The Mining Crew Update

14 July 2026
19 changes in this update

Added

7 changes
  • Grass now grows across the surface around the pit, thinning out at the rim and staying clear of the spiral.

  • A day and night cycle now sweeps the sun across the sky, so the surface shifts through warm daylight, golden dusk and moonlit dark while you dig.

  • Warm lanterns now hang down the pit walls, lighting the descent so a deep hole glows against the dark instead of falling into flat black.

  • Fine dust now drifts through the inside of the pit, catching the lantern light like motes in a shaft.

  • A loading screen now covers startup instead of showing the world assembling itself.

  • Diggers are a new vehicle you can buy at the garage: instead of carrying ore they mine the pit themselves, digging a chunk and then hauling the spoil back to sell. Pair one with a wheelbarrow in a convoy and the digger keeps the wheelbarrow fed for a hands-off mining crew.

  • Convoys let you group vehicles that then drive as one: lay them out side by side on a grid, and their lengths and widths combine, they move at the slowest one's speed, and they head back to unload together.

Improved

7 changes
  • Geodes now glow softly in their gem's colour, so they read as jewels set into the pit walls and catch the eye in a deep, dark shot.

  • Digging a chunk no longer stutters the game on big holes: the terrain rebuild runs in the background and the next chunk is prepared while you dig, so the ground updates the instant a chunk breaks.

  • Haulers now drive real two-way traffic: everyone keeps to their own side of the path, and a faster hauler overtakes a slower one whenever there is clear room alongside for the whole pass - the wider the path, the more can run abreast. A hauler now needs a path twice its width (a lane each way) before it heads out, so oncoming traffic always has a clear lane.

  • Vehicles can now be sold at the garage, freeing the bay to buy a different one in its place; each bay keeps its own price, so an early, cheaper bay stays cheaper to buy back into.

  • Wall ladders are now built from stacked copies of the ladder at natural size instead of a single mesh stretched over the whole wall, so the rungs stay evenly spaced however deep the hole gets.

  • Big pits now stay round: the terrain adds more segments per turn as the hole widens, so the outer rings curve smoothly instead of facetting into long straight chords. Small pits are unchanged.

  • Digging the wide outer rings of a big pit now breaks into smaller, more even bites instead of one oversized chunk per swing, so the dig pace stays steady from the rim in toward the centre.

Fixed

5 changes
  • Pit wall textures no longer stretch, smear into flat colour strips, or run backwards as the hole gets deeper: the walls now tile evenly the whole way down.

  • Pit walls no longer show sawtooth steps where an old, deeper dig meets the current one: those hand-offs now land exactly on mesh seams, so the walls run clean and continuous.

  • Returning players now spawn exactly where they left off: the saved position is applied after the world finishes loading, so the load-time resizing can no longer drag it out of place.

  • Vehicles no longer queue uselessly behind one parked at the dig front when there is room beside it: a digger or hauler now pulls into a free lane and works alongside instead of waiting its turn.

  • Vehicles now reload in the lane they were actually driving in, so a saved game restores them on their own side of the path (or mid-overtake) instead of dumping them all onto the centre line.