Tile Miner Live Stream
Check out our Youtube live stream to watch my son teach the ins and outs of Tile Miner!
Check out our Youtube live stream to watch my son teach the ins and outs of Tile Miner!

nalothchrisswanee734 · MadSwan
Check out our Youtube live stream to watch my son teach the ins and outs of Tile Miner!
Check out our Youtube live stream to watch my son teach the ins and outs of Tile Miner!
The time has come! I am finally ready to announce the version 1.0 release date! Tile Miner will officially be released on: Nov. 11th It’s been a long road! A project that was supposed to take one year ended up taking 7. A lot of hard work has gone into this and I’m proud of the f
The time has come!
I am finally ready to announce the version 1.0 release date! Tile Miner will officially be released on:
Nov. 11th
It’s been a long road! A project that was supposed to take one year ended up taking 7. A lot of hard work has gone into this and I’m proud of the final product. I hope everyone who’s been a part of the process from the beginning will have a great experience playing the game!
The final release will include the 4th and final dungeon: the fire dungeon! The last boss is tough. He is a wizard who has mastered all 4 of the elements. Here’s a screenshot:

Today I am releasing version 0.9. This will be the final early access build! That means that what you see in this version is almost entirely what you will get in the final release. The only differences will be any bug fixes that are found between now and the 1.0 release. I will a
Today I am releasing version 0.9. This will be the final early access build! That means that what you see in this version is almost entirely what you will get in the final release. The only differences will be any bug fixes that are found between now and the 1.0 release. I will also be locking access to the final underground layer (and dungeon) to leave something for the final release day.
I’ve decided to postpone dungeon sharing until after 1.0 is available. There are many reasons, but the primary one is that I want to get 1.0 out sooner. The development of Tile Miner has taken far too long. It’s time for a final release. The dungeon sharing is a cool addition but it really makes no difference to the core game.
This morning I opened up version 0.8 and was reminded just how much has changed since that update. I’m not going to do a change log because it would just take far too long. Here are a few of the big changes:
1. Graphics: We worked with Tom Filhol (our graphics guy) to see where we could improve graphically. He redid probably more than half of the tiles in the world to make it look more varied and interesting.

2. House Size: This one is hard to explain but building a house was more complex than it needed to be in previous versions. It’s now much simpler to build a house because it doesn’t take up quite so much space!

3. Hidden Treasures: Throughout the world there are treasures hidden under rocks. Find a red x under a rock and break it to reveal all kinds of great loot!
4. Tutorial: There’s so much to Tile Miner that it would be easy to play the game for hours and have no idea that there are dungeons to conquer and villages to explore (along with many other features). I’ve added tutorial quests to give the player some direction in case they get lost. Since I find forced tutorials annoying, I’ve designed it so you can completely ignore these quests if you want.
5. Dungeon puzzles: Every dungeon now has it’s own unique puzzle mechanic. I designed them to be challenging but not frustrating.

