Version 0.3 transforms Ore Works from a purely manual mining game into an idle-hybrid tycoon. Hire a crew, deploy drones, expand your base, and watch your operation run while you manage the bigger picture.
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
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 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.
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 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.
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).