We are thrilled to announce the first major public release of Ore Works! If you're new to the S&F Division, grab your hard hat, it's time to get to work!

Ore Works is an industrial extraction game where you play as a contract worker stationed deep underground. Your mission is simple: Mine, Smelt, Stockpile, and Compete. Break open ore nodes, collect raw fragments, feed them through the smelter, and watch your ingot wealth physically accumulate in your storage vault.

Here’s a breakdown of what you can expect in Version 0.1:
Get ready to smash. You'll encounter 6 different ore types across escalating tiers: Coal, Tin, Copper, Iron, Silver, and Gold. The more nodes you destroy, the more you progress, unlocking rarer and more valuable materials. Watch out for rare ingot drops that spill directly out of the nodes!
You start with a basic Hammer, but as you earn cash, you can expand your toolset. Work your way up through the Clay Pickaxe, Sledgehammer, Iron Pickaxe, and finally the Gold Pickaxe. Every tool has distinct stats, weight-driven animations (heavier tools swing slower but hit harder), and satisfying impacts featuring screen shake, view bobbing, and dynamic sparks. 
Raw ore is just the beginning. Haul your fragments over to the interactive Smelter Stations to refine them. You can queue up multiple smelting operations at once, using coal to keep the fires burning. 
Once you’ve forged your wealth, visit the Shop Station to spend your hard-earned cash on powerful permanent upgrades, including swing speed, raw damage, double-drop chances, and an active ore magnet to pull fragments straight to you!
We’ve built a clean, functional industrial worksite that looks and feels immersive, complete with volumetric fog and DDGI lighting. You can even tune the interactive radio to live internet streams while you mine!

Best of all, your progress is tangible. Your personal storage vault physically populates with ingots on your table as you process them. Everything you do is backed by a robust, auto-saving data system, ensuring your stockpile is always safe. 

*The mines are open. Grab your hammer, step into the site, and start smashing! See you on the global leaderboard!*
Version 0.1
0.1
1 July 2026
🎁 Added
  • Main Menu: Overhaul UI with dynamic Facepunch API integration for pulling the latest news posts and version changelogs natively.
  • Save System: Introduce a robust save/load system with schema versioning, backward-compatibility migration, auto-saving, and safe shutdown fallbacks.
  • Smelting & Inventory: Add a typed ore/ingot inventory and smelting system featuring new interactable Smelter Stations and comprehensive UI panels.
  • New Resources: Add rare ingot drops (Tin, Copper, Iron, Silver, Gold) with physics-based IngotPickup entities and drop-chance rolling.
  • Interaction & Shop: Implement a core interaction system (raycast detection, prompts) along with a fully functional in-game Shop Station and cash register for purchasing upgrades.
  • New Tools: Expand the arsenal with a Jackhammer and Pickaxe, introducing tool-tier gating mechanics.
  • Settings & Audio: Add a system configuration menu with functional master, music, and SFX global volume sliders.
  • Visuals: Add dynamic hit sparks, volumetric fog, and DDGI lighting configurations.
  • Testing: Add extensive suites of automated property tests covering damage, smelting, currency deduction, and save guards.
🧼 Improved
  • Hammer Handling: Greatly enhance the Hammer ViewModel with randomized swing variation, hit-stop freezing on impact, screen shake, and view bobbing.
  • Physics Pickups: Ore pickups now spawn dynamically using physics, assigning proper ore values, settling automatically, and supporting double-drop upgrades.
  • UI Styling: Refine the main menu footer, progression UI elements, and HUD overlays for a sleeker, modern aesthetic.
  • Scene Fidelity: Tweak scene geometry, probe density, and indirect light volumes for better overall ambiance.
🪛 Fixed
  • Fix and update cube drop model paths.
  • Rebalance ore health scaling and base drop amounts for better progression pacing.
  • Clean up the pendentlight prefab instances, properly assigning static model colliders and stripping unnecessary physics bodies.
🚯 Removed
  • Deprecate the legacy OreCounter component entirely, fully migrating to the new typed OreInventory system.
  • Strip out the old GameHud UI files in favor of the new unified Razor/SCSS architecture.
  • Remove legacy scene volumes and unused setup remnants.
⚠️ Known Issues
  • Settings volume sliders currently only affect explicitly hooked audio sources; some legacy sounds might bypass the mixer temporarily.
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