The Shop now offers a Hired Crew upgrade that spawns actual NPC miners into your facility. These workers autonomously pathfind to ore nodes, swing their pickaxes, and deposit what they find. Each upgrade level adds another worker to your crew, and they'll keep mining even while you're busy elsewhere.

Workers are surprisingly capable:
  • Open doors automatically when navigating between rooms
  • Collect dropped ingots and deposit them into the nearest output crate
  • Pick the best smelter dynamically - preferring idle ones over busy ones
  • Recover from getting stuck - if a worker gets wedged, it resets and finds a new path
Walk up to any NPC worker and press E to open their management panel:
  • Promote - spend ore to increase their mining tier, letting them handle tougher nodes
  • Praise - free temporary speed boost
  • Fire - dismiss the worker with a dissolve effect
Workers now have individual tiers that determine mining efficiency against higher-tier ores.

A new expansion system gates facility growth. Invest resources to unlock new rooms, and each unlock directly expands:
  • Worker capacity (+2 workers per room or more as they randomly walk to other rooms)
  • Extraction bay slots (+4 bays per room, laid out in a grid)
  • Mining throughput as workers spread across rooms and use the nearest smelter
This creates a loop where unlocking rooms directly increases production and automation depth.

The old Auto-Miner has been split into two distinct upgrades:
  • Hired Crew: Physical NPC workers (described above)
  • Mining Drone: A flying drone that orbits nodes and chips away at them passively - pure DPS scaling for late game
This gives you meaningful choices in how you automate your operation.

Need brass but drowning in coal? The Black Market lets you exchange materials at rotating daily rates. Walk up, interact, and swap surplus for what you actually need. Now with 11 trade offers covering ore-to-ingot, ingot-to-ingot, and ingot-to-ore exchanges.

The shop has been redesigned with a compact card grid layout for both Hardware and Augments tabs. Each item is a self-contained card showing name, stats, and action button. The grid tiles naturally so future content fills the space without scrolling through endless rows.

Finished ingots no longer teleport into your inventory. They drop into a physical output crate next to the smelter - walk up and collect when you're ready. A floating panel above each crate shows exactly what's waiting inside.

The save system got significantly more robust this update:
  • Auto-save interval tightened from 30s to 15 seconds
  • Shutdown saves detect if the game is closing and safely fall back to the latest auto-save instead of writing empty data
  • Smelter state is fully persistent - active progress, the recipe queue, and uncollected crate ingots are all saved. Quit mid-smelt and come back to find everything exactly where you left it
  • Multi-smelter and multi-crate support - each smelter saves independently, so expansion rooms work properly
  • V5→V6 migration - converts legacy individual upgrade fields to the new dictionary format automatically
Looking at an ore node now shows its name, rarity tier, and color. If your tool is under-leveled, a warning tells you exactly which tool to upgrade to.


Every tool now has a unique tier (0–6), spread across the full progression. No more duplicate tiers. Ore nodes scale to match, giving each weapon purchase a meaningful unlock.


The mine runs itself now. See you in 0.4.

The entire upgrade system has been rebuilt from scratch. Upgrades are now fully data-driven - adding a new upgrade means creating a single .upgrade asset file. No code changes required.
  • Dictionary-based levels replace individual properties - supports unlimited upgrades
  • Generic effect API - gameplay systems query UpgradeManager.GetEffect("tag") instead of knowing about specific upgrades
  • Automatic shop population - new upgrades appear in the shop instantly
  • Automatic save/load - no SaveData edits needed
  • Automatic stat tracking - each upgrade fires per-upgrade stats to the backend
  • Unlock conditions - upgrades can require prestige level, expansion, other upgrades, or specific weapons
  • Categories - Mining, Automation, Smelting, Economy, Combat, Utility, Prestige

Every content system now follows the same modular pattern. Adding new content is a matter of creating an asset file:

System | Asset | What happens
Upgrades | .upgrade | Auto-appears in shop, saves, tracks stats
Ores | .cube | Auto-spawns in nodes, tracks per-ore stats
Recipes | .recipe | Auto-appears in smelter UI
Trades | .trade | Auto-appears in Black Market rotation

Central registries (OreRegistry, RecipeRegistry, TradeRegistry, UpgradeManager) cache everything at startup and provide fast generic lookups.

Every ore type now automatically tracks ore_{name}_destroyed and ore_{name}_collected on the backend. No manual stat registration - just create a .cube file with a StatId and it starts tracking.

Emoji are out, icons are in. Every UI panel across the game - from the main menu and HUD to the shop, inventory, smelter, trading post, worker management, and leaderboards - now uses Google Material Icons. Buttons have recognizable symbols (play_arrow, settings, close), section headers use relevant icons (leaderboard, inventory_2, hexagon), and the ⛏ emoji has been replaced with a consistent paid icon throughout. The result is a cleaner, more professional interface that's easier to read at a glance.

