Update Plans


I don't plan to flesh out this game wildly beyond its current form, but I do want to make it more accessible and engaging. The 1.0 release was a goal for me to bake the basic fundamental features into the game and ensure that they at least work. Along the path to a 2.0 release, I want to incorporate the following, in no particular order:

  • More tooltips and explanations of concepts. Many features in the game, while simple, are unexplained and are left for you to figure out.
  • Unique "questline" contracts. A certain collection of contracts may appear subsequently, all relating to a story and offering new rewards.
  • "Mining tolerance" and "alcohol tolerance." Currently, the morale and tipsiness meter go down each time a dwarf finishes mining. When the ores take longer in the deeper layer, it doesn't make much sense diegetically. I plan to make a separate meter that ticks at a fixed rate, reducing the morale depending on how long the dwarf is in the mine, not how many times they've mined. The same will apply for tipsiness reduction. This also necessitates a dwarf menu to view these stats. 
  • More focused/time-based goals. The current way to complete the game is to fully upgrade the tunneling machine in the camp upgrades, but there is no time restriction, despite there existing a day counter. I plan to create certain endings depending on how long it takes you to achieve the ending.
  • Music and sound effects.
  • Autosaving.
  • Various bug fixes. The game currently crashes if you enter nothing into the name box, among other small things. If you have other issues besides this, let me know.

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