its mining spot
the same information is also shown in the Machine Management screen
This should make drill control much more practical, especially once your mining setup becomes larger and more spread out.
We added a new Project Difficulty option in the Playstyle menu.
This setting gives players more control over how demanding project deadlines feel. The available options are:
Very Easy — all projects and demands that normally have a deadline will instead have no deadline
Easy — projects and demands with deadlines will receive 1 extra day
Normal — current deadline behavior remains unchanged
Some important notes:
this only affects projects and demands that already use deadlines
anything without a deadline remains unchanged
projects that have already appeared will keep their current deadline state
only newly rolled projects will follow the new difficulty setting, including new project rolls after the next day begins
This should help players adjust the experience to better match their preferred pace.
Players can now crouch.
This was added based on feedback from players who wanted more comfortable movement while working around tighter pipeline layouts and more crowded machine setups.
The crouch controls are:
Ctrl on keyboard
both shoulder buttons on controller
This should make movement feel more flexible in areas where standing movement can feel less comfortable. This information also appear in the HUD bottom left corner.
Fixed an issue where the grade icon could fail to appear again after an empty box was refilled with items that have a grade.
Fixed an issue where the survey level could reset incorrectly in certain cases involving simultaneous Toxic Gas Leak Events.
Fixed an issue where refreshing a Sales Location demand could return the scroll or navigation position back to the front of the market area list.
Thank you again for your continued support, reports, and feedback. We are still reviewing everything you share and will continue prioritizing improvements based on feasibility and impact.
Some suggestions may require more design, testing, or technical work before they can be implemented, but not seeing an idea in this update does not mean it has been ignored.
If you encounter any issues or unexpected behavior, please report them through the in-game report feature or through the Steam Discussions page so we can investigate further.
See you in the next update!
Hi miners, 😄
Thank you very much for your continued support, feedback, bug reports, and suggestions. We really appreciate everyone who keeps sharing their experience with the game, especially the reports and requests that help us identify which parts of the gameplay feel the most important to improve first.
In this update, we are focusing on several highly requested workflow improvements, especially around train delivery handling, crate packing, filtering flexibility, and storage support. We have also included one additional improvement to help make stacked crates in the Supply Drop Area more stable and less likely to collapse.
As always, we will continue reviewing feedback step by step and process improvements gradually based on priority and feasibility.
Here is what is available in the latest version.
We added a new way to claim Train Delivery payment through the Train menu, so players no longer need to return to the train directly just to accept the result.
This was added to make the process much more convenient, especially when the player is already working far away from the train area.
Some important notes about this update:
The original claim access on the train is still available
This is an additional access point through the Train menu
A HUD notification will now appear when the train has returned and the delivery can be accepted
The Train menu can still be opened even if the train has not arrived yet, but the information shown will reflect the current train state
This should make train delivery handling feel much more practical during larger facility layouts and longer work routes.
We added a new machine called the Advanced Crate Packer.
This is a separate machine from the existing Crate Packer, built to give players more flexibility in how crate output is handled. Its core input and packing behavior are still similar to the previous Crate Packer, but it now allows players to choose the output crate size based on their needs.
The available output size options are:
Small
Medium
Large
The selected size will be shown as the configured output for that Advanced Crate Packer.
This update was added to help reduce clutter and make crate handling easier, especially for train loading, storage flow, and larger production setups.
We updated the Filter Machine so it can now select more than one item at the same time.
This means players are no longer limited to filtering only a single item variant, and can now configure a wider set of acceptable outputs based on their pipeline needs.
The filtering behavior remains the same as before:
Items included in the selected list will go to the success output
Items outside the selected list will go to the failed output
For the display:
If only one item is selected, the item name will still be shown normally
If more than one item is selected, the machine will show “N Selected”
This multi-selection system applies to all item categories that were already available in the previous filter selection system.
We added a new Large Rack as a bigger storage rack option.
This rack works the same way as the previous rack types in terms of behavior and settings, but with a much larger capacity. The Large Rack can store up to 48 crates.
This should help players who need larger storage support without having to place as many separate racks as before.
We improved the handling of stacked crates in the Supply Drop Area so they are less likely to collapse when stacked too high.
This uses a stabilization approach similar to the one used for the Crate Packer output system. The goal is to make crate stacks in the Supply Drop Area feel more stable and less messy over time.
Please note:
This is still an early iteration
Older stacks may also be affected in certain cases, but not all existing stacks will be fully corrected automatically
The focus of this improvement is specifically on crate stacking stability in the related area
We will continue reviewing feedback for this part as players spend more time with the updated behavior.
Once again, thank you very much for your support, feedback, and reports. We will continue reviewing player input and improving the game step by step based on feasibility and impact.
If you encounter bugs or defects, please report them through the in-game report feature or through the Steam Discussions page. Suggestions are also always welcome and help us make the game better over time.
See you in the next update!
Hi miners, 😄
Thank you very much for your continued support, feedback, bug reports, and suggestions. We really appreciate everyone who keeps sharing their experience with the game, especially the reports and feedback that help us identify where the gameplay flow can be improved further.
In this update, we are focusing on several quality-of-life and workflow improvements related to crate handling, crate packer behavior, and inventory convenience. Some of these changes come directly from community feedback, especially around crate merging and crate stability problems that could disrupt production flow.
As always, we will continue reviewing feedback step by step and process improvements gradually based on priority and feasibility.
Here is what is available in the latest version.
Based on player feedback, we updated the Employee Crate Merge behavior with several important improvements.
