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Developer posts and news about this game.

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

We've added a cutscene to the secret ending to make it feel more rewarding, and to make it clear to players that the game is truly finished this time. If you have already triggered the secret ending, you can re-trigger it by interacting with the final element to play the cutscene

The crates have been redesigned. You can now store beacons, mKeys and bananas in them. The UI has been slightly improved as well. The destroyed base stations A6 and F2 were difficult to find. They should be easier to find now. This terrain modification will only be available in n

Map: The map has been completly reworked. You now have the path clearly displayed, with different colours for each. You can hide paths to make the map look less dense, allowing you to focus on the important parts. You can rotate, move and zoom in or out on the map. You can ping a

The instant recharge would provide ten times more than intended.

The instant recharge rate was too low, especially for the higher-level upgrades. Exploring and looting them ended up costing more battery than just moving towards the exit, making exploration expensive. Our aim is to encourage players to explore, but this was having the opposite

We made some changes to the galleries at the beginning of the game to speed up the pace. We added a digital sign in the tunnel between F6 and J7 to indicate to the player that they shouldn't go without the boots. When resuming the game, the bomb timer beeping audio would trigger

Some localised text has been corrected. The radio centre and tower hub lock pad were missing from the roofs. The button in the radio centre has been made more visible.

Occasionally, when the Steam overlay was shown and then hidden while the pause menu was open, the game controllers would stop working. This has now been fixed. However, showing and hiding the Steam overlay can sometimes cause the game to lose focus for some users. Simply refocus

Here we are! The game has been officialy released! Once again, thank you for all your support, it means a lot to us, and truly made a difference for the game. If you enjoy the game and want to support us even further, the best way to do so is by leaving a review on Steam! Have fu

Thank you, everyone, for playing the demo and helping us improve the game. We couldn't have done it without your valuable feedback! More than 4,500 of you played it, which was unexpected. As you may know, this is our first game. By that, I don't mean that we worked in the gaming

The path from F006 to J007 and beyond would never lead the player to the boots. This part of the map will be reworked for the full game, but for now, in the demo, J007 is now too far from F006, meaning you can't follow this path at the start. Instead, you need to go back via the

We have added a smooth transition to the elevator, so that the acceleration and deceleration no longer feel too stiff. We have added the final set of textures for the assets visible in the demo.

The volumetric cone of mine's light was deleted in an update. It is now back in the game. We have added options to turn vSync on or off and to manually set the FPS limit when vSync is off, so players can adjust their settings for the best possible gaming experience.

Here we are! Thank you all for your great feedback, which has helped us to improve the demo quite a lot. This is the last update we'll make to the demo for the Steam Next Fest, and we'll now focus on the final game for its 13 March release . Here are the final updates coming in t

A new set of textures has been added to the game. (There is still a few more to come.) We have enhanced the footsteps system and added the sound of footsteps on plastic surfaces, soft surfaces and glass surfaces.

We made the system to enable us to pose the NPCs. Having NPCs in Tpose looked weird most of the time, especially for those in 0G. When dropping an object from the inventory or placing a beacon, if the player was too close to a wall, the object would drop behind it. We now have a

We've lower a bit the volume of the low gravity warning sound design. Some french subtitles wouldn't trigger correctly. The tutorial texts explaining how to use the radar, the AGB and the beacon are now clearer. The localisation system has been redesigned so that new languages ca

The view camera's focal length used to be 18. It is now set to 14 by default for a wider field of view. It can be adjusted between 13 and 20 in the options menu. We added a tunnel between F006 and J007 because we felt that this part was a bit fastidious if it was the first path t

When right clicking, the drill would go back in resting pose, even though the player is still digging. A new set of textures has been added to the game. (There is still a lot more to come.) It is now possible to invert the vertical look axis when using the mouse. We modified the