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DOPAMINER

DOPAMINER

by Comboi, More_RetroGames · Published by Comboi

Price N/A
Avg Players 0
Released Coming soon
2DActionArcadeCasual

Media

Video
Screenshot
Screenshot
Screenshot
Screenshot
Screenshot

DOPAMINER strips incremental gaming down to its essentials: mine rocks, collect gems and artifacts, and unlock abilities through a skill tree. The game prioritizes rapid progression and explosive feedback loops over sprawling late-game systems, making it ideal for players seeking a focused, sprint-length idle experience rather than a long-term time sink.

About this game

Latest updates

New Next Fest demo now available! - What has changed? 💎

15 days ago
Hello everyone! Today Steam Next Fest kicks off and we've updated and improved our demo to participate in the event and it is now available! We would be delighted for you to try it out and tell us what you think. And, as always, wishlists are highly appreciated. If you want to know the changes and additions in detail, here is the full list: Changelog demo version 0.2.0 Gameplay and systemsAdded Chests. After unlocking the corresponding node on the skill tree, chests will appear in the mine. They include gems, cores, and relics—a new type of item.Added Relics. A new type of equippable item that can appear in chests. They will appear after unlocking the corresponding node on the skill tree. Relics are equippable items with stat boosts and new abilities. The demo includes four different relics and a maximum of two relic equipment slots.Added Hourglasses. A new type of block that, when broken, adds extra seconds of time to the run. They will appear in the mine after unlocking the corresponding node on the skill tree.Change to critical shots. Now, a critical shot instantly destroys any block.Increased the character's base stats, such as movement speed and bullet speed, to provide more agile gameplay right from the start.Added the explosion-on-fade upgrade to the Sparkball.Changes and adjustments to the skill tree and progressionModified unlock costs to ease initial progression and facilitate access to core upgrades. Merged most repeated nodes of the same upgrade to create a clearer and more manageable skill tree. Removed uninteresting and/or obsolete nodes such as Chance to add time when breaking blocks or % critical damage.ArtChanged the tiles for breakable and unbreakable blocks in the mine. Changed the style of the skill tree nodes and the way they are completed. Changed UI elements of the skill tree, such as the Run button.Added cooldown icons during gameplay: Sparkball ability cooldown. Power Potion effect. Changed the Power Potion icon.Added a mine selection screen...

New DOPAMINER demo available for the Steam Next Fest! 💎⛏️

19 days ago
Hello everyone again! Since the release of our demo, along with its updates and fixes, we have been working on the full game and an improved version of our demo. We will be participating in the Next Fest that kicks off next Monday, and we will take this opportunity to debut this new demo. We will give you more specific details about the changes and improvements in another post, but you can expect:Modifications to the skill tree: new upgrades added, uninteresting nodes removed, etc.Relic systemNew items to find in the mine, such as chests and hourglasses that extend your run timeNew music and sound effects from BibikiWe have taken your feedback into account to improve the beginning of the game, making it more straightforward, interesting, and varied. We hope you enjoy the changes and additions, and that the demo reaches new players. Finally, we would like to remind you that adding the game to your wishlist helps the project and a small studio like ours a whole lot. Thank you!

Demo update! – Overview of Changes and Improvements

115 days ago
Hello everyone!First of all, we want to thank you for the warm reception since the announcement and release of the DOPAMINER demo. We’ve been paying very close attention to your feedback and opinions about the game, and over the past few weeks we’ve been fixing bugs and adding a few changes.With the release of patch 0.1.4, available today, we wanted to go over everything that has changed in the game since day one:Gameplay & BalanceRemoved the delay before potion effects activate when picked up. Effects now trigger immediately once the potion crate is destroyed.Both damage upgrades have been buffed so the power increase is more noticeable.Modified the behavior of the Sparkball.It no longer disappears after colliding with explosive blocks and instead continues its path.Its bounce inertia and speed have been increased to make it behave more like regular shots.Unlock costs have been readjusted, mainly for the early skills. The start of the game should now feel more direct and require less grinding.Increased the time gems and resources remain on screen before disappearing.Explosive blocks have been modified so they explode sooner if shot multiple times.Adjustments to the end of an incursion:The character now stops shooting exactly when the incursion ends—neither slightly before (as in the original demo) nor slightly after (as in our first fix).The final incursion summary screen has been sped up. You can also now click directly on the options to go to the upgrade screen or start another run.Added the double shot upgrade after unlocking all the content available in the demo.VisualsUpdated the explosion VFX for explosive blocks.Added a breaking VFX to potion crates.Added tutorial and clarification texts:A reminder of the basic controls during the first incursion.An explanation of how to obtain materials during the second incursion.A warning about the effect of explosive blocks (without a doubt the biggest friction point we noticed from your feedback).Updated the explanatory...

Posts come from Steam's official announcements feed.

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