The updated behavior now works with the following rules:
Employees will prioritize taking the nearest partially filled crate with the largest size for the merge process
The merge target will be the smallest and nearest partial crate, with priority given to crates on the ground first, then crates stored on the rack
We also updated the post-merge handling behavior:
If an empty crate is created as a result of the merge process, it will now be removed automatically, whether it is on the ground or on the rack
For the merged crate result, if there is no suitable crate dropping zone after the merge, the employee will:
Place it in front of the nearest rack with the same rack focus
Or place it near the supply drop zone area
This update is intended to make crate merging more reliable, reduce leftover crate clutter in the workflow, and choose the higher capacity crate to make storage more efficient.
We listened to feedback from the community regarding crate piles at the Crate Packer that could often fall apart or become unstable.
Because of that, we overhauled the output system of the Crate Packer so crates are less likely to collapse after being produced. This will happen for the first 8 level of stacking, after that the system will use the old stacking system and can sometimes make the crate falling.
Please note that this is still our first iteration for this improvement, so if you have additional feedback after trying it, please feel free to let us know. We choose to do this solution to find the balance between performance and usability.
Also, this updated behavior only applies to newly created crates. Older crates that were already in a messy or unstable state will remain as they are.
We added the ability to stack machine and equipment items in the Hand Inventory.
With this update, the same machine or equipment item can now be grouped into a single inventory slot instead of taking separate space for each one.
Please note:
This only applies to machine and equipment items (marked with new stackable icon)
It does not apply to Product or Supply items
One hand inventory slot can now hold up to 99 of the same item
If the stack reaches 99, the remaining items will continue into the next available slot
This should make hand inventory management much more convenient, especially during rearranging or larger building sessions.
The Item Collector Machine can now also accept packaged items as input.
This means players can now create specific pipeline setups that use the Item Collector Machine on lines that already contain packaged items, giving more flexibility for production flow design.
Once again, thank you very much for your support, feedback, and reports. We will continue reviewing player input and improving the game step by step based on feasibility and impact.
If you encounter bugs or defects, please report them through the in-game report feature or through the Steam Discussions page. Suggestions are also always welcome and help us make the game better over time.
See you in the next update!
Hi miners, 😄
Thank you very much for your continued support, feedback, bug reports, and suggestions. We really appreciate everyone who keeps sharing their experience with the game, whether through reports, quality-of-life requests, or ideas that help us improve the overall gameplay flow.
In this update, we are focusing on progression for machine speed and production throughput, especially for drilling, utilities, and conveyors. We are also including several smaller improvements and fixes to make interactions, visuals, and building behavior feel more polished.
As always, we will continue reviewing feedback step by step and process improvements gradually based on priority and feasibility.
Here is what is available in the latest version.
We added upgrade support for Drill Machines so they can produce drilling results faster.
Just like Conveyors and Utility Machines, these upgrades are affected by the player’s current level and available money. As the Drill Machine becomes faster, its production output will also become higher, so make sure your pipeline is ready to handle the increased flow properly.
We increased the maximum upgrade limit for Utility Machines, Conveyors, and Drill Machines from Level 3 to Level 6.
With this change, players can now reach much higher operating speeds and build faster production systems than before.
We adjusted the hover distance for Platforms so platform information no longer appears too easily while the player is simply walking nearby.
After this update, interacting with a platform from a slightly farther distance will require the player to move closer and look downward more clearly. This should reduce unwanted hover popups during movement.
We updated the speed of the Automatic Supply Machine so its robotic arm now works faster based on its current upgrade level.
This should make upgrades feel more meaningful for players who rely on it for production flow and storage handling.
Fixed an issue where the upper part of a rack could clip into a platform.
This has been resolved by adjusting the rack shape so it is now shorter.
Fixed an issue where a platform could incorrectly be placed above the Filter Machine at a height of 2 meters due to a glitch.
The correct required height is 3 meters, and this has now been fixed.
Fixed an issue where some 3D labels or icons were not affected properly by lighting and could appear too dark.
Fixed missing materials on several new 3D models that could cause them to appear pink.
Once again, thank you very much for your support, feedback, and reports. We will continue reviewing player input and improving the game step by step based on feasibility and impact.
If you encounter bugs or defects, please report them through the in-game report feature or through the Steam Discussions page. Suggestions are also always welcome and help us make the game better over time.
See you in the next update!
Hi miners, 😄
Thank you very much for your continued support, feedback, bug reports, and suggestions. We really appreciate everyone who continues to share their experience with the game, whether through issue reports, quality-of-life requests, or ideas that can help make the gameplay flow feel more comfortable over time.
In this update, we are still focusing on quality-of-life improvements, especially for interactions that players use frequently during building, moving objects, and handling boxes. While these changes may look smaller, they are still important for making the overall gameplay feel smoother and less tiring during longer play sessions.
We have also included several bug fixes based on reports from the community. As always, we will continue reviewing feedback step by step and process improvements gradually based on priority and feasibility.
Here is what is available in the latest version:
Based on quality-of-life requests from the community, we added support for preserving the previous rotation state when placing a new object.
This means that after placing one object, the next object you place can keep the same rotation direction as before. This should make deployment and object placement more convenient, especially when building repeated layouts, without needing to manually rotate the object again every time.
Please note that this rotation memory only applies to machines outside the Mining category. For Platforms, there is a separate temporary rotation preserve system. Equipment items are not affected by this rotation memory feature.
This means the main focus of this update is on pipeline-related items such as Utility Machines, Conveyors, and other processing machines.
