We’ve been busy moles these past weeks, patching, fixing, and sneaking in new features.
Now it’s time to bundle it all up and show you what’s changed since the demo launched.
Fresh in Week 4
Mushrooms got a makeover: new shapes and colors that better fit the minerals.
Steam invites now have a cooldown, no more spam-spam-spam explosions.
Steam crash logger added so we can track down the strange crashes our non-existent QA team can’t.
Spawn logic updated to avoid dropping you directly on top of enemies… or your friends.
Extended mouse + controller sensitivity ranges (snipers and spinners rejoice).
Fixed terrain color randomization so caves don’t look like a toddler picked the palette.
Catch-Up: Weeks 1–3
Matchmaking & Lobbies
Solo players can now start lobbies.
Faster matchmaking and quickplay starts.
Matchmaking text = now 27% sassier.
Bots no longer create weird lobby gaps.
Rage-quitting now has a confirmation pop-up.
Bots
Bots deposit minerals like responsible workers (they unionized).
Bots don’t respawn on their own corpses.
Tutorial now has an objective to kill a bot (hands-on training).
UI & Polish
Double-click to join lobbies.
Ready button grows when everyone’s waiting.
New intro screen for fresh players to go straight into tutorial.
Popups redesigned for clarity.
Message board added to start screen (yes, it announces “Lunch time”).
New Mineral Madness logo: shinier, sexier, probably better at taxes.
Hurt/healing flashes toned down + given a gentle pulse.
Fixes & Tech Stuff
Bonus shards spawn harder, better, faster, stronger.
Dead bodies no longer block attacks.
Mineral drops now give loot to only one player.
FOV setting fixed.
Mesh preloading fixed.
Clicking behind popups fixed.
Game now works without an audio device (silence is golden).
Tons of remap UI fixes.
That’s four weeks of mole madness in one big pile of patch notes! The caves are looking better, the bots are working harder, and the mushrooms are thriving. Keep digging, keep breaking things, and keep letting us know what collapses.
