Fantasy Miner drops you into an endless underground where you excavate ore, refine ingots, and unlock hundreds of upgrades to accelerate your operation. The core loop rewards patient progression through automation and resource discovery, making it ideal for players who enjoy watching numbers climb while pursuing incremental milestones in a fantasy setting.
About this game
Dig for ore, discover new resources, smelt ingots, and unlock hundreds of upgrades in this fantasy mining idle game. Mine faster, dig deeper, and watch your progress grow.
Players, last 38 days
Peak 250 · Low 0
Daily peak concurrent players, sampled once a night from Steam.
What players are saying
▼ Not recommended4 hrs
So it's fine for the first 15 minutes, however as the game goes on it's pretty clear that it's not thought out very well. I'll break down why with 3 key points, focusing on the "levelling system" which is a huge joke, the upgrade tree, and trying to make sense of the decisions that were made in general.
-LEVELLING SYSTEM There is a levelling system that contributes exactly NOTHING to the gameplay what-so-ever. You level up and do more damage, and all of the rocks also scale in health. So it all balances out completely and you never do more damage and all new rock types stay exactly as difficult to break. New tiers of pickaxe are completely useless, the levelling system adds nothing. Nothing ever takes less hits to break. 0/10 for this "feature"
-UPGRADES
There is a huge tree of upgrades and towards the end it just becomes a complete slog to get through. Almost all useful mining related upgrades are gotten incredibly early on so you reach maximum capacity in true dps barely halfway through. Sure the number goes up due to the levelling, but again that number scales perfectly with rock health. Every rock will always take the same exact amounts to hit. Excluding some 1% faster swing upgrades that are insanely expensive later on. They really don't offer much in the way of idle upgrades for your main source of gathering for being an idle game. All other production areas were fine with their idle upgrades because they didn't need much.
-WHAT WERE THEY THINKING? ALSO speaking of upgrades, some just don't make any sense at all! There is a path to do the blacksmith or the jeweler. If you do the blacksmith gems only give coins, and the jeweler gives coins and xp, but as I explain xp is COMPLETELY USELESS! So the jeweler has no point at all. There's achievements to get the jeweler and blacksmith, which lock each other out, among other choices as well, which forces the player to do multiple playthroughs through the slog for achievement hunting purposes. It could have very easily have been "get the jeweler OR the blacksmith" as an achievement. I also think it's weird that there's an option to have multiple recipes and then have no option at all to go between them. I think this is just very poor explanation of what the recipe upgrade is. Maybe they forgot to add the feature in? There are so many magnet upgrades for your range to pick things up (that doesn't affect gems or artifacts for some reason?) But also many upgrades for the porters which act as your idle gathering units. Both of these things have late game high resource costing upgrades, one does not take priority over the other or seem to try to phase the other out at any point. They require the same exact currency to buy. The porters do not collect gems or artifacts. Gems and artifacts are completely unaffected by gathering upgrades. It's all just kinda crammed in there. The massive cannon is doodoo. I have no real critique of it, it sucks and the upgrades are bad. It's very silly it's just completely maxed out early on and so many upgrades later on rely on the first resource to get, with such an incredibly limited ability to collect. I think this may just be an artificial choke point meant to lazily stretch out the play time. ALSO there's an upgrade for infinite storage space that's just attached to a +5000 storage space upgrade which is barely more expensive at all than the other. And the storage space only affects the first resource for no reason what so ever. This is also gained very early on. [EDIT] Because I forgot to mention, the artifact collector is also COMPLETELY USELESS. The artifacts all say +x% BUT THAT DOES NOTHING. IT DOES NOTHING. I am fully convinced this game is largely AI generated. So much does not make sense, so little is explained, there are too many things that lead to NOTHING. THAT DO NOTHING. BOO.
I'd say the whole game is pretty poorly thought out, and really does not have much content at all. You pretty much see all that it has to offer about 45 minutes in and then there's just extra upgrades there for no reason at all with no end goal. While pushing through this slog you get barely any true upgrade to your ability to mine your main resources meaning it feels exactly the same as the numbers go higher and higher. You barely get to upgrade your ability to play the game actively AT ALL, and you barely get to upgrade your ability to play the game passively AT ALL. boring. I give it a couple bonus points for looking a little cute. 2/10
They forgot to put the crafting UI into the forge so after you get to that tier you can't select which items the forge actually makes.
Would not be surprised at all if this game was created with an AI prompt and they're just lying about AI usage. Or they're just lazy. One of those two is true.
Even if the above weren't true, every tier is exactly the same. There's no new mechanic added by progressing to a new tier. Go spend your $3.99 on some gas station scratch off lottery tickets. You'll get more out of it.
Pretty much all AI generated and poorly explained upgrades. Play this if you want to mindlessly upgrade stuff with no meaningful storyline and zero meaningful upgrades.
Hi everyone! We've been reading your feedback and suggestions closely, and this update is built around them. This time, our main focus is on quality-of-life improvements and making the overall experience smoother.This update includes the following changes:added reference information explaining the color coding for different Temporary Vein typesadded reference information showing the base income multipliers for different rock typesadded the ability to demolish the Jeweler, Black Market, Hunters' Camp, and Cleaner and choose the alternative upgrade branch instead, making achievements easier to obtain without having to repeat the entire progressionPorters now pick up gemstones lying on the fieldadded the option to pause automation for the Crusher, Smelter, and Forgeadded expanded settings for disabling individual sound and visual effectsadded a more detailed tooltip for the experience barIf you've found a bug or localization issue, or would like to share a suggestion, let us know on our Discord server: https://discord.gg/r5FpxeU7Z5
Hi everyone, thank you for your interest in and support for our first game! We’ve been keeping a close eye on your feedback and are working to release fixes and improvements as quickly as we can. We want the game to feel smooth and enjoyable to play. This update includes the following changes: fixed the cursor pickup area for gems and collectible items adjusted the ingot costs for smelter and storage upgrades added more late-game upgrade levels for the trader, jeweler, and black market to help speed up coin progression reduced the prices of tier 2 and tier 3 pickaxe and magnet upgrades reduced the prices of tier 2 carrier upgrades reduced the ore cost of buying additional carriers reduced the prices of hunter and cleaner upgrades updated upgrade descriptions for rocks and stations so they show more details about the affected stats updated several icons in the upgrade tree to improve readability If you find a bug, notice a localization issue, or want to share a suggestion, please let us know on our Discord server: https://discord.gg/r5FpxeU7Z5