Based on feedback from the community, large-scale rearranging can take too much time because moving objects requires a relatively long hold input.
To help with this, we added a new Playstyle Setting that allows players to speed up the hold delay used for moving objects. With this option, the hold duration can be set to feel much shorter than the default value.
This should make larger reorganization work feel smoother and less time-consuming.
We added the ability to return empty Boxes or Crates back to the Box Generator using the drop box action, which is Right Mouse Button by default.
This should help players more easily recover from situations where too many empty boxes were taken by mistake, allowing them to be returned directly instead of being left unused or throwing to the trash bin.
Fixed an issue where item demand in Sales Locations could become empty after the randomizer pool ran out.
In the latest version, this condition has been fixed, and any previously empty demand will now be updated to a new valid target.
Fixed an issue where the Train Employee Settings target quantity could still count items with a different grade than the specified target.
This should now correctly follow the defined grade target.
Fixed an issue where a popup could be detected as duplicated, which could create unnecessary load during the game process.
Fixed an issue where the Challenge not displaying the correct progress after load game. The internal calculation is still fine and only the UI that was not displaying the correct information.
Fixed an issue where the Train Capacity Upgrade target could display the wrong capacity value when previewing the highest currently available upgrade level.
Once again, thank you very much for your support, feedback, and reports. We will continue reviewing player input and improving the game step by step based on feasibility and impact.
If you encounter bugs or defects, please report them through the in-game report feature or through the Steam Discussions page. Suggestions are also always welcome and help us make the game better over time.
See you in the next update!
Hi miners, 😄
Thank you very much for your continued support, bug reports, and feedback. In this update, we are focusing on several quality-of-life improvements based on player experience, especially around Sales Location demand balancing, employee handling, train and utility upgrades, and supply purchasing convenience.
We have also included several bug fixes related to Supply Rack state saving, crate behavior in the train, and clearer employee idle information.
Here is what is available in the latest version.
We rebalanced Sales Location Demand so early areas will no longer request high-grade gems.
Demand has now been adjusted based on the availability of higher-grade gems from each Sales Location access level. This should make progression feel more reasonable and better aligned with what players can actually produce at that stage.
For players who already received high-grade gem demands in early areas, you can refresh the demand to get the updated version.
We added an Unstuck button for employees.
Based on reports from players, there are situations where an employee can get stuck and the only way to recover them was by reloading the game. With this new button, available in the Employee Menu, players can now unstuck employees individually.
When an employee is unstuck:
Their current task will be interrupted
They will be teleported back to their starting position
After that, they will recheck their configured work algorithm and continue based on their current settings
We added new Employee Task Information to explain the box merge ability for the Rack Supply Stocker task.
This should help players better understand that this task can also handle merging partially filled boxes as part of its workflow.
The Train and Utility upgrade popup now includes an option to upgrade directly to the maximum available level.
This means players no longer need to repeat upgrade confirmations one by one. The system will automatically consider:
Your current money
The highest upgrade level currently accessible based on your player level
This should make the upgrade process much faster and more convenient.
We added a new 1x1 Slope Conveyor variant.
This was added based on community feedback, as shorter slope conveyors are still needed as an additional variant for more flexible and varied layout building.
We added Add to Cart +10 and Add to Cart +1 buttons in the Supplies Menu.
This should make purchasing larger quantities much easier without requiring repeated clicks for every item.
We added hover information to the Storage Machine to explain that players need to use an Automated Supply Station if they want to retrieve items stored inside it.
This was added because many players did not realize this functionality, as it was previously only shown in the machine description at the time of purchase.
We improved the Survey Mining Spot hover UI by widening the information area, making it easier to read which items and grades are currently shown.
This should help players check survey results more clearly when hovering over a mining spot.
Fixed an issue where the Supply Rack did not save the Box Fill state after loading the game.
Fixed a bug where crates could sink inside the train if they were placed too quickly.
Fixed a condition where certain employee states would only display as Idle without providing clearer information about why the employee was idling.
Fixed an issue where controller navigation did not work properly in the Tutorial Popup.
Fixed an issue where the Mirrored Core Drill Machine could not be placed on a Temporary Mining Spot after neutralizing a Toxic Gas Leak.
Once again, thank you very much for your support, feedback, and reports for Mineral Mining Simulator. We will continue reviewing player input and improving the game step by step based on feasibility and impact.
If you encounter bugs or defects, please report them through the in-game report feature or through the Steam Discussions page. Suggestions are also always welcome and help us make the game better over time.
See you in the next update!
Hi miners, 😄
Thank you very much for your continued support, feedback, bug reports, and suggestions since the Early Access launch of Mineral Mining Simulator. This is our first update after launch, and we have already received a lot of valuable input from the community.
For this week, we have prepared a number of improvements and updates based on that feedback. Not all recorded suggestions are included in this update yet, and we will continue processing them step by step in an iterative and incremental way based on feasibility and development priority.
Here is what we prepared for this week:
We received a lot of feedback about gem progression feeling too routine in some areas while also being too varied during the early game. Because of that, we made several adjustments to the gem randomizer and mining spot results.
The changes include:
The gem randomizer ratio has been updated, and getting higher grades now depends more on surveying the mining spot properly. Surveying will help unlock access to higher grades as well as additional crystal mineral variants.
The gem processing flow has also been rebalanced so it no longer produces too many items after crushing and cutting.
Previously, crushing and cutting both had a chance to increase item count, which could create overly large final output numbers. With the latest version:
Crushing still has a chance to produce 1 or 2 items
Cutting no longer adds another extra quantity chance
This should make the final item output feel more controlled and balanced.
