Steam Cards and Badges now available!
Hello, The title says it all really. We've added in Steam cards and badges for those who enjoy collecting them! Thanks, Ignatius

Technical data

Hello, The title says it all really. We've added in Steam cards and badges for those who enjoy collecting them! Thanks, Ignatius

A couple of requested features in today’s patch including the much requested patrol feature. Patrol (Default Hotkey: C)- Trains patrolling will repeat a route between their starting location and a location set by you. This can be between two facilities, empty stretches of track,

Some fixes this week, the headline being that AI movement continues to improve and we’re very close now to it being free of any glaring issues: Fixed issues with AI trains getting stuck on certain maps (6, 9, 17, 19) Fixed a crash sometimes when trains enter intersections from th

We’ve been working on a bunch of improvements and fixes for the past few weeks. Improvements to our audio, ability/device fixes, a fix for AI trains yo-yoing, a myriad of save/load fixes, difficulty smoothing and more: Improved the SFX in many areas, including some devices gettin

A happy new year to everyone! This patch contains a multitude of new VFX for the various devices you can use. This includes VFX for the device’s projectiles, VFX for when they impact or explode, and VFX for any buff/debuff effects on a train. Added in unique VFX for many devices

Likely our last patch for what’s been a very interesting and eventful year, Patch 49 is a small one has a few fixes and QoL additions that will improve your experience: Aiming with a train from under a shield will now turn red, indicating to the player to not fire (another WkSD r

A few bugs have come to our attention post 1.1 and we’re working through fixing them. Here’s a list of what’s changed in today’s patch: Fixed an issue where auto-repair would trigger first before auto-unload, we wanted it the other way around since you might need those same resou

Patch 1.1 is here! We may have been gone for a month, but we put that time to good use and put the game on a major diet. We’re pleased to say that we’ve more than halved our install size and the game should come in under 23GB now! There are many other fixes and features to be fou

EDIT - We need another day to further test out our new patch so unfortunately we'll be delaying it for a day. The good news is that the install size has essentially halved, so expect to shave off a total of approx. 24GB of the install size! Hello everyone! It's been a blur of a m

We had a really annoying bug with repeating dialogue in Mission 7, happy to say it's been squashed now. We've also removed certain things from appearing in cut scenes, such as aiming reticules, ability VFX, etc.

Some UI improvements on this patch, continuing our Quality of Life changes as requested by you, the players. Also a few bug fixes, and finetuning missions 3 and 6 for pacing and difficulty. Mining Platform Icons – We’ve added in two new passive icons. One, the Node Value, display

Some more fixes heading your way! Fixed an issue with skipping conversations sometimes breaking mission flow Fixed an issue with pathfinding when right click moving with a docked unit Fixed an issue where a crash would occur if an AI train crossed into a specific tunnel in M20 Fi

Thanks to Thrillwizard for submitting a bug report yesterday. Got his issue fixed and a few other improvements in today’s patch. Fixed mission flow breakage in M13 and M22 Fixed an issue with Kylian Radar Towers not getting the extra shielding capacity when upgraded Fixed an issu

A small patch, finishing off our bark issues and adjusting the Research screen UI. Fixed a few issues regarding barks, and it should now be in a much better state regarding sometimes stopping Adjusted the Common Upgrades tab in the Research Screen so you don’t need to scroll down

Another patch just in time for the weekend! Fixed an issue where the priority on barks (dialogue where units confirm actions, as an example) was not resetting. This resulted in mostly silence and non-firing barks by the end of a mission. Added in Repair Auto-cast, which is on by

The patch blitz continues! We had some tricky untangling to do with save/load which slowed down what we hoped would be a daily cadence of patches, but it should make save/load significantly more robust and we hope to have another patch or two before the week is out. Keeping the f

We’ve gotten lots of good feedback from our 1.0 launch, and here’s the first patch aiming at improving the game and experience for our players. We have a couple more patches coming in tomorrow as well to further help improve mission flow. Glossary – Fixed some typos and some plac

After 4 years of work, the day has finally come! Miner’s Mettle has left Early Access and is now 1.0 and beyond! The main addition to the work of the past half year is the story campaign, but there’s much, much more! We’d like to thank everyone who helped us reach this moment – f

Hello, After dropping the campaign on the weekend, Wandering Mania gave us a bunch of detailed bug reports. While we weren't able to get everything fixed, we've made some progress and we've named the patch in their honor. - Fixed a Save/Load crash which occurred whenever the enem

Hello, We've just dropped our story campaign update! We used to do bi-weekly patches up until the end of March before we stopped to focus on the campaign so this is the culmination of the last 7 months' efforts for us. The patch is around 10GB. We initially had it at close to a 3