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Mining and Dwarves

Mining and Dwarves

by Sockhouse Studios, ThornityCo

★ 66%
Price N/A
Avg Players 17
Reviews 137
Released Aug 27, 2026
AutomationCasualClickerEconomy
Offline progress

Media

Video
Screenshot
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Mine resources and build a dwarf workforce in this incremental that rewards both active play and offline progression. Recruit miners to automate your operation while you decide whether to grind actively or let idle gains accumulate. The loop of gathering ore, upgrading equipment, and expanding your dwarf roster will appeal to fans of layered automation and steady, long-term growth.

About this game

Players, last 37 days

Peak 273 · Low 0

Daily peak concurrent players, sampled once a night from Steam.

What players are saying

▼ Not recommended 0 hrs
The game is just... boring. Progression is incredibly linear with very few impactful decisions to make or interesting trade-offs to consider.
33 found helpful Steam ↗
▼ Not recommended 5 hrs
Nah, this is lame. You have one screen with either some rocks or a ball. You mine the rocks until they disappear, then the ball comes up. You mine the ball until it disappears, and then the rocks come back. That’s basically everything that happens, all the time.

Then there are also a bunch of upgrades and skills, but none of them feel like they actually add anything to the game except more noise on the screen. You get 20 types of rocks, but you can barely tell which one is which. You get dwarfs, but they just hop around and you can’t tell what type they are or what they actually do. You get skills, but they’re all boring and basically just speed buttons: use this skill to switch faster between rocks and the ball.

I stopped even reading the upgrades by the third tier because nothing meaningful happens. Once you get the first dwarfs, you can pretty much leave the game like that and they’ll keep doing the same rocks/ball cycle. Unlocking everything else doesn’t really make the game feel different.

The "endgame" is ridiculous. You get so much clutter on the screen that you can’t see anything anymore. It’s just random elements and numbers you barely understand. The one different thing is some pies you can click to enhance skills, but even those are just the same old speed boosts for switching faster between rocks and the ball. Then there are bigger rocks that only you can mine, which is hardly exciting.

And the grind required to unlock all the skills feels like a complete waste of time. The requirements get high, and at that point you’re mostly just waiting.
22 found helpful Steam ↗
▼ Not recommended 0 hrs
Game is offensively simple. Was bored by 10min mark, kept expecting something interesting to happen and it never did.
It's like every incremental on the market was blended together and watered down.
Even the art style is bland and low effort.
18 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Late-Game Balance Update

31 days ago
Late-Game Balance UpdateHey all,Now that the dust has settled from launch, we took the time to review the most actionable and critical feedback from all the reviews and discussion posts, and one thing was very clear.The end game idle grind was too much, and it made achievements an unbearable grind.As a result, we’ve significantly rebalanced the post-Victory skill tree to make its final upgrades achievable without an excessive grind.The secondary goal was to keep the spirit of the end game, by allowing players to idle if they wish, without abandoning the players who want to play actively.ApologyWe owe you, the player an apology for making the critical mistake of making achievements an unnecessary grind. Hopefully this update will let you feel a sense of completion much quicker. For everyone who gave us this critical feedback, thank you, and thank you to everyone who stuck with the game despite these issues.Please keep any feedback on this update or other issues coming so we can address it.Patch Notes:Void Shard costsImpossible I reduced from 100M to 10M Void ShardsImpossible II reduced from 1B to 40M Void ShardsImpossible II now requires Impossible IVoid Shard costs for several Foreman, Collector, Mage, Multi Ore, and Super Auto Miner upgrades have also been significantly reducedOverall, the Void Shard cost of the post-Victory tree has been reduced by approximately 96%.Gold costsGold costs throughout the Blood Stone branches have been substantially reduced, particularly for:Foreman ProgressPie Auto-ActivateExtra Pie Spawn and StackRefresher CooldownThe total gold required after Blood Stone has been reduced by approximately 96%.Skill improvementsMaximum Foreman Income is slightly higher and now requires 10 ranks instead of 30Fully upgraded Refresher cooldown is reduced from 90 seconds to 40 secondsThe normal Pie-in-the-Sky spawn chance increases from 28.5% to 46.5%Maximum Pie Auto-Activate Chance remains 90%One redundant late-game Pie Auto-Activate skill has been remo...

Thank you for playing!

32 days ago
It's been 24 hours post launch, and we are happy to see players enjoying the game!Firstly, Thank you all for the support, feedback, and reviews, making games wouldn't remain possible without you. If you’ve been enjoying the game, leaving a review means the world to us and has a huge impact on the game.Since launch, we've been actively squashing any bugs / performance issues, all reported by the community. We've also been reading through all the feedback on Steam & Discord. We really appreciate everyone taking the time to report issues and share their thoughts, so please keep opening discussion threads on Steam.Our next steps will be reviewing all the feedback and making a decision on what needs to be fixed first, then rolling out updates to address the issues, and pain points.Thank you again for all the support!- Sockhouse

Foreman income patch

33 days ago
There was a tile in the skill tree that would not properly grant the foreman idle gold income. This has been resolved.

Posts come from Steam's official announcements feed.

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