We updated how the game records whether a mineral type has been owned or discovered.
Previously, there were situations where players could not select a certain Focus Commodity because the game had not yet considered that mineral as owned or previously found.
With this update, mineral ownership detection is now recorded once the mineral reaches the Ore Breaker output, so the type is registered earlier in the discovery data.
We understand that every player has their own preferred way to play, so we introduced a new Playstyle Settings menu in the Tablet.
This menu allows players to adjust certain gameplay-affecting options. For this first stage, based on community feedback, we have added the following options:
Toxic Gas Leaked Event Frequency
Players can decide how often Toxic Gas Leaked Events should occur, or disable them entirely for a more relaxed experience.
Platform or Machine Support Pillar Visuals
Players can choose whether the visual support pillars for platforms or machines placed above should be shown or hidden.
We already have more playstyle-related ideas recorded, but for now these are the first two options we have finished implementing.
We added a Survey Popup related to the Toxic Gas Leaked Event.
This popup will appear when you successfully neutralize your first Toxic Gas event. Your answer in that survey will determine the playstyle option for Toxic Gas Leaked Events in your game going forward.
This setting can still be changed later through the Playstyle menu on the Tablet.
Based on player experience, internal testing, and feedback gathered from discussions, we concluded that the appearance rate of Toxic Gas Leaked Events needed rebalancing.
In the latest version:
The frequency of Toxic Gas Leaked Events has been reduced
The bonus mining spot content that appears after neutralization has also been rebalanced
This should make the event feel less overwhelming while still keeping it meaningful.
Employees can now merge the contents of partially filled crates with other crates of the same item type that are also not full. This behavior is included in the Supply Rack task, so employees will first try to fill crates more efficiently before placing them back onto the rack.
This update was added based on player feedback, especially from situations around the Crate Packer Machine where partially filled crates could be store by employee because the crate is tumbling down.
Based on feedback from the community, we updated the Train Employee Settings system because the previous setup could feel confusing in certain situations.
Previously, the target was counted based on the number of crates, which could create a problem when employees loaded crates that were not completely full. In that situation, the expected target amount might not actually be reached.
With this update, the system now counts the target based on the total item quantity instead of total crates. This means that even if some crates are only partially filled, employees will continue loading until the total targeted item amount has been reached.
We updated the Train Delivery process so the operational cost is no longer charged at the beginning.
Instead, the travel cost is now deducted from the income earned after delivery. This change was made based on community feedback, because paying the travel cost upfront could create soft-lock situations when the player had less money than the required trip cost.
We have seen players build many interesting layouts, so we decided to add new Conveyor Belt variants with longer sizes:
1x3 Conveyor
1x5 Conveyor
These new variants should make it easier to build for longer or more distant areas without needing to place as many short conveyor sections.
We rebalanced the employee upgrade costs so they are more accessible during the early stages of gameplay.
We rebalanced the base movement speed of employees, so the starting speed is now faster and the maximum possible speed is also higher.
Employees assigned to handle Toxic Gas Leaked Events will now have temporary immunity while processing neutralization, as long as the Toxic Filter Machine and Neutralizer Kits are already prepared.
We updated the Train Employee Settings so the default Any Products value will now automatically increase its target based on the latest maximum capacity.
This only applies if the setting has never been manually changed by the player.
Now, these options are no longer only available through the Employee Train NPC. Players can also access them directly by hovering over the Train, so upgrading capacity and changing Employee Settings no longer feel separated across different access points.
We changed the travel cost to the Mining Depot so it is now free.
This helps prevent possible soft-lock situations when players have very little money.
We rebalanced platform prices so they are now cheaper and easier to access.
We added a new option in Game Settings that allows players to choose whether the green visual effect during Toxic Gas Leaked Events should be shown or hidden.
We sped up the skip animation process. Previously, players had to wait around 3 seconds, and now the skip response is faster.
We fixed and improved several localization issues in the tutorial.
We also updated localization issues in the Global Log information.
Fixed an issue where the Box Packer Machine (Mirrored) monitor could not be accessed.
Added a potential fix for cases where certain Survey Machines would not start processing after a Survey Kit was inserted.
Fixed translation issues in several locations and event triggers.
Once again, thank you very much for all the support, feedback, and suggestions you have shared since the Early Access launch. Every discussion we have responded to means that we have already noted that feedback, so please do not worry if your suggestion is not included in this update yet. It may already be in our backlog for a future update, or it may still be in a deeper planning stage for implementation.
If you encounter bugs or defects, please report them through the in-game report feature or through the Steam Discussions page. We will continue monitoring both and processing updates step by step.
See you in the next update!
Hi miners, 😄
This update also marks the official Early Access launch of Mineral Mining Simulator. For those of you who have already tried the Demo, you can now experience the broader set of updates and systems we have been preparing for the initial Early Access version. We also have special launch discount 20% for you to get.
As the game launch in Early Access, we are committed to listening to player feedback and continuing to update the game regularly based on the feasibility of the ideas and suggestions we receive. Our goal is to keep improving the game step by step throughout development.
If you have feedback, suggestions, or reports, please feel free to get involved through the Steam Discussions page. We will continue monitoring that area closely.
With that said, here is what we prepared for the Early Access launch version.
In this update, players can now progress up to Level 20. Reaching higher levels will unlock new content and access to additional features.
We added 14 Steam Achievements to the game.
These achievements are designed to challenge players through various activities and progression paths available in the game.
The number of employees that can be hired has now been increased up to 12.