The next step is going to be getting the word out and pulling the trigger on the final release. Stay tuned for a release date!
This is a difficult time for everyone. But the good news is that for Tile Miner, this might be a positive thing. My wife’s software development job has scaled back so she has more time to help on the game which will drastically increase the speed of development. We’re hoping to h
This is a difficult time for everyone. But the good news is that for Tile Miner, this might be a positive thing. My wife’s software development job has scaled back so she has more time to help on the game which will drastically increase the speed of development. We’re hoping to have a new early access build within the next couple of months. This new release will include shareable dungeons and a whole lot more! After that we are hopefully not far off from moving out of early access. Stay tuned!
I was in the process of polishing the game. I wasn’t in the final stages of polish, but the game had pretty much all the content I was planning on having in the final release. Then I got frustrated. Parts of the game I loved, but building was practically useless. And, building wa
I was in the process of polishing the game. I wasn’t in the final stages of polish, but the game had pretty much all the content I was planning on having in the final release. Then I got frustrated. Parts of the game I loved, but building was practically useless. And, building was one of the elements I thought would be great! You could build your own base and make a town for NPC’s but building your own dungeon felt like a waist of time. It was tedious and pointless. At the same time I was feeling like something was missing from the game that set it apart from other titles. It was feeling more and more like “just another sandbox mining and crafting game.” Yes, it has quite a bit of content and features for a game like this but at some point I’m going to need to market this game. When I do, what’s the hook?
My brother made a big suggestion: make dungeons better, and allow users to upload and share them. My first reaction was to completely dismiss him. Then I realized it was a great idea. Since then I’ve been working on adding this new feature that I think will make the game a whole lot better! What’s the hook? It’s a sandbox adventure game where you can build and share your own dungeons! Here’s what will change:
1. The dungeon walls. My last piece of news on here explained how the wall graphics were going to be changed. This will also be true in dungeons. There are pros and cons to this approach but I think it will make designing your own dungeons a lot simpler (and look better as well).
2. Dungeons will now have puzzles. This was important to me if I was going to encourage users to create their own dungeons. We will have blocks that you can push onto buttons, lasers that can activate triggers, blocked walls and more. Each dungeon will introduce an entirely new puzzle mechanic. In the end, you’ll be able to create huge puzzle rooms that share multiple puzzle elements.
3. In game dungeons will now be hand crafted. I loved randomly generated dungeons as far as replay value but to me the dungeons were somewhat boring. Sometimes rng would give you a dungeon that was too easy. Sometimes it was too hard. It was never great. Never clever. Rather than tweak the rng, and get only slightly better results, I’m handcrafting the dungeons in part to teach the mechanics that users can use to create their own. When you can play other peoples dungeons it’ll make the game even more replayable than random generation. Plus, the dungeon’s you’ll be replaying will have the potential to be excellent.
4. No more wiring. Currently all dungeon mechanics require wiring. It was easy to code, but complex to build your own dungeon from scratch. I’m getting rid of it. Instead when you walk into a room any objects that need processing will just trigger when you enter it. Here’s an example: You enter a room… All the doors in the room immediately get blocked behind you. Mob spawners are also triggered. Once you’ve defeated the mobs, the doors unblock. No wiring required to create. Just place the mob spawners and blocked doors and the game will do the legwork. Want a room with 50 bats? Go for it! A chest reward when you solve a puzzle? Simple.
5. You will start the game in a short tutorial dungeon. Right from the beginning of the game you can defeat the first dungeon and start creating your own dungeons to share. You can only create dungeon types that you’ve already beaten in game.(stone, air, earth, ice, fire). When you complete that introductory dungeon you will spawn with a Portal that allows you to enter dungeon creation mode or to play other peoples dungeons.
Shareable dungeons is a feature we’re extremely excited about. One feature we cut years ago was multiplayer. In some ways, this is a form of multiplayer. You can’t play with your friends directly, but you can share back and forth with your friends.
Before I close I want to address the speed of development. It blows my mind that I started developing Tile Miner in 2013! That was about 7 years ago! There have been ups and downs and I’ve learned a ton. I’m committed to making the best game I’m capable of making. I could have patched it up and released it years ago. But as much as I want to complete the game, I even more want to make it great! I’ve still got a ways to go and I’m not ready to talk dates. I’m working on this mostly alone and I have a lot of other responsibilities in my life besides development of the game. Although I can’t give dates, I can promise you that I’m committed to making the best game that I can. Keep making your suggestions and sharing the bugs you run into. It all helps! Thanks!
It’s been a couple of months since my last update so I thought I’d chime in and let you know what I’ve been working on and what I’ll be working on in the future. One of the big things I’ve been doing over the past few months is overhauling the way that walls work. In the current
It’s been a couple of months since my last update so I thought I’d chime in and let you know what I’ve been working on and what I’ll be working on in the future.
One of the big things I’ve been doing over the past few months is overhauling the way that walls work. In the current release, the walls take up a 3x3 tile area. The reason for this is because when you’re inside it looks like the top down indoors style of Zelda a link to the past. It’s nice as far as dungeon’s are concerned. But there are two problems:
1. Buildings look silly on the outside.
2. Small homes take up a LOT of space.
You can see what they look like in this screenshot:

I’ve now changed walls so that they take up an individual tile space. Here’s the new look of wooden walls:

