Recover an industrial robot mining operation buried deep in a collapsed off-world complex. Build power, production and fluid networks through underground levels. Order the bots to search, dig and explore, discovering lost recipes and artifacts and finally completing the mission.

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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?

“Coding, testing, squishing the bugs, testing, moments of joy when something works better than you hoped, testing, inspiration, and did I mention more testing...
Well that's the easy part. Put it all together and you have a multitude of things that need to have great balance and work seamlessly together. Doing that is a whole other story and the reason we need a period of Early Access knocking off rough edges, getting player feedback and making this game the best it can be.”

Approximately how long will this game be in Early Access?

“We expect to remain in Early Access for around a year give or take, but this is very dependent on balance after your feedback. Hopefully sooner but we will take longer if the game needs it to reach the 1.0 bar. For us this is a labour of love and we will take the time to get it right.”

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

“The core loop is already in; the full version goes wider and deeper on top of it. More materials, branching tech chains, buildings and bot mods, with more ways to specialise a bot's chassis. More hazards to discover, counter, and get caught out by. More starting scenarios and a deeper tutorial and reference layer to teach you the game. And the big one: the surface. Right now the game is surviving the climb to the surface — the full version is planned to include the final goal itself - what that actually involves will be announced at a later date. Beyond that, what gets built is down to the Early Access feedback: identifying where systems need more work, or the difficulty spikes are wrong, essentially what you want more of.”

What is the current state of the Early Access version?

“Rust, Dust & Droids is playable now, with the core systems implemented and working. Procedurally generated levels, mining and hauling, power grids, simulated liquid and gas, production chains, the dust and hazard wear loop, bot mods, the discovery-and-unlock loop, and a permanent fail state. A range of starting scenarios of varying difficulty, plus an in-game tutorial to help you learn the ropes.

What isn't in yet: the surface isn't reachable, so the current game is the climb to the surface rather than the final goal.
Steam Workshop and the in-game modding tools aren't in. Controller support is implemented but Steam Deck verification is still pending. Art is being replaced in passes as needed.”

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

“After Early Access, when the game is in its polished state, it will release at a higher full price — we'll announce that change beforehand. The Early Access price is lower to say a big 'Thank You' to the community for taking a chance with a small Indie studio.”

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

“Development is community feedback-driven. Every build will ship with patch notes as a Steam announcement, and the Community Hub will be our primary channel. We will pin threads for bug reports and feature suggestions. An opt-in beta branch will let anyone who wants to try unstable / save-breaking changes before they reach the default branch do so, and the discussion around that branch is where balance and pacing questions will be settled.”
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This game is not yet available on Steam

Planned Release Date: To be announced

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About This Game

Rust, Dust & Droids is a top-down mining, base-building and automation sim.

A collapse has sealed your 'Cog' (a team of mining robots) deep underground, cut off from contact with the surface for who knows how long. Dig, build and power your way up through hostile environments with the goal of re-establishing contact - if there's anything left still...

Note: At time of writing this list is correct but will be regularly updated as new features are added.

Current Features

  • Command a Cog of mining droids. They don't eat, sleep or tire. They run on power and wear out when the dust gets too much.

  • Six types: Miner, Builder, Hauler, Rescue, Repair and Grinder. Each does their own specific work, although with a little overlap.

  • Layers of procedurally generated underground levels, joined by shafts that offer safer travel. Ignored at your own peril.

  • Each level is divided into biome regions by hardened rock. Upgrade your miner's drill heads to dig through harder terrain.

  • Production chains from basic scrap and stone through to more advanced materials needed to be manufactured to progress.

  • Power grids with generators, batteries, wiring and switches. Machines stop when the power does including the rechargers that keep the Cog alive.

  • Simulated liquids and gases. Liquid flows tile by tile and gas spreads through caves and rooms mirroring simplified real world physics.

  • Pipe networks with pumps, valves, filters, vents and taps can be placed to route and control liquid and gases to where they are needed.

  • Build walled rooms with door variants to keep out liquid and gas you don't want flooding the base.

  • Filtered bins with job priorities organise materials and components to keep the clutter down.

  • Dust clogs your bots, sulphur, acid and chlorine corrode them, floods stop machines, the wrong gas can choke them. Manage the hazards to stay alive.

  • A bot that runs out of power or health stops where it is, Rescue bots can recover it and take it for repair.

  • Life can be tough. Lose a key bot that's the only source of something with none other to mount a rescue or repair, and the Cog slowly dies.

  • Find Data Cubes and artefacts buried in the wreckage. Analyse them to unlock buildings, recipes and bot mods.

  • Bot mods including sonar, heat plating, battery packs, radar and more let you customise each bot.

  • Lamps and Klystron Towers reveal the rock around you. Full customisation of this in settings including Fog of war.

  • Support for colour blind palette and further customisation of the display.

  • Tutorials and guided play to help you.

  • Autosave and multiple save slots.

  • Basic Controller support.

  • In-game Codex with interactive tech tree.

Planned Features

This is a broad but not exhaustive list of what's currently planned.

  • The surface, and the final goal (end-game to be announced).

  • Additional game mechanics.

  • Additional sprite animations and polish.

  • More materials, tech chains, buildings and bot mods.

  • Further bot specialisation.

  • Additional hazards to avoid.

  • Extra levels to dig through.

  • More new game customisation and win/lose options.

  • Increased starting scenarios, and tutorials.

  • Further Codex expansion.

  • Steam Workshop and modding tools.

  • Steam Deck verification.

AI Generated Content Disclosure

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

Some of this game's 2D artwork including the logo and store page images — began as AI-generated images, worked up from reference art we own. Every image is hand-picked by the developer and retouched by hand as needed; nothing ships unseen. The music is AI-generated, created with Suno under a paid licence. Sound effects are royalty-free recordings or created in our in-house studio, not AI-generated. The game does not generate any content while you play — there is no live AI generation of any kind.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 version 21H1 or later
    • Processor: Dual Core 2 GHz
    • Memory: 8 GB RAM
    • Graphics: Intel HD 4600 (AMD or NVIDIA equivalent)
    • DirectX: Version 11
    • Storage: 3 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system