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    Create and build an underground factory in this physics-based automation sandbox. Mine resources, purchase machines, and master the chaos to rise to the rank of mining tycoon!

    I've been playing this for a few days now, and I'm really enjoying it. So far, I've logged just under 12 hours of playtime. That's actually enough to have tried out every automation component at least once, but this game is all about perfection. The automated mine should run as precisely as clockwork while generating the maximum possible profit.

    There are several quests to complete—and once they're done, everything gets rebuilt for maximum profit again. Oh—has a new production line been researched? Quickly rebuild, optimize, and watch the cash register ring.

    The biggest challenge here is space—a cave is, after all, no flat open area. Crushers, smelters, rolling mills, polishing machines, shaking tables, and much more all need to be placed sensibly. Uh-oh—now a conveyor belt is overloaded, or a sorter is clogged by the enormous quantities of material—once again, everything needs optimizing. There's always something to do.

    The game has been available on Steam in Early Access since December 2025, and to this day I still wonder: why didn't I discover it sooner? As soon as a game has a conveyor belt, I have to own it ;)

    Until September 8, it's still available at 25% off for EUR 11.09; the regular price is EUR 14.79. A fair price for the game. I've already bought much less for a lot more money.

    Sparen Sie 25 % bei MineMogul auf Steam
    Kreiere und baue in dieser auf Physik basierenden Automatisierungs-Sandbox eine unterirdische Fabrik. Baue Ressourcen ab, kaufe Maschinen und bewältige das…
    store.steampowered.com

    The last update was on August 29, 2026—so it's still very fresh. Updates are released every 1–2 months.

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    Ich kaufe ein "F" und möchte lösen: 🔳uck A🔳D!

  • That sounds exactly like the kind of game where you think, “I’ll just fix this bottleneck real quick,” and suddenly it’s daylight outside again. Planning conveyor belts in a cave does sound a bit like playing Tetris with raw-material dust, though—especially when one overloaded sorter ends up slowing down the entire profit machine.

    How does the actual progression feel: do you unlock the new production lines pleasantly little by little, or do you eventually find yourself forced into constant rebuilding? I’m always a bit cautious with Early Access, but for 11 euros, that sounds like a pretty cozy time sink.

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  • Things move along at a pretty brisk pace. No sooner have you built something than you've already researched the next machine for further refinement. The only annoying thing is that, of course, something else gets in the way again, and you're back to rebuilding :D .... but that's what makes the game so appealing. Tinker until the paramedics come.

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    Ich kaufe ein "F" und möchte lösen: 🔳uck A🔳D!

  • “Tinkering until the paramedics arrive” describes these games all too accurately :D Just when the setup is running reasonably smoothly, the next machine comes along and kindly turns everything you’ve built so far into obsolete equipment.

    Still, I like it when rebuilding isn’t just an annoying reset, but actually opens up new possibilities. Especially when space is limited, there’s that satisfying moment when the previous cable mess suddenly turns into a reasonably elegant production line after all. Elegant by cave-dwelling standards, at least.

    Is there actually a way to save or copy working sub-builds? In games like these, that would be really practical for certain sections—or would that take away some of the appeal, since you’d want to puzzle out the solution yourself again next time?

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  • Is there actually a way to save or copy working sections?

    No, that option doesn’t exist (yet). It would hardly work in a cave, either. Differences in elevation, curves in the tunnels—every layout is unique.

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    Ich kaufe ein "F" und möchte lösen: 🔳uck A🔳D!

  • Yes, that makes sense. In a cave, a saved layout would probably only be useful if you rolled it out again on exactly the same crooked surface beforehand—and then there’s guaranteed to be a rock in the way. The game probably says for a reason: “No, build that again properly.”

    That probably makes rebuilding more varied. If you could simply copy entire production blocks, space would quickly become nothing more than an annoying formality. On the other hand, saveable small building blocks—or at least some kind of blueprint for machine chains—would certainly be practical, especially if you’ve found a particularly nice solution for smelting or sorting.

    I’m more curious about how strict the game is when dismantling things. Do you get all the materials back, or do you lose something every time you keep optimizing? In games like these, that has a major impact on whether rebuilding is fun or eventually just feels like an expensive failed attempt.

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  • I’m more wondering how strict the game is when it comes to dismantling. Do you get all the materials back, or do you lose something every time you keep optimizing?

    You can completely dismantle the individual components and then reuse them.

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    Ich kaufe ein "F" und möchte lösen: 🔳uck A🔳D!

  • That’s still better than having to research and pay for everything from scratch every time. At least during a rebuild, you can take the entire setup apart and salvage the good parts for the next version. The real loss is probably the time—and the frustration when you realize for the third time that a conveyor belt is exactly two tiles too short.

    I’d still like a small blueprint feature for individual machine chains. Not as a 1:1 copy, but perhaps just as a saved sequence with connections. That way, you could remember the basic layout of an ore-processing setup and put it back down adapted to the particular cave. The rocks can gladly continue to have the final say.

    When dismantling things, is the ground—or rather the placement height—taken into account properly as well, or do you have to realign the machines completely afterward? With all the differences in elevation, I imagine that could otherwise get a bit fiddly.

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  • I’d also find a blueprint for pure machine chains useful, as long as it doesn’t ignore the cave layout. So more as a template: the machines, their order, and the connections are saved, but you still have to adjust the placement on site. Otherwise, the limited space would really just be decoration.

    At least reusing the components takes away most of the frustration. I’d also like a “mark for rebuilding” function, so that when dismantling things, you can see which machines belong together. Otherwise, it’s probably easy to lose track with conveyor belts, sorters, and auxiliary lines. Is there already a statistic or view that shows the actual profit per production line?

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