Recently I did a thorough play test of the game. The goal was to find bugs and gameplay holes. Here’s a list of just a few things I came up with after playing:
1. Player speed needs to be increased.
2. AI needs tweaking across the board.
3. Damage values need to be balanced better.
4. There are too many occupations. I’m bringing it from 12 to 9 and combining some of them.
5. The game needs more farmable animals. You should also be able to breed them. In the end you will only be able to get them by purchasing them from a rancher. Adding Pigs and Sheep.
6. The game needs more crops. I’ll be adding a couple to the game.
7. The game needs more potions. I’ll be adding some of those to the game as well.
8. I'm adding more meals to the game (like beef stew). I’m going to add a Lamb Chop Dinner and Pancake breakfast. These food items will not only restore energy, but they will apply a buff that will prevent energy from decreasing for a period of time. It will always be best too make complete dinners with your food items.
9. Health regeneration should happen at a slow rate all the time. Forcing the player to use health potions just isn’t fun. I found myself intentionally dying just so I could get full health. No more of that.
10. Add a lot more sound effects.
This list is actually a LOT longer. These are just some of the things that come to mind. I’ve been very productive lately and there’s no reason to believe I’m gonna slow down. There’s still quite a bit of work to be done but the plan right now is simple: Finish up this list, then do another play test. If it doesn’t seem like there’s any gaping holes in the game after my play test, then I’ll be 100% focused on bug fixing and finishing touches.
Keep me posted if you have ideas or changes that you think need to be made to the game. I’m in the homestretch!
Today I want to talk about what I’ve been working on and what you can expect in the future. Over the past month I’ve been working on two things primarily: Villagers and Graphics. Graphics: Since releasing the graphical overhaul, our graphics guy has had a chance to play the game
Today I want to talk about what I’ve been working on and what you can expect in the future.
Over the past month I’ve been working on two things primarily: Villagers and Graphics.
Graphics:
Since releasing the graphical overhaul, our graphics guy has had a chance to play the game and he made quite a few suggestions on how things can improve. Simpler mountains and grass. More tree variation. These are just a few of the many small changes. Here’s a screenshot of what he’s done so far.

Villagers:
-Added new occupations. There are now 12 to choose from:
-Miner - Mines and sells various crops.
-Builder/Lumberjack - Chops trees. Builds houses.
-Farmer - Farms and sells various crops.
-Adventurer - Hunts monsters and sells weapons.
-Hunter - Hunts and sells meat.
-Mage - Casts and sells spells.
-Apothecary - Brews and sells potions.
-Armorer - Forges and sells armor.
-Jeweler - Buys and sells accessories.
-Barber - Cuts and styles hair.
-Electrician - Buys and sells electrical parts.
-Banker - Stores your money.
The greatest addition is probably the builder. If you don’t feel like building your town all by yourself you can purchase blueprints and let the builder build it for you. If you don’t feel like waiting for him to build it you can pay extra and buy prefabs from the builder so you can place it instantly. Don’t like his designs? No problem! Just create some new designs from scratch and turn them into blueprints.

