Tile Miner is a top down sandbox adventure game.
All Reviews:
Mixed (42) - 64% of the 42 user reviews for this game are positive.
Release Date:
Oct 24, 2014
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Tile Miner is a sandbox game. Because of this, it has been enjoyable to play since almost the very beginning. The plan has always been to release early, listen to feedback, and continue to add features until the game we dreamed about was complete.”

Approximately how long will this game be in Early Access?

“We're pushing hard to have the full version of Tile Miner released by the end of 2018, but we want to make sure that it is a solid, complete game so it may not be until the beginning of 2019.”

How is the full version planned to differ from the Early Access version?

“The core of Tile Miner is already complete and in the Early Access version. For the full version we're going to have a third and final dungeon as well as additional villager occupations. We're also going to add in music (we know, it's boring without music but we want to find just the right music to capture the mood of Tile Miner!)”

What is the current state of the Early Access version?

“Currently you are able to do the following in the early access version:

Survive – Find food and shelter before nightfall in order to stay alive.

Landscape - Almost all tiles in Tile Miner are breakable and placeable. Create the top down adventure that you want by doing your own landscaping.

Build – Build your own shelter and furnish it the way that you want.

Farm – Till the soil and cultivate many different varieties of crops.

Mine – Dig through the mountains and caves to find the best ores.

Explore – Explore the many different biomes in search of new enemies and treasures.

Craft – Craft the best tools, weapons, and armor available.

Alchemy – Use a cauldron to create potions with different effects.

Magic - Use a spell making table to create magic staffs to perform different spells.

Adventure - Craft compasses to find the dungeons to fight new enemies.”

Will the game be priced differently during and after Early Access?

“Yes. The planned price for the final release is $15. Throughout the early access stage the price will gradually go up until final release.”

How are you planning on involving the Community in your development process?

“Feature suggestions, balancing changes, or really anything under the sun. Our goal is to make the best game we possibly can and if you think you've got a great idea we'd love to hear it! The best place to give ideas is by e-mailing us: chris@tileminer.org.”
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Recent updates View all (30)

August 7

Updated Graphics Coming to Final Release!

If you’ve been watching Tile Miner from the beginning you know that the graphics have gone through a few revisions. If you’re interested in hearing the story you can read this entire post. If not, just know this: We are updating all of the graphics to a higher resolution! Here’s a screenshot to give you just a peak at what we’ve been working on for the final release:


THE HISTORY OF TILE MINER PIXELS

OPEN SOURCE
When we first launched Tile Miner in early access we used all open source graphics. Most of these were from the liberated pixel cup competition on opengameart. We liked these graphics just fine but they weren’t original. In fact, I often go back and see old comments that accuse us of stealing these graphics from other games. I always get a good chuckle out of that.:)
Before we entered early access on steam we of course had to go through Steam Greenlight. During that process we read over 400 comments and one of the biggest bits of feedback we got was “change the graphics”. So we did!

CONTRACTED GRAPHICS
Finding an artist was difficult. We talked to quite a few people about doing it. The guy we wanted from day one wasn’t available. We ended up settling on a guy whose work was ok but he was slower and more expensive than what he had originally quoted. It was a disappointing experience overall. The cost was piling up but the ideas I had for the future of the game would require a lot more artwork and I knew it was going to be too expensive. So I tried something…

CURRENT
I was getting better at pixel art so I tried converting some of the graphics we had paid for to be 16x16 tile sizes instead of 32x32. The detail went away but the good news was that I could draw these graphics by myself. So I overhauled all the graphics we had to be 16x16 tile sizes. During this time I got better at pixel art but I always felt my skills were lacking. This is what the current state of the game looks like. It’s clear what’s going on but is less detailed than I’d like. There are some pieces I love and others I hate.

NEW GRAPHICS
As my wife and I discussed the plans for what the final release would look like in terms of gameplay, I was frustrated by what the game looked like currently in terms of graphics. I took the time to estimate what it would cost if we could get the guy we originally wanted to do the graphics to do everything. Once coming up with that ballpark, and confirming that the artist was available, we decided to invest the money and make it happen in order to make the game we really wanted to make. For the past month or two we’ve been working with Tom Filhol (https://tfpixel.myportfolio.com/pixel) to convert every graphic in the game to a 32x32 resolution. For the most part everything will be familiar. It just looks more detailed. I’ll be sharing screenshots as more and more graphics get finished. I’m proud of what we’ve got so far and excited about what’s coming next.



And finally this is the major reason we can’t do more updates until final release. Converting the graphics to this size initially broke everything. We’re still using pixel doubled graphics all over the place in the game. Until all the graphics are in, we can’t put anything out. By the time they’re finished, we should be about finished with all of the code. So the next release, will be the final one! I hope you’re as excited about this change as we are!
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July 17

Bad News and Good News!

The bad news is, we’re not releasing any more monthly updates. There is a very good development reason for this that I will announce shortly. We are making a pretty big change and that change will mean we can’t be putting out regular updates for at least a few months. The good news is, we’re close enough to 1.0 that our next update (hopefully this year) will be the final release!

We’re incredibly excited about the future of Tile Miner. Since the new year we’ve had a total of 5 updates. We added magic, villagers, dungeons and a bunch of items, potions, and tools. At this point we can see the finish line to a complete and polished game. We know everything we want to add for the final release.

We’re not quite ready to give a release date. In many ways I hesitate to give even a time frame. Things tend to take longer than you plan when it comes to development. A lot longer! Our release date relies heavily on how much time my wife can put in and how quickly a secret change we’re working on will get done. These are both unknowns. I can tell you our hopes: we hope to release by the end of 2018. We’re pushing for that. But we’re also going to hold off if the game isn’t quite ready.

With all that being said, I want to make sure to keep everyone posted on progress as we move along. Next week I’ll be announcing the big change we’ve been working on. Soon after I’d like to start addressing piece by piece the remaining aspects of the game that we need to finish. These things are in addition to more spells, more potions, and more items. These are additional features, mechanics and polish. As always if you have any questions or ideas we’re still listening! Thanks!
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About This Game

Tile Miner is a top down sandbox adventure game. Explore an infinite, randomly generated world and then mold it to your liking.

Survive – Find food and shelter before nightfall in order to stay alive.

Landscape - Almost all tiles in Tile Miner are breakable and placeable. Create the top down adventure that you want by doing your own landscaping.

Build – Build your own shelter and furnish it the way that you want.

Farm – Till the soil and cultivate many different varieties of crops.

Mine – Dig through the mountains and caves to find the best ores.

Explore – Explore the many different biomes in search of new enemies and treasures.

Craft – Craft the best tools, weapons, and armor available.

Alchemy – Use a cauldron to create potions with different effects.

Magic – Use a spell making table to create magic staffs to perform different spells.

Adventure – Craft compasses to find the dungeon to fight new enemies.

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows Xp, Vista, 7, 8
    • Processor: 2.3 Ghz
    • Memory: 1024 MB RAM
    • Graphics: 128mb Video Ram
    • Storage: 30 MB available space
    Minimum:
    • OS: MacOS X 10.6.6 or higher
    • Processor: 2.3 Ghz
    • Memory: 1024 MB RAM
    • Graphics: 128mb Video Ram
    • Storage: 30 MB available space

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