This should help players manage larger mining and production areas more effectively through additional automation support.
We updated employee behavior by making the idle state clearer, so players can more easily understand when an employee is not currently performing a task.
We updated the Employee Task Priority UI by adding a legend to explain the role and purpose of each task more clearly.
This should help players better understand the job descriptions behind each employee task assignment.
Employee task slots have now been expanded to 4 slots.
The default priority setup is now:
Toxic Gas Operator
Machine Maintenance Worker
Packaging Supplier
Train Loader
Players can still adjust these priorities based on their own facility needs.
We updated the Sales Location system UI for deliveries.
Some important notes from this system update include:
Shipping Depot will generate 85% of the normal price, while other areas can provide better profit
There is now an additional 5% to 10% bonus for items used to fulfill a demand
The UI now provides information about what each area generally requests
Players can pin prioritized areas so they appear at the front of the list
Sales areas will no longer all appear at once, and instead will be gradually teased as players reach certain levels, so the system feels less overwhelming early on
We added a new UI in the Tablet to display important event logs and machine states, such as:
Toxic Gas Leaked
Packaging Empty on certain machines
Machines requiring maintenance
Other events that can be expanded further in future updates
This log will also display the time of each event, so players can better understand when something happened.
We updated how Toxic Gas Leak Events appear.
With this version, a new randomizer system has been added, and once players reach certain levels, Toxic Gas Leak events will also change their behavior to provide more challenge for players who have progressed further.
We updated the Train Capacity Upgrade so it can now be increased up to 1,750, allowing players to reach a much larger delivery capacity.
Thank you very much for your support and for joining us at the start of Mineral Mining Simulator Early Access. This is an important milestone for us, and we are excited to keep improving the game together with the community.
If you encounter bugs, have suggestions, or want to share your thoughts, please use the in-game report feature or post in the Steam Discussions page. Your feedback will help us shape the next updates more effectively.
Thank you for playing, and welcome to Early Access!
Hi miners, 😄
Thank you very much for your continued support, bug reports, and feedback. In this update, we are focusing on machine placement clarity, Toxic Gas Leak event improvements, and better in-game information so players can understand important conditions more easily during production.
Please note that some of the changes in this update can already be experienced in the Demo, while the full experience of these updates will be available once Mineral Mining Simulator launches in Early Access.
We are also happy to officially reveal our Early Access release date: May 14, 2026. Be sure to wishlist Mineral Mining Simulator and stay tuned for the release day.
Here is what we prepared for this week updates.
We updated the machine deploying display to make placement clearer and more comfortable while building your production line.
The changes include:
Clearer spatial information for input, output, and failed output points, so players can more easily determine whether a machine is properly connected
A spatial grid below the machine to make grid distance easier to read
More contrasting directional arrow colors during deployment, so they are easier to see against the machine preview
These changes should help make machine placement more readable, especially in more complex layouts.
Based on community feedback and our internal testing, we updated how employees behave when a Toxic Gas Leak Event happens.
The changes include:
The idle duration for employees affected by toxic gas has been reduced from 10 to 20 seconds to 5 to 7 seconds, so the penalty feels less punishing
The number of employees affected by toxic gas will now match the number of active Toxic Gas Leak Events
Previously, this behavior used a percentage-based calculation. Now it will directly follow how many toxic gas leak events are currently active.
We improved the presentation of Temporary Mining Spots that appear after a Toxic Gas Leak has been neutralized.
The changes include:
Mining Deposit Remaining information will now be shown, so players know when the temporary mining spot is getting close to depletion
This information will remain visible until the spot is depleted
Once the temporary mining spot is depleted, its Survey Level will reset back to the beginning
This reset is intended to keep the system more challenging and meaningful for players.
Based on feedback about players not always knowing why certain conditions happen, we updated several warning and information displays.
The changes include:
Added clearer text information for Storage Machine failed output, explaining that when the storage slots are full, items will go to the failed output line
Updated the Shipping Depot UI to explain that at least 100 item quantity must be delivered to gain reputation, so players better understand why reputation may not be earned
Added HUD notifications for machines that are running low on packaging or have empty packaging, so players can prepare replacement supplies in time
Added spatial icons on packaging-related machines when packaging is low or empty
These updates should make the game communicate important situations more clearly during daily production flow.
We adjusted the maintenance calculation for the Core Drill Machine so the latest version feels fairer.
We improved the tutorial display so it is less likely to be skipped accidentally.
With this update, the OK button will only appear when the player reaches the final page of the latest tutorial.
We improved access to the Toxic Gas Leak Event tutorial by showing the tutorial popup again when the first Toxic Gas Leak Event occurs.
This should help make sure players do not miss important information when encountering the event for the first time.
We added the ability to click on the source area of a Toxic Gas Leak to open the tutorial related to the Toxic Gas Leak Event.
This should make it easier for players to review the mechanic directly when needed.
Fixed an issue where certain machines could stop producing output even though they still contained items and the machine animation was still running. This was caused by corrupted processing data.
Fixed an issue where active employee information in Employee Settings was not displayed or highlighted correctly after loading a game.
Fixed an issue where some machines did not preserve their Employee Settings state after being repacked.
Fixed an issue where a machine could appear to continuously produce output even though the monitor showed it as empty. In this case, the machine data still contained items, but the monitor was displaying incorrect information.
Fixed an issue where the packaging display was not synchronized properly. This was caused by an incorrect item naming issue, which has now been corrected.