The future:
I’m currently rolling all future releases (including what I’ve been working on) into one more early access build. There are somewhat major changes that will impact quite a bit so it just makes sense to wait and roll everything out all at once. Here’s what you can expect from the next release:
Version 0.9
-Wall overhaul - This is a big one. You may notice that walls in Tile Miner look a bit odd. I’ve changed them quite a few times actually. Right now when you place a wall it essentially places 9 tiles. A single wall tile surrounded by a bunch of interior walls. The reason behind this was to make the dungeons look a bit more like the original Zelda. This is great for dungeons but not so great for housing. It also makes things a bit more confusing when the player is building. We want to simplify and make things look better.
-Music - We already have the music completed. We just need it implemented into the game.
-Dungeon rooms - Right now there are about 30-50 dungeon rooms. I’d like to have 100+ in order to give the dungeons more variety.
-Dungeon traps - These will be magic traps that shoot spells at you once they charge up.
-Polish - This is the one that will be the most time consuming. We’re nearing a final release and we really want the game balanced and feeling almost 100% complete before the next update. The only thing that will be missing from 0.9 will be the final dungeon. With this polish phase many of the speed, damage, and crafting recipes will be adjusted. This will take a while and at some point we may ask for play testers to help figure out balance issues.
The big question: When will this release come out?
All I can do is estimate. Polishing the game throws out many unknowns. We could find that we really need more enemies, potions or plants. These things could turn into creating new features entirely. We won’t know until we start diving in. I’d like to think that overhauling the walls, adding the music and doing all of the dungeon stuff would be complete by the end of June. So I’d hope this would be out in September. But right now this is a rough estimate. I’ll keep you posted on my progress as I go.
Our last update was in July. My hope was to have the game completed by now but there’s still a few months left of development before everything is finished. I wanted to get at least one update out before the final release because changing the graphics has made a big impact on the
Our last update was in July. My hope was to have the game completed by now but there’s still a few months left of development before everything is finished. I wanted to get at least one update out before the final release because changing the graphics has made a big impact on the game.
The major change is obviously the graphics. There’s a new trailer and new screenshots to go along with the update. Our branding will look completely different. This is a much needed change! I’d say the graphics are about 95% complete. There are a few placeholder graphics in there now, and our artist is currently working on a few changes as well. (Most notably, there is a trap in the air dungeon that I had hoped to replace before this release. It’s supposed to be an electrified floor. You’ll have to imagine until I get the new graphics in).
I’m really happy with the graphics currently but I’d love to hear your input on things you’d like to see changed or improved!
There are quite a few changes aside from the graphics. I’m not going to try to create a formal change log. It’s been so long since the last update that I am not 100% sure about everything that’s been changed. Here’s a list of everything I can think of.
-There is an all new first dungeon called the “air dungeon”. It’s above ground and you can access it right away if you dare. However, I’d recommend full tin armor and weapons. You’ll find flying imps, air elementals and bats inside.
-You can no longer go straight to the underground with a tin staircase. You need a copper staircase that is found by defeating the first dungeon.
-Level 1 magic is now available before you ever go underground. This means there is a new gem you can find.
-Added the air spell. This spell fires a slow moving cloud that fires lightning bolts at every mob in range.
-Added the earth spell. This spell fires an earth spike at a specific point on the screen.
-No more stone tools and weapons. Believe it or not this is not a graphics issue. It simply felt redundant. When my wife and I were play testing we almost always skipped right over stone tools and went straight for tin. It just became clutter in your inventory.
-Portals are now found at the entrance of each dungeon. When play testing we found that traveling back and forth between dungeons was highly annoying. Portals allow you to get to and from the dungeon. If you’d rather, you can break the portal and place it anywhere you’d like!
-Dungeons spawn closer to the main spawn point.
-Night time spawning has been reworked. This is a first step in moving towards the games story. When you start the game air slimes (yellow) will spawn. Once you defeat the air dungeon, earth slimes (green) will spawn as well. When you defeat the earth dungeon, ice slimes (blue) will spawn. Night time will get progressively harder as you move through the game.
-Hidden chests in the overworld. Break stones (not to be confused with stone mountains) to reveal an x marks the spot. Dig here to reveal hidden treasure.
-Villager types are selected instead of randomly generated. I liked the random generation but it became frustrating. You’d take all the time it took to build a house and then you’d get the wrong villager. Give me your feedback on this. I’d love to hear your thoughts!
I’m not 100% sure there will be new updates leading up to the final release but there might be. Stay tuned here to keep up to date!
Above is the new logo for Tile Miner! And here's an update on where development is at the moment... About 90% of the artwork is done. That's the good news. The bad news is that there's still quite a bit of development left. My wife has some contract work to pay the bills which me

Above is the new logo for Tile Miner!
And here's an update on where development is at the moment...
About 90% of the artwork is done. That's the good news. The bad news is that there's still quite a bit of development left. My wife has some contract work to pay the bills which means we can't get quite as much done as we were getting done earlier this year. It's hard to predict how much is left before the final release because I want to make sure the game is heavily polished before 1.0. I'd guess we're looking at early to mid 2019.
With that in mind, it's been too long since the last update! I'm going to release an update by the end of January that will be rather large! It will include all the graphics updates that I have so far. There will also be a new dungeon above ground, portals, and possibly even a few NPC's.
I did a lengthy play test recently and I have to say: The graphics make this game feel like an entirely different game.
Keep in mind, there are still a few big things that won't be in the next update that will be in the final release.
More NPC occupations.
The main story.
The final dungeon and underground layer.
Every single one of these things has been started but is incomplete. I wish I could release it all at once but there's just not quite enough time. I may release these things in smaller updates leading up to the final release.
I can't wait to have everyone experience the massive changes in this next update!
It’s been a while since I posted an update. A lot of work has been done but the most interesting bits are probably just getting more graphics in from the pixel artist. Here’s some of the new mob graphics: The Kraken Boss: The Snowman: The Cow: A New Mob - The Imp: I'll continue t
It’s been a while since I posted an update. A lot of work has been done but the most interesting bits are probably just getting more graphics in from the pixel artist. Here’s some of the new mob graphics:
The Kraken Boss:


The Snowman:

The Cow:

A New Mob - The Imp:

