Explore and mine in procedural caves. Master using struts to delve deeper and support the ceiling before it falls. Build automation chains to process ores. Then manipulate lava and trigger Dormancy to crystallise new ore where lava once flowed. Same world. New cave. New dangers. The world remembers.

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About This Game

Mithril is a procedurally generated voxel mining survival game with advanced cave collapsing physics. Dig recklessly and the rock is quick to remind you who is in charge. Then, trigger Dormancy and real thermodynamics and a million years of simulated geology rebuilds (or collapses) your cave with new ores and minerals. With infinite caves to explore, every stone you touch, every flow of lava you manipulate, all has consequence.

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 the ceiling makes the decision for you.

The stone is not known for forgiveness.

(Unscripted natural collapse event.)

A Million Years in Minutes

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

The engine simulates deep geological time within 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. Every change is player driven. The world is yours to manipulate.

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

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

Same base. New danger.

(Deep time simulation of heat source turning into new minerals.)

Build The Chain

Design pipelines that extract, process, and deliver while you push deeper. 

  • Crushers, furnaces, conveyors, storage

  • Orehands that keep the line moving while you are elsewhere

  • Build the chain, then feed it to build another

Destruction at Every Scale

From entire caverns collapsing, to mining keyholes around ores, destruction happens across any scale.

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 fall are claimed by deep time. Silicified, opalised, set into the stone. The ones that survive Dormancy come back knowing what didn't work last time.

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

Not featured in the Demo. Arrives at launch.

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.

Same Caves. Now With Friends

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

Not featured in the Demo. Arrives at launch.

The Quiet Version

Freeplay leaves out the creatures and lets you enjoy the cave, the geology, and the machines. The cave still gets a say.

Not featured in the Demo. Arrives at launch.

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, 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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