Once again, thank you very much for your support, feedback, and reports for Mineral Mining Simulator. We will continue reviewing feedback and improving the game step by step, especially for gameplay clarity, automation comfort, and production line usability.
If you encounter bugs or defects, please report them through the in-game report feature or through the Steam Discussions page. Suggestions are also always welcome and help us make the game better over time.
See you in the next update!
Hi miners, 😄
Thank you very much for your continued support, bug reports, and feedback. In this update, we are introducing a new delivery progression system to make shipping feel more meaningful as a short-term and long-term goal. We are also expanding employee support for Toxic Event handling and improving employee behavior so automation feels more reliable in daily facility operations.
Please note that this update is currently only available to players who already have special access to the Early Access version ahead of release. For other players, these features will become accessible once we officially launch the Early Access version on its release date.
Here is what we updated to the game:
We added a new delivery system so shipping can become a clearer progression goal through Delivery Sales Locations that can be selected as delivery targets.
Players will begin from an open area without any demand. Once the requirements to unlock the next area have been met, new locations will become available with their own specific item demands and rewards.
Every time you complete a demand in one of these locations, you will gain reputation for that area. This reputation will then be used as a requirement to unlock additional areas with different demand challenges.
These Delivery Areas are divided into 3 main categories:
Free Area You are free to sell any item, but there are no special demands and no extra bonus.
Demand Area This area has a specific item demand, but no deadline. You can complete it at your own pace.
Demand with Deadline Area This area also has a specific item demand, but it includes a deadline. In return, it offers a higher bonus than the other area types.
To support this new system, we also overhauled the Employee Settings on the train so players can define which items are currently demanded by the selected delivery area.
We updated employee tasks so workers can now help handle Toxic Events.
Employees can now be assigned to Toxic Gas Operator that will process this step:
Deploy the required machine
Fill it with Neutralizer Kits
Help neutralize toxic gas that appears in cave areas
Players still need to prepare the machine and the Neutralizer Kits beforehand.
Please note that handling the mining process for the temporary mining spot that appears after toxic gas has been neutralized is still handled directly by the player.
We updated employee behavior so they now prioritize closer targets first instead of choosing farther targets too early.
This change affects several types of interactions, including:
Placing items into racks
Supplying machines
Other nearby work interactions
This should make employee movement and task handling feel more efficient and more natural in your facility layout.
Added a potential fix for cases where employees could suddenly take items from a position on top of a high platform even though they had not actually reached the pickup position yet.
Fixed an issue where employees could teleport and avoid using stairs to reach higher platform positions after loading a saved game.
Fixed an issue where employees could pull items from a distance when a conveyor path was blocking the interaction route.
In the latest version, conveyor blockage will no longer allow that long-distance interaction. Instead, the employee will move through the conveyor area properly to reach the task position.
Once again, thank you very much for your support, feedback, and reports for Mineral Mining Simulator. We will continue reviewing player input and improving the game step by step, especially for automation flow, employee behavior, and delivery progression.
If you encounter bugs or defects, please report them through the in-game report feature or through the Steam Discussions page. Suggestions are also always welcome and help us make the game better over time.
For those who do not have access yet, please stay tuned for the official Early Access release, where these updates will become available.
See you in the next update!
Hi miners, 😄
Thank you very much for your continued support, bug reports, and feedback. In this update, we are focusing on production flow upgrades, employee improvements, and a major overhaul to the Toxic Event system to make gameplay feel more active and challenging over time.
Some of the changes in this update may not be fully experienced in the demo version. Several features are being prepared for the full gameplay experience, so please stay tuned for the playable release of Mineral Mining Simulator in Early Access.
Here is what we prepared for this week updates.
We added a new upgrade feature for Utility Machines and Conveyors.
With this system, you can increase their level so they can run at higher speeds. To upgrade them, you must first reach the required player level and have enough money to pay for the upgrade.
Once upgraded, conveyors can move items faster, which should help a lot when transporting materials across longer distances in your facility.
We expanded the functionality of the Automatic Supply Station so it can now pick up items that have fallen onto the ground, not just items stored inside the Storage Machine.
This should help players clean up dropped materials more easily and route them back into the next processing pipeline or any other connected setup.
We added 2 more employees to help support the growing workload in your facility.
This should give players more flexibility when expanding automation and managing multiple production tasks at once.
We overhauled the conditions for how Toxic Events can occur. Here are the main changes in this update:
The chance for a Toxic Event to occur has been adjusted, while still keeping the maximum limit of 2 active Toxic Events at the same time
If a temporary mining point that appears after neutralization is left unused and no Drill or Survey is placed there, that location can still become a valid chance point for another Toxic Event
If a temporary mining point has already been used and its resource is fully depleted, that position can also become eligible again for another Toxic Event
With this updated system, Toxic Events should appear more regularly over time, making the challenge feel more present during gameplay while still giving players the opportunity to benefit from temporary mining points.
We added the ability for Equipment items to be placed on top of Platforms, not just machines.
This means vertical areas can now also be used for useful support items such as:
Box Generators
Trash Bins
Other equipment items
This should make vertical setups more practical and flexible.
We updated employee behavior for restocking packaging so workers now prioritize the machine that needs to be refilled sooner, instead of only prioritizing the closest machine.
Distance can still affect the result in certain situations, but machines with more urgent packaging needs will now be given higher priority.
Players can now merge the contents of one box into another box, as long as both boxes contain the same item type.
This should make box management more convenient and help reduce unnecessary partially filled boxes.
We updated the Employee Menu so it now shows which employees are currently inactive due to a Toxic Event.