I'll continue to post updates as the graphics come in!
If you’ve been watching Tile Miner from the beginning you know that the graphics have gone through a few revisions. If you’re interested in hearing the story you can read this entire post. If not, just know this: We are updating all of the graphics to a higher resolution! Here’s
If you’ve been watching Tile Miner from the beginning you know that the graphics have gone through a few revisions. If you’re interested in hearing the story you can read this entire post. If not, just know this: We are updating all of the graphics to a higher resolution! Here’s a screenshot to give you just a peak at what we’ve been working on for the final release:

THE HISTORY OF TILE MINER PIXELS
OPEN SOURCE
When we first launched Tile Miner in early access we used all open source graphics. Most of these were from the liberated pixel cup competition on opengameart. We liked these graphics just fine but they weren’t original. In fact, I often go back and see old comments that accuse us of stealing these graphics from other games. I always get a good chuckle out of that.:)
Before we entered early access on steam we of course had to go through Steam Greenlight. During that process we read over 400 comments and one of the biggest bits of feedback we got was “change the graphics”. So we did!
CONTRACTED GRAPHICS
Finding an artist was difficult. We talked to quite a few people about doing it. The guy we wanted from day one wasn’t available. We ended up settling on a guy whose work was ok but he was slower and more expensive than what he had originally quoted. It was a disappointing experience overall. The cost was piling up but the ideas I had for the future of the game would require a lot more artwork and I knew it was going to be too expensive. So I tried something…
CURRENT
I was getting better at pixel art so I tried converting some of the graphics we had paid for to be 16x16 tile sizes instead of 32x32. The detail went away but the good news was that I could draw these graphics by myself. So I overhauled all the graphics we had to be 16x16 tile sizes. During this time I got better at pixel art but I always felt my skills were lacking. This is what the current state of the game looks like. It’s clear what’s going on but is less detailed than I’d like. There are some pieces I love and others I hate.
NEW GRAPHICS
As my wife and I discussed the plans for what the final release would look like in terms of gameplay, I was frustrated by what the game looked like currently in terms of graphics. I took the time to estimate what it would cost if we could get the guy we originally wanted to do the graphics to do everything. Once coming up with that ballpark, and confirming that the artist was available, we decided to invest the money and make it happen in order to make the game we really wanted to make. For the past month or two we’ve been working with Tom Filhol (https://tfpixel.myportfolio.com/pixel) to convert every graphic in the game to a 32x32 resolution. For the most part everything will be familiar. It just looks more detailed. I’ll be sharing screenshots as more and more graphics get finished. I’m proud of what we’ve got so far and excited about what’s coming next.

And finally this is the major reason we can’t do more updates until final release. Converting the graphics to this size initially broke everything. We’re still using pixel doubled graphics all over the place in the game. Until all the graphics are in, we can’t put anything out. By the time they’re finished, we should be about finished with all of the code. So the next release, will be the final one! I hope you’re as excited about this change as we are!
The bad news is, we’re not releasing any more monthly updates. There is a very good development reason for this that I will announce shortly. We are making a pretty big change and that change will mean we can’t be putting out regular updates for at least a few months. The good ne
The bad news is, we’re not releasing any more monthly updates. There is a very good development reason for this that I will announce shortly. We are making a pretty big change and that change will mean we can’t be putting out regular updates for at least a few months. The good news is, we’re close enough to 1.0 that our next update (hopefully this year) will be the final release!
We’re incredibly excited about the future of Tile Miner. Since the new year we’ve had a total of 5 updates. We added magic, villagers, dungeons and a bunch of items, potions, and tools. At this point we can see the finish line to a complete and polished game. We know everything we want to add for the final release.
We’re not quite ready to give a release date. In many ways I hesitate to give even a time frame. Things tend to take longer than you plan when it comes to development. A lot longer! Our release date relies heavily on how much time my wife can put in and how quickly a secret change we’re working on will get done. These are both unknowns. I can tell you our hopes: we hope to release by the end of 2018. We’re pushing for that. But we’re also going to hold off if the game isn’t quite ready.
With all that being said, I want to make sure to keep everyone posted on progress as we move along. Next week I’ll be announcing the big change we’ve been working on. Soon after I’d like to start addressing piece by piece the remaining aspects of the game that we need to finish. These things are in addition to more spells, more potions, and more items. These are additional features, mechanics and polish. As always if you have any questions or ideas we’re still listening! Thanks!
Back in February we decided to start delivering 1 update a month. Back then we were on version 0.2. Here’s the basics of each update: 0.3 Dungeon Update - Added the first procedural dungeon to the game. 0.4 Magic Update - Added fire and ice magic to the game. 0.5 Ice Dungeon Upda
Back in February we decided to start delivering 1 update a month. Back then we were on version 0.2. Here’s the basics of each update:
0.3 Dungeon Update - Added the first procedural dungeon to the game.
0.4 Magic Update - Added fire and ice magic to the game.
0.5 Ice Dungeon Update - Added the second underground layer along with the ice dungeon to the game.
0.6 Villager Update - Added villagers to the game.
***Don't forget to follow @tileminergame on twitter to stay up to date on all the latest news!***
I consider these to be important updates to the game. 0.3 brought stability to the core game experience and since then we’ve added quite a bit. We’re nearing the finish line as far as content goes. There’s some smaller updates coming but in general we want one more dungeon and a TON of polish. That brings me to the latest update.
This is the first of probably quite a few polish updates. The first thing you’ll notice is that villagers are a bit more active than they once were. They actually do their jobs. Miner’s look for mountains to mine. Farmers plant crops. Adventurers hunt critters with a sword. Hunters hunt critters with a bow. And finally Lumberjacks chop down and replant trees. It may not seem like much but it’s step one in an attempt to make the world come alive.
The second thing you’ll notice is that there are no longer chests in the underground. I wanted to make exploration of the underground far more interesting. Instead of tons of a rock and then wide open areas I wanted to make it more of a treasure hunting game. There are assorted rocks around the open areas of the underground and your job is to break them to search for a red x. Once found you can use a shovel to dig a hole in order to find a treasure. The treasure underground is more frequent but harder to find because you need to dig for it. Speaking of digging, there’s also a new tile in the underground called caliche ore. This ore is a primary ingredient in my new favorite feature: dynamite! You can use a single stick or craft a bundle for a great explosion. This makes the entire underground mining experience a lot more fun!

