Mithril is a voxel mining survival game where the cave never stops changing. Dig with claws, build machines, hold your ground against what hunts you. Then trigger Dormancy and watch a million years of geology rewrite the map. Same base. New danger. The world remembers.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Mithril at its core is a game about a world that changes based on player interaction, and the fastest way to find out whether it changes in interesting ways is to put it in front of players who'll do things I've never thought of.
The engine is built and the game is playable end to end. What I can't generate myself is thousands of hours of people mining, building, and triggering Dormancy in orders I never predicted. Early Access lets the players shape which systems get deepened.”

Approximately how long will this game be in Early Access?

“Roughly two years, targeting a 1.0 release in late 2028. That's an honest estimate rather than a marketing date, and if the game needs longer I'll say so publicly rather than ship it thin.”

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

“More of the world, and more of what that the world can do to you.
My plans for 1.0 include but are not limited to:
- Additional cave biomes with their own geology
- A wider bestiary with deeper Memory adaptations
- Further automation tiers
- Expanded Dormancy interactions
- More structural and fluid behaviour”

What is the current state of the Early Access version?

“Playable and complete through its core loop. Mining, crafting, building, automation, structural stress, combat, and the full Dormancy geological simulation are all in and working. Online and local co-op for up to four players is functional, and Freeplay gives you the cave without the creatures.
What's still rough: some art is placeholder, the sound effects and soundtrack are unfinished, and the numbers need work, combat damage and ore drop rates in particular. There will be bugs. I'd rather you know that going in.
It's a real game you can lose an evening in, not a demo of one.”

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

“Yes, the price will rise at 1.0, once the content that justifies it is in place. Buy during Early Access and the full release costs you nothing extra.

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

“Directly, and in public. Development happens in the open on Discord, where you're talking to me rather than a community manager. I'll say what I'm working on before I build it, and what people say back tends to change the order. Bug reports and balance feedback come straight to me, and I'm the one who writes the fix. Playtest builds go out to Discord first, and parts of the engine are already open source on GitHub.”
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About This Game

Mithril is a voxel cave mining survival game where the world changes with you.

Dig by hand. Build machines that dig for you. Hold a torch against something that has been waiting in the dark far longer than you have.

Then trigger Dormancy, and watch deep time go to work.

A Million Years in Minutes

Dormancy is not a rest. It is a fast-forward.

The engine simulates deep geological time on the cave you are standing in.

Open a path for water and the minerals it carries follow it, concentrating ores along ancient water tables. Channel lava into untouched rock and hydrothermal heat transforms it into new minerals. Leave a tunnel unsupported and it gives way under its own weight.

You shape it. You trigger it. You watch it happen. And then you come back to a place you no longer recognise.

But you will do it anyway. The ore you need does not exist yet.

Same base. New danger.

The Memory

The world is not the only thing that changes. 

While you play, creatures in the dark watch you. And they learn. Where you dig. What you build. How you fight.

The ones that survive Dormancy come back knowing what didn’t work last time. 

Dormancy reshapes the world. The Memory reshapes what hunts you.

The Ancient One

Someone else made it this far, long before you did.

He will show you which rock is worth taking, how to keep a roof up, and what to listen for when the stone starts to complain.

What he wants in return, he does not say.

Real Geology

The cave was generated. The geology was simulated. 

  • Depth-layered rock strata across procedurally generated cave systems

  • Geologically accurate mineral formation, veins, and enrichment

  • Stalactites, columns, flowstone, crystal growths, lava pools, water systems

  • Every material has real physical properties that change how you mine it

Every descent is different.

Every Stone Bears Weight

Every piece of rock you take, another has to carry what is left. Take too much, too fast, and it all comes down.

Structural stress propagates through the rock in real time. Support your tunnels with struts, or listen to the ceiling make the decision for you.

The stone is not known for forgiveness.

Build The Chain

Start with your claws and a torch. Finish with a line of machines pulling ore out of the dark while you work three tunnels over.

  • Crushers, furnaces, conveyors, storage

  • Orehands that keep the line moving while you are elsewhere

  • Build the chain, then build the chain that feeds the chain

None of it survives Dormancy untouched. You do not build the line once.

Same Caves. Now With Friends

Online and local co-op for up to four. One of you digs. One of you watches the dark.

Arrives at Early Access launch.

The Quiet Version

Freeplay leaves out the creatures and gives you the cave, the geology, and the machines.

Arrives at Early Access launch.

Built From Scratch

Powered by a custom Rust voxel engine driving Unreal Engine 5. Built by a solo developer in Melbourne, Australia.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Mithril uses generative AI in much of its art and audio. This includes 3D models, textures and materials throughout the game — cave and terrain surfaces, environment art and interface textures — 2D item and UI icons, store page and marketing images, music and sound effects. All of it was edited and finalised by hand against the game's art direction.

No AI-generated voice is used, and no generative AI runs while you play — the game generates nothing at runtime.

Not AI-generated: world generation (hand-written procedural algorithms, not AI), model animations, game code, and level and systems design.

System Requirements

    Minimum:
    • OS: Windows 10 64-bit (version 1909 or later)
    • Processor: Quad-core, Intel Core i5-8400 / AMD Ryzen 5 2600
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 1650 (4 GB) / AMD Radeon RX 570 (4 GB)
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 6 GB available space
    • Sound Card: Windows-compatible audio device
    • Additional Notes: Requires a DirectX 12 / Shader Model 6 capable GPU. Targets 1080p at 30-60 fps on low-to-medium settings.
    Recommended:
    • OS: Windows 10 64-bit (version 1909 or later) / Windows 11
    • Processor: 6-8 core, Intel Core i7-9700 / AMD Ryzen 7 3700X
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce RTX 2060 (6 GB) / AMD Radeon RX 5700 (8 GB)
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 6 GB available space
    • Sound Card: Windows-compatible audio device
    • Additional Notes: Targets 1080p at 60 fps on high settings. Large open caverns with heavy fluid and lighting are the most demanding scenes. First launch compiles shaders and may take several minutes.
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