
Mining Run
Mining Run
Dig. Haul. Upgrade. Descend. Repeat. You get one timed dive at a wall of rock. Click to break it, watch the ore pop out - coal and copper if you're unlucky, rubies and diamonds if the vein is kind - and haul everything to the surface before the time runs out. Cash your haul into gold, spend it on upgrades that sharpen your pickaxe, stretch your lungs, and bend the loot table in your favor, then drop one layer deeper where the rock is tougher and the veins are richer. Your gold, upgrades, and depth are saved between sessions, so every session picks up exactly where you left off. It's small. It's fast. It's a complete loop - a menu, a run, an upgrade screen, meta-progression, and a save file - the kind of thing that usually takes weeks of gluing systems together. This one took none of that. Here's the point of the whole game:
Every system here is a drop-in component
Mining Run has no custom engine underneath it. There is no bespoke inventory code, no hand-rolled save format, no upgrade framework written for this game. Every mechanic you touch is a portable component copied straight into the project and wired together:
| What you see in-game | The component doing the work |
|---|---|
| The ore you haul out of a run | Inventory System |
| What a rock drops when it breaks | Loot Table System (weighted by rarity) |
| Gold you spend between runs | Currency System |
| Sharper Pickaxe · Deeper Lungs · Vein Sense · Lucky Strikes | Upgrade Tree System |
| The "+Iron" pops on every dig | Floating Text System |
| Screen shake on a hit, a flash on a rare find | Screen Effects System |
| "Diamond found!" toasts | Notification System |
| Gold, upgrades & depth surviving a restart | Save System |
Swap any one of them out and the rest keeps working. The upgrade tree never touches your wallet directly — it asks a payment callable to spend the gold. The loot table just produces item stacks and the game decides where they go. That's the whole design: logic split from UI, systems that snap together, nothing hard-wired.
Want to build with these?
Mining Run is the playable demo for Game Components — Drop-in Gameplay Systems for Godot 4: a pack of 30 tested, styled, signals-first systems — inventory, crafting, shop, stats, leveling, achievements, abilities, save, settings, wave spawner, procedural generation, and more.
Build your game, not your plumbing.
➡️ Get the pack: https://thornido.itch.io/godot-game-components
Features
A whole loop in minutes — menu → timed dig → cash out → upgrades → descend, then again, deeper.
Seven ores, five rarities — coal to diamond, each with rising value and a brighter flash when it drops.
Four upgrades that actually change the run — more dig damage, longer dives, more ore per rock, more gold per haul.
Descend forever — tougher rock and richer veins every layer down.
Saves between sessions — gold, upgrades and best depth persist.
Juicy by default — floating text, screen shake, rare-find flashes and toast notifications on every dig.
100% drop-in components — no custom engine; it's a live stress-test of the Game Components pack.
Free — pay-what-you-want. Play it, then grab the pack if you want to build like this.
Download
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Comments
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So I guess you just copy and pasted the whole LLM response. Perhaps take the time to have it generate a "bespoke" description next time, assuming it didn't just go ahead and upload it to itch for you too.
You don't like it? No, it didn't uploaded it for me. I'm not a good writer and english is not my primary language so I use tools to help myself. This project is just a quick hightlight of my other project and it's also free to test/play. Next time I will spent more time working on a description!
Thanks for sharing your opinion!