Stay tuned for more updates. We’ll be working on the final dungeon in the coming weeks but we will NOT release that dungeon until the final release. The next update will probably bring with it more overall polish. As always keep us posted on your ideas! Thanks!
Over the past month we’ve been hard at work trying to bring NPC’s to the game. We wanted you to feel like you’re part of a living world. Claim some land with a land plot, build a house and then put it up for sale. Soon after, an NPC will spawn. When you right click on him you can
Over the past month we’ve been hard at work trying to bring NPC’s to the game. We wanted you to feel like you’re part of a living world. Claim some land with a land plot, build a house and then put it up for sale. Soon after, an NPC will spawn. When you right click on him you can trade with him or help him become better at his craft by giving him certain items. If he does become better he will give you a reward and buy/sell better gear. Here’s the change log:
***Don't forget to follow @tileminergame on twitter to stay up to date on all the latest news!***
New Features:
* Villagers! (learn more here: Youtube Tutorial for Villagers )
* Land Plots
* Archery
* Economy (buy and sell items with villagers)
* Character Customization (your Hero can finally have hair!)
New Items:
* Wooden/Stone/Tin/Copper/Iron Bows
* Wooden/Stone/Tin/Copper/Iron Arrows
* Chickens
* Feathers
* Beef Stew
* Anvil
* Tin/Copper/Iron Hoes
Enhancements/Balancing:
* Different types of tilled soil for faster crop growth
Hope you enjoy the update!
Over the past month we’ve had a ton of fun adding a brand new dungeon. This new dungeon is found by defeating the first boss. He’ll drop a staircase that is capable of going deeper into the underground. Once there you can find new ores, new spells, new potions, new enemies and al

