Mineless
A factory game experiment made out of caves and paths instead of a grid.
The Idea
I love factory games, but I keep wondering what happens if the main puzzle is not belts on a grid. In Mineless, caves are nodes and pathways are edges. The interesting part is flow: what goes where, what gets processed, and where the system starts to strain.
Core Concepts
- Cave nodes connected by pathways instead of a traditional factory grid
- Miners as mobile, versatile workers and machines as stationary specialists
- Node capacity based on cave size
- A tech tree that moves from basic extraction to automation, advanced logistics, and expansion
- An in-world assistant, AIME, to help guide players through systems
Why it interests me
It sits right in the overlap between programming instincts and game design. I want the system to be readable enough to understand, but still rich enough that better plans feel earned.
Current State
The next milestone is a playable demo with one complete gameplay loop: mine, process, export, and understand why the system works.
Stack
Unity, targeting PC.