Version 0.3 — The Automation Update
0.3
5 July 2026
🎁 Added
  • Data-Driven Upgrade Library: Upgrades are now fully modular - create a .upgrade asset file and it auto-appears in the shop, saves, and tracks stats. No C# changes needed.
  • UpgradeManager: Central manager with generic API (GetLevel, GetEffect, PurchaseUpgrade). Replaces hardcoded switch statements.
  • OreRegistry: Auto-discovers all .cube assets. Provides cached lookups by path, tier, and weighted random pick.
  • RecipeRegistry: Auto-discovers all .recipe assets. Provides lookups by output type, input ore, and affordability checks.
  • TradeRegistry: Auto-discovers all .trade assets. Generates daily trades and handles execution.
  • Per-Upgrade Stat Tracking: Each upgrade purchase fires upgrade_{id} and upgrade_{id}_level stats to the backend automatically.
  • Per-Ore Stat Tracking: Every ore type tracks ore_{id}_destroyed and ore_{id}_collected automatically via StatId.
  • Upgrade Categories: Mining, Automation, Smelting, Economy, Storage, Movement, Combat, Utility, Prestige.
  • Upgrade Unlock Conditions: Min prestige, min expansion, required upgrade, required weapon, min player level.
  • Card-Based Shop UI: Hardware and Augments tabs use a compact card grid layout with flex-flow: row wrap.
  • Card-Based Trading Panel: Black Market uses the same card grid pattern.
  • 8 New Trade Offers: Gold Rush, Mythril Exchange, Silver Lining, Tin Stockpile, Bulk Smelt Deal, Iron Surplus, Diamond Heist, Platinum Deal.
  • Hired Crew (NPC Workers): Purchase workers from the shop to mine ore autonomously. They pathfind to nodes, swing pickaxes, collect drops, and deliver to the smelter.
  • Worker Management Panel: Interact (E) with any NPC worker to Promote, Praise, or Fire them.
  • Worker Tiers: Each worker has a mining tier. Higher tiers mine tougher nodes faster.
  • Morale System: Praising a worker gives a temporary speed buff that decays over time.
  • Ore Node Tier HUD: Looking at a node shows its name, rarity, and whether your tool is effective.
  • Mining Drone: A flying drone that orbits nodes and chips away passively - scales with upgrade level.
  • Base Expansion System: Unlock new rooms to expand worker capacity and extraction bays. [One new room for now]
  • Trading Post: Exchange surplus materials at rotating daily rates.
  • Smelter Output Crate: Finished ingots drop into a physical crate to collect from.
  • Crate Contents Panel: Floating display above crates showing stored ingots.
  • Pause Menu: Escape for resume, settings, and quit-to-menu.
🧼 Improved
  • Coal Economy Rebalanced: SpawnWeight increased from 1.0 to 1.6, drop range raised from 1–2 to 2–4. Coal maintains ~35% spawn share at max tier and yields double the ore per node.
  • Steel Alloy Recipe Rebalanced: Coal ingredient reduced from 10 to 5, fuel cost from 5 to 3, ingot value increased from 60 to 80. Steel is now a viable mid-tier crafting path (10.0 value/coal, up from 4.0).
  • Material Icons Overhaul: All 14 UI panels now use Google Material Icons instead of emoji and text-only labels - cleaner, more professional interface.
  • Tool Tier Spread: All 7 tools now have unique tiers (0–6). No more duplicate tiers.
  • Ore Tier Spread: Ore MinToolTier spread across the full 0–6 range to match tools.
  • Worker Dissolve Effect: Fired workers dissolve with rising ember sparks instead of vanishing.
  • Save System: Auto-save every 15s. Shutdown saves fall back safely. Smelter state fully persistent. V5→V6 migration for upgrade dictionary format.
  • Multi-Smelter Support: Each smelter saves independently.
  • Worker State Persistence: Individual worker tiers are saved and restored.
  • Save Migration: Old saves auto-migrate without losing progress (legacy fields → UpgradeLevels dictionary).
  • CubeSpawner: Auto-populates ore types from OreRegistry when inspector list is empty.
  • SmelterStation: Reads recipes from RecipeRegistry instead of direct ResourceLibrary scan.
  • TradingPost: Delegates to TradeRegistry for generation and execution.
  • PrestigeSystem: Uses UpgradeManager.ResetAll() - works with any number of upgrades.
  • SceneRefs: Added cached accessors for UpgradeManager, OreRegistry, RecipeRegistry, TradeRegistry.
  • Interaction Prompt: Now hides when TradingPanel is open (fixed overlap bug).
🪛 Fixed
  • Fixed coal becoming a hard bottleneck at high tiers due to spawn weight dilution and excessive fuel costs across all smelting recipes.
  • Fixed steel being the worst value-per-coal recipe in the game, causing players to skip the iron→steel progression path entirely.
  • Fixed upgrade enum shift causing DamageLevel to be clamped on load.
  • Fixed smelter UI showing wrong queue with multiple smelters.
  • Fixed expansion bays spawning in wrong positions.
  • Fixed UI panels squished at certain aspect ratios.
  • Fixed Black Market [E] prompt overlapping the trading panel.
  • Fixed Stats.Set compile error (API only has Stats.Increment).
  • Fixed orphaned SCSS block causing style parse errors.
🚯 Removed
  • UpgradeType enum dependency: Still exists for backwards compatibility but no longer required for new upgrades.
  • Speed Boost Upgrade: Was non-functional (never applied to movement).
  • Ore Magnet Upgrade: Replaced by NPC Workers.
⚠️ Known Issues
  • Some ore nodes flicker, will be fixed in the next patch!
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