This should make it easier to understand why a worker is temporarily not doing their task.
We updated the order of item categories in Focus Commodity selection.
The new order is now:
Supplier Item
Packaged Item
Unpackaged Item
This change applies across all menus that use Focus Commodity selection.
We updated the Crate Packer Machine Employee Settings so it can now also select unpacked items.
In addition, when selecting that category, the UI will no longer show grade information for those items.
We updated the default control for upgrading Truck Delivery Capacity.
The default key is now is "C" on keyboard, the controller will follows.
We increased the item limit in employee restock settings from 500 to 1000.
This should help players manage larger facilities with fewer limitations in restocking configuration.
Fixed an issue where employees could sometimes end up standing still while clipping into a machine.
Fixed an issue where the Gem Packaging text on the Quality Grader Machine (Mirrored) appeared reversed.
Fixed an issue where the monitor on the Cut & Polish Machine (Mirrored) could not be accessed properly.
Fixed an issue where picking up an item from the ground could briefly make it sink first before jumping into the box. Items will now move directly into the box.
Once again, thank you very much for your support, feedback, and reports for Mineral Mining Simulator. We will continue reviewing feedback and improving the game step by step, especially for automation flow, employee behavior, and overall gameplay clarity.
If you encounter any bugs or defects, please report them through the in-game report feature or through the Steam Discussions page. Suggestions are also always welcome and help us make the game better over time as we move closer to the Early Access release.
See you in the next update!
Hi miners, 😄
Thank you very much for your support, bug reports, and feedback. In this update, we are focusing on storage organization, employee support, and a new way to connect stored materials back into your production line. We are also adding a few quality-of-life improvements to make item handling and employee setup more convenient.
Here is what we prepared for this week:
We added access to the new Box Rack equipment so you can organize the boxes you own into a cleaner and more structured storage area.
The rack comes in two sizes:
Small, can hold up to 16 boxes
Medium, can hold up to 32 boxes
Both can be purchased through the Equipment menu.
Each rack can be configured as unpackaged item, packaged item, or supplier item, make sure you set the correct type so employee will organize the correct boxes. This addition should help keep your working area neater and make box storage easier to manage.
We also updated employee tasks so workers can help organize boxes into the Box Rack automatically.
Employees assigned to the Supply Rack Stocker task will now help organize boxes based on the settings of each rack configured by the player.
This should make it easier to maintain a tidier setup without needing to move every box manually.
We introduced a new storage solution for processed materials that can still stay connected to your production line.
The new machines are:
Storage Machine A connected storage unit that lets you keep processed materials in an organized reserve, similar to a cabinet but integrated into the production flow.
Automated Supply Station A machine with a robotic arm that can retrieve items stored in the Storage Machine and help move them into the next process or production line step.
These machines are intended to give players more flexibility when managing output flow and stored materials in larger setups.
Every Employee Setting can now be assigned to multiple employees at once.
This means that when you want to use specific employees for certain tasks, you are no longer limited to choosing only one employee.
We added new Drop Zone options for each cave area that has been unlocked.
When purchasing items, players can now choose the desired Drop Zone. These options will appear after a new cave area has been unlocked.
This should help make deliveries more practical, especially for players expanding deeper into cave areas.
We updated the interaction flow so players can now skip the animation when placing items into a box.
This should help make repeated box handling feel faster and more comfortable.
Fixed a bug where an employee could fail to pick up a box for the Starter Machine due to corrupted data on a specific box.
This issue has now been fixed so employees can continue their task properly in that situation.
Once again, thank you very much for your support, feedback, and reports for Mineral Mining Simulator. We will continue reviewing your input and improving the game step by step based on the most important needs for the current stage of development.
If you encounter bugs or defects, please report them through the in-game report feature or through the Steam Discussions page. Suggestions are also always welcome and help us make the game better over time.
See you in the next update!
Hello miners,
Thank you very much for your support, bug reports, and feedback. In this update, we are focusing on one of the most important areas raised by players so far: overall system performance and production flow comfort. We are also shipping several employee behavior improvements, new utility machines, and a few fixes to make building and automation feel more flexible. For this update only little bit changes applicable to the Demo Version.
Here is what we prepared for this update.
Based on feedback and reports from players who have tried the game, we have made a system update to improve optimization and reduce unnecessary performance usage.
This update affects several important parts of the game, including:
Faster load and save processes
Shorter loading time when changing days
Improved object rendering performance to reduce lag situations
This optimization stage is still an early step, so there may still be other parts we need to adjust further in the future. However, based on our current internal testing, the changes included in this update are already enough to better support the current state of the game.
We added a new Employee Setting for the Crate Packer so players can define the minimum box amount that should be considered ready for employee pickup.
We received feedback about situations where employees never picked up items from the Crate Packer. This happened because the previous employee behavior only treated a box as ready if it was completely full, meaning 25/25 items. If the amount was lower than that, the employee would not take it.
To help solve this problem, players can now define their own minimum amount for each item type. This allows employees to treat boxes as ready earlier and move them to the Train or other target destinations depending on the setup.
Employee behavior has now been updated so employees can also supply packaged items through the Supply Machine.
This means if a certain line needs to use already packaged gems or other packaged items, that setup can now also be supported by automation. The options in the Supply Machine Employee Settings have also been updated to include both:
Packaged Items
Non-Packaged Items
We added several new utility machines to support more flexible production line setups in future mining layouts.
A machine that can split one line into three outputs and rotate between them as long as the connections are available.
