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Update - New content and a long list of fixes
Content updates
- Three lost relics are hidden in every mine — A reason to dig sideways instead of straight down.
- The Museum now stands on the surface: a stone building with three lit display cases. Carry a relic home and it goes up on a plinth, lit, and stays there for the rest of the run — through saves, reloads and late joins. (We will polish and add more to the relic system in the future)
- Lamps burn fuel now. A full one lasts about twenty minutes and visibly dims as it goes, down to a faint glow — it never goes fully dark. This does walk back what the Builder Update said about lamps never needing refuelling; a lit base is something you keep lit now.
- The Fuel Jug ($120) — a carryable can. Fill it at the surface, haul it down, and top up five lamps per jug. Any player can pick up any jug, so a crew can stash full ones around the mine for whoever is nearest. Every jug remembers where it was left and how full it was.
- Gas leaks. Break a pocket open and it seeps out into your tunnels — one tile every three minutes, up to three tiles, and only along a path it can actually reach. You no longer have to mine gas to set it off: walk into a cloud with an open flame and it goes up, chaining back into the pocket that fed it. The electric headlamp still clears it safely.
- Lamps mount on the walls inside an elevator shaft, so a deep shaft can be lit all the way down.
- Elevators stack. Put a second kit under an existing one to keep going deeper, and ride the whole run in one go.
- 25 new achievements covering the build system, lamps and elevators, cushion bouncing, gas, radiation and the relics.
Bug fixes
- Dynamite can no longer blow through bedrock, which used to drop you out of the world. Charges refuse to attach to bedrock at all now, so you can't waste one.
- A platform mounted on a block's lower edge bridges a gap in a tunnel floor — you walk across it instead of dropping through or not being able to step up onto it.
- A platform can be placed on a cell that already holds a ladder, so you can build a landing part-way up a run. It only worked the other way round.
- Lamps can be anchored to player-built platforms — on top of one, or hanging underneath one mounted on a lower edge.
- Climbing a ladder into a platform steps you up onto it instead of bouncing you against it.
- Down + jump drops you through a platform reliably, even with a ladder on it. You no longer have to stand in exactly the right spot.
- Falling past a ladder without touching it no longer cancels the fall, so the cushion at the bottom gives you the bounce you were owed.
- Cushioned landings have a sound and a thump. They used to be the one impact in the game that was completely silent.
- An elevator whose shaft stopped short could never be removed or destroyed by anything, and it kept its column locked forever.
- Elevators can be pulled out in Remove Mode, refunding a kit.
- An elevator keeps extending downward when you break the rock beneath it. You no longer have to pull it out and set it down again.
- An elevator freed from a boulder digs on to its full bought depth — a 10-floor kit finishes all ten floors.
- Elevators stop at the depth their kit was bought for; mining underneath one no longer drags it deeper than it should go.
- Ore an elevator digs through now drops on the ground for anyone to pick up instead of being destroyed. A shaft through a copper vein was pure loss.
- The surface buildings stand in the same place for every player in a lobby.
- "New Depth" milestones no longer replay from zero every time you load a saved world — your record carries over. (The UI may still be saying new depth though, will fix next)
- The shop sits on the ground instead of floating a few pixels above it.
- On a controller, the pause menu and the host public/private screen no longer drive your character around while you navigate them.
- The world-creation screen no longer runs off the bottom of the window with Advanced settings open.
Polish and quality of life
- When a block is too hard, the game names which rock it is and which tool opens it — "Hard Rock needs a Hand Drill I — your Pickaxe III cannot break it" — instead of just telling you to upgrade.
- The shop warns you when the next tool is faster only and still stops at the same rock, so a speed upgrade can't be mistaken for a way through.
- Picking up the Core says "The Core has locked onto you" — while you carry it, every bit of the radiation is aimed at you and nobody else takes any.
- An arrow beside the radiation readout shows whether your dose is rising or falling, so you can tell that backing off is working.
- Anyone being irradiated glows green, and whoever carries the Core pulses. You can see at a glance who is taking the hit and who is safe.
- Radiation now fades wherever you are once you're clear of the Core, instead of only at the surface. The surface is still four times faster.
- Cushions bounce. From 5 tiles up — about half a tile at 5, growing with the drop, up to 10 tiles from a real plunge, and a big bounce lands and bounces again until it settles. A ladder only catches you if you actually grab it, so falling past one at speed is no longer a free landing.
- A prompt tells you which button picks up the Core, a relic or a jug — and which one puts a relic into the Museum.
- Lamps show a fuel gauge once they start running low, red when they're nearly out, and nothing at all while they're healthy.
- Pick up a jug and every lamp shows its gauge, so you can see exactly how much is in each one and which you can skip on your round.
- Carrying a jug puts its remaining fills in the stat panel, next to Depth.
- Set gas off and the game tells you the electric headlamp would have prevented it. Clear gas with that headlamp and it gives you the credit.
- The build menu is seven keys instead of twelve — press a key again to cycle the variants inside it (lamp tiers, elevator sizes, platform/cushion). The Q and E shortcuts are gone; the build menu is the only way to place now.
- Remove Mode stays active after you remove something. To move a thing: remove it (you get it back) and press its key again.
- The bumpers cycle Remove Mode as part of the item ring, so you can step into it and back out without letting go — and the left trigger no longer flickers in and out of it as you squeeze.
- The screen is framed blue while building and red while removing, with nothing while mining, so the active mode is obvious at a glance.
- Mode reads in the stat panel under Depth and Backpack — "Mode: Mine / Build / Remove" — instead of a wide banner of control hints across the bottom.
- Real spacing along the bottom of the screen: the controls strip, health and light bars, item bar and hints were touching each other.
- Menus scroll and resize to your screen instead of assuming one.
- Every line of text in the game is translated into all ten languages, and changing language mid-game updates the whole HUD, shop and pause menu instead of leaving most of it in the old language until you restart.
Old saves load fine. Everyone in a crew needs the update to play together.
Keep the reports coming — that's where this list came from.
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.