Over the past month we’ve had a ton of fun adding a brand new dungeon. This new dungeon is found by defeating the first boss. He’ll drop a staircase that is capable of going deeper into the underground. Once there you can find new ores, new spells, new potions, new enemies and all sorts of other fun things! On top of this we added some new snow biomes and some new creatures to the overworld. This is a big update! It almost doubles the amount of gameplay! We’d love to have your feedback as we begin making final decisions on what will be in version 1.0. Let us know in the forums! Enjoy!
***Don't forget to follow @tileminergame on twitter to stay up to date on all the latest news!***
New Features:
* New underground level
* New Ice Dungeon (first dungeon boss will drop an iron staircase that will bring you down to the next level)
* Added tiaga and tundra to overworld
* Added ice
* A few new mobs in the overworld
* New mobs for the new level (we’ll let you be surprised!)
* Level 2 Magic spells for ice and fire.
New Items:
* Black Fly Repellent
* Collectible Potion
* Light Potion
* Ice Protection Potion
* Carrots
* Sticky Inventory Bag Pendant
* Magic Protection Ring
* Magic Regeneration Ring
* Iron Tools/Weapons/Armor
* Iron Heart Container
* Topaz Magic Orb
* Energy Vial II
* Magic Barrier
Enhancements/Balancing:
* made biomes larger
* Moved slimes to first underground level and moved bats to over world
Bug Fixes:
* Fixed some pathfinding issues with mobs (they’d occasionally get stuck)
* Fixed a lighting issue
* Fixed issue that was causing the world to stop loading so big black holes were appearing
This update was a fun one! The focus was on adding magic and accessories to the game. We also took some time to adjust a few balance related issues. We need as much feedback as we can get so as always let us know about bugs and all of your ideas in the forums. Change Log 0.4.0 Ne
This update was a fun one! The focus was on adding magic and accessories to the game. We also took some time to adjust a few balance related issues. We need as much feedback as we can get so as always let us know about bugs and all of your ideas in the forums.
Change Log 0.4.0
New Features:
* Beds
* Magic
* Accessories
* watch - displays the time as a status effect.
* sticky inventory pendant - hangs on to your main inventory bar when you die.
* speed ring - increases your speed.
* spike shield pendant - increases defense.
* spike dungeon tablet - allows the breaking and placing of dungeon blocks.
New Items:
* Spell Making Table
* Fire 1 Staff
* Ice 1 Staff
* Fire Crystals
* Ice Crystals
* Amethyst
* Magic Orb
* Amethyst Magic Orb
* Wooden fencing
* Wooden gate
* Spawn platform
* Spawn platform compass
* new potions
* spawn potion
* shell potion
* magic potion
* Dungeon entrance tile
* Rare chest that is less common but has better items
* Spike dungeon tablet (this is now used for breaking the dungeon)
* Clock
* Dandelions
* Cotton
Enhancements/Balancing:
* Crafting Menu Sorting
* Item descriptions
* House building enhancements
* Particle effects for applied potions and magic spells
* Stack size now shows on word bubble over furnace/cauldron
* Shell armor is now craftable and not found in the dungeon
* Low energy now kills you
* Bats, worms, dungeon mobs are now faster
* Copper less common in underground
* Cook times in furnace and cauldron are cut in half
* Energy goes faster but you start with some food
* Increased growth times of crops
* unloading of chunks speed drastically increased
Bug Fixes:
* can no longer close a door on yourself or a mob
* knockback into a staircase was moving you to the wrong block in the underworld
* grass spreading issue
This update was a fun one! The focus was on adding magic and accessories to the game. We also took some time to adjust a few balance related issues. We need as much feedback as we can get so as always let us know about bugs and all of your ideas in the forums. Change Log 0.4.0 Ne
This update was a fun one! The focus was on adding magic and accessories to the game. We also took some time to adjust a few balance related issues. We need as much feedback as we can get so as always let us know about bugs and all of your ideas in the forums.
Change Log 0.4.0
New Features:
* Beds
* Magic
* Accessories
* watch - displays the time as a status effect.
* sticky inventory pendant - hangs on to your main inventory bar when you die.
* speed ring - increases your speed.
* spike shield pendant - increases defense.
* spike dungeon tablet - allows the breaking and placing of dungeon blocks.
New Items:
* Spell Making Table
* Fire 1 Staff
* Ice 1 Staff
* Fire Crystals
* Ice Crystals
* Amethyst
* Magic Orb
* Amethyst Magic Orb
* Wooden fencing
* Wooden gate
* Spawn platform
* Spawn platform compass
* new potions
* spawn potion
* shell potion
* magic potion
* Dungeon entrance tile
* Rare chest that is less common but has better items
* Spike dungeon tablet (this is now used for breaking the dungeon)
* Clock
* Dandelions
* Cotton
Enhancements/Balancing:
* Crafting Menu Sorting
* Item descriptions
* House building enhancements
* Particle effects for applied potions and magic spells
* Stack size now shows on word bubble over furnace/cauldron
* Shell armor is now craftable and not found in the dungeon
* Low energy now kills you
* Bats, worms, dungeon mobs are now faster
* Copper less common in underground
* Cook times in furnace and cauldron are cut in half
* Energy goes faster but you start with some food
* Increased growth times of crops