A machine that can sort incoming items into two output lines:
One line for the selected or focused item
One failed output line for items that do not match the selected focus
This should make it easier to define which line is intended for a certain item and which line is used for everything else.
We added slope conveyor variants that can be used to build rising or descending item paths, giving more options for vertical mining setups.
We added a portable lamp that players can place in darker areas to improve visibility during exploration.
We added mirrored versions for machines that need opposite-side placement access.
This should help reduce situations where a machine becomes difficult to use because one side is hard to reach due to layout limitations.
We added a new 4m x 4m Platform to provide another platform size option for players who need more flexibility while building vertical mining structures.
We adjusted machine sound effects so they are no longer too loud, making longer play sessions more comfortable.
Fixed an issue where increasing the maximum train capacity also caused the current capacity information to increase. This should no longer happen after this update.
Fixed an issue where the preview shadow of an object being deployed could block player movement. The object preview should no longer interfere with the player collider.
Once again, thank you very much for your support, feedback, and reports for Mineral Mining Simulator. We are still reviewing player input step by step and prioritizing improvements based on what is most needed and most feasible for the current stage of development.
If you encounter bugs or defects, please report them through the in-game report feature or through the Steam Discussions page. Suggestions are also always welcome and help us continue improving the game over time.
See you in the next update!
Hello miners! 😄
This is our first devlog for Mineral Mining Simulator, our mining and production line simulator where you excavate raw materials and turn them into gems and other processed products through an organized production setup.
Thank you very much for all the support and feedback you have shared so far. We truly appreciate everyone from the Steam community, as well as the influencers who have taken the time to try the game and stream it on their channels. We received a lot of useful input from both the demo and the influencer Early Access version, and we have started reviewing and processing that feedback step by step for future updates.
For this week, we have prepared several updates. Some of these changes can already be experienced in the demo, while some are currently only accessible in the Early Access version. At the moment, the Early Access version is still limited to selected influencers only. Going forward, we will continue to work on regular improvements based on feedback and on what is feasible to implement properly into the game.
Here are the updates we worked on this week:
We have added a new Tutorial Page that will show important information whenever you level up. This means new systems and gameplay information will now also appear as part of the level-up information flow. You can also recheck these explanations anytime through Tablet > Tutorial.
We made several changes to improve the employee system:
Train Loader is now assigned as the default task when an employee is hired.
Employee Settings are now set to Any Employee by default, so any available worker can automatically start the assigned task.
Delivery Train Employee Settings now have a default setup to send Any Products with 4 boxes for a total default capacity of 100.
The employee daily cost has been reduced to $100.
We improved the feedback during Toxic Events so the situation is easier to understand:
The gas visual has been changed to a greener color to make it clearly look toxic.
The HUD will now show a marker when a toxic event is active.
The HUD will also display the information “Toxic leak in area.”
When repacking or canceling object placement, the item will now automatically return to your hand as long as your hand is not already full. This helps prevent boxes from falling, especially when canceling placement from above a platform.
We updated the process of changing to the next day by adding clearer information and a more understandable transition flow.
Survey Machine Level 1 will now provide grade pool information with percentages, making it easier to understand the possible grade distribution you may obtain.
We added new capacity options:
Medium for 50 items
Large for 100 items
Please note that this change only affects packaging. Survey Kit and Neutralizer Kit remain at 25 capacity.
We added new equipment:
Box Generator (M)
Box Generator (L)
We updated machine icons in the UI by adding visual indicators of the items needed by each machine. This has been applied to machines such as:
Grader Machine
Gravel Processing
Survey Machine
Toxic Filter Machine
We added Crushed Rock as a new item variant that can be selected for delivery truck loading.
Several machine information displays have been improved:
Dedicated screens now show content amounts for Grader Machine, Gravel Processing, Survey Machine, and Toxic Filter Machine
The generic empty packaging info has been replaced with the actual name of the empty packaging needed
Tower lights have been added as indicators for Survey Machine and Toxic Filter Machine
We improved the platform placement process by adding better placement markers to help with positioning and depth perception while building.
We improved the appearance of boxes by:
Adding icons on the top side so they are easier to identify
Changing text colors so they are easier to read in low-light conditions
Fixed Tutorial UI blinking when the target amount updates
Fixed gravel progress indicator showing 0/5 on initiate, which is now corrected to 0/3
Fixed platform fences sometimes not generating when a platform is moved
Fixed platforms not being movable when placed exactly above the Grader Machine
Fixed kits in Survey Machine and Toxic Filter Machine being removable while still processing. They can no longer be taken during processing
Fixed speed change information still appearing on some objects that should not support speed changes
Fixed Survey Machine animation continuing to run even when not processing
Fixed employee behavior not working after returning to the main menu and then starting a new game or loading a game
Fixed employee behavior where they did not take action during a toxic event
Fixed an issue where the processing machine appeared empty but was still producing output. This was caused by incorrect information, as the machine actually still contained materials.
Thank you again for all the support, feedback, reports, and suggestions for Mineral Mining Simulator. Your input helps us understand which parts of the game need more clarity, more polish, and more improvement, especially as we continue refining the core mining and production line experience. Known issues as of now is the problem regarding optimization when the production is already massive. We are looking into solving this and hope next week we already have the update regarding it.
If you find any bugs or defects, please send them through the in-game report feature or through the Steam Discussion page. Suggestions and feedback are also very welcome, because they help us keep improving the game step by step.
See you in the next update, and thank you for being part of the early journey of Mineral Mining Simulator.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Mineral Mining Simulator, 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 Mineral Mining Simulator 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.