* unloading of chunks speed drastically increased
Bug Fixes:
* can no longer close a door on yourself or a mob
* knockback into a staircase was moving you to the wrong block in the underworld
* grass spreading issue
I just wanted to chime in and share some of the things we’ve been working on in 0.4. We are calling this “the magic update”. The original plan was to add a bunch of small pieces of content we feel the game is really lacking. But then when we calculated how long it would take to a
I just wanted to chime in and share some of the things we’ve been working on in 0.4. We are calling this “the magic update”. The original plan was to add a bunch of small pieces of content we feel the game is really lacking. But then when we calculated how long it would take to add magic, we just tacked that on! The hope is to have the release out in about 3 weeks. Here’s a list of new content.
-Fireball spell
-Frostball spell
-Magic Containers (increases total magic)
-Magic Potion (increases current magic points)
-Spawn Potion (teleports you to your spawn point)
-Shell Potion (increases defense for a period of time)
-Moveable spawn point
-Wooden Fences
Here's a screenshot:
[img=https://steamuserimages-a.akamaihd.net/ugc/936057909006962071/3183EC36DCFD038EA674D5DB5B9EAFFA35C49189/]
This is just the stuff that we’ve added so far. The hope is to add a bit more before our three weeks is up. Keep the feedback coming and let us know what else you’d like to see. Thanks!
I just wanted to chime in and share some of the things we’ve been working on in 0.4. We are calling this “the magic update”. The original plan was to add a bunch of small pieces of content we feel the game is really lacking. But then when we calculated how long it would take to a
I just wanted to chime in and share some of the things we’ve been working on in 0.4. We are calling this “the magic update”. The original plan was to add a bunch of small pieces of content we feel the game is really lacking. But then when we calculated how long it would take to add magic, we just tacked that on! The hope is to have the release out in about 3 weeks. Here’s a list of new content.
-Fireball spell
-Frostball spell
-Magic Containers (increases total magic)
-Magic Potion (increases current magic points)
-Spawn Potion (teleports you to your spawn point)
-Shell Potion (increases defense for a period of time)
-Moveable spawn point
-Wooden Fences
Here's a screenshot:
[img=https://steamuserimages-a.akamaihd.net/ugc/936057909006962071/3183EC36DCFD038EA674D5DB5B9EAFFA35C49189/]
This is just the stuff that we’ve added so far. The hope is to add a bit more before our three weeks is up. Keep the feedback coming and let us know what else you’d like to see. Thanks!
Three bits of great news: 1. Tile Miner Early Access version 0.3 is available now! 2. A second developer has been added to the team. Believe it or not, this is the most exciting part of this update. 3. Our plan is to dramatically increase the frequency of releases. To start, let’
Three bits of great news:
1. Tile Miner Early Access version 0.3 is available now!
2. A second developer has been added to the team. Believe it or not, this is the most exciting part of this update.
3. Our plan is to dramatically increase the frequency of releases.
To start, let’s talk about 0.3. The focus of 0.3 was to add a dungeon to the underground. The dungeon is randomly generated when a new game is created. In order to find it, build a copper compass and follow the direction the compass points to. The compass will lead you to the dungeon entrance. It may be best to find it in the above ground and then build a staircase near the entrance. Inside you’ll find new mobs, new drops, and a boss at the end. We hope you enjoy your experience.
Besides adding a dungeon we wanted to put a strong focus on stability. The original version of tile miner (0.1) was pretty stable. 0.2 brought a lot of instability because we released it too soon. Our goal was to make 0.3 as stable as we possibly could. We’ve put in quite a bit of time just in testing. Even with all that testing, there are only two of us. I’m sure you guys will find plenty of little bugs that need fixing. We’ve added a page on discussions for bugs here:
Bug Report Forum If you find any, please let us know and we’ll get on it ASAP.
There are many other small additions in 0.3. For now I’m not going to list a change log. It’ll be a surprise. Consider this a fresh start for Tile Miner. Which leads me to update #2:
My wife, who is a professional software developer with over 10 years experience joined the team a couple of months ago. She has more than doubled productivity. Partly because she brings a whole lot of experience, but also because I don’t work well by myself. The most productive seasons of Tile Miner have always been when my brother was on board. I find myself far more motivated when I have a partner I am working with.
Having that extra person helping on the game leads me to update #3. The goal of releasing in early access was to give lots of incremental updates. But managing that by myself was unrealistic. With a development partner we plan to do releases once a month on average. After each release we will be making a plan for the next release based on what we think we can accomplish in about a month. Then when it’s ready, we’ll release.
In the next few days we’ll share some details about what we’re hoping our next incremental release will include… If you have ideas for future features, let us know here: Feature Request Forum Stay tuned!