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Patch #15: Mining Order, Codex and a lot more!

Hold The Mine · Community Announcements · September 17, 2026

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Hello miners,

This patch is big and offers a lot of changes all over the game to improve the experience. I want to speak a bit about the major ones and explain why those changes felt mandatory before I could move on to important additions.

The biggest change here concerns the mining phase: previously no matter the order in which you used your pickaxe to mark block, the dwarf would handle the mining order himself. In most cases, that was completely fine: he would mine closer blocks first. But some problems could rise depending on specific situations:

  1. if you had the Dynamite Relic and/or the Bomb Storage Building, since those effects are happening after the last block is dug (and by extension the last area the effect could trigger).

  2. There were also some situations where the dwarf could choose to dig a Mushroom first and this effect would send the dwarf to an area where you already choose to dig, resulting in a net lose of pickaxes for the day.

Both cases felt really bad for players, especially those who love optimizing. In this patch, I changed how the dwarf is handling the order of blocks. It now respects the order in which you marked blocks, making mining easier to predict.

Another big addition of this patch is the Codex, available from the main menu. You'll be able to get all the information for heroes, buildings, relics, the different types of blocks, enemies and the synergies available in the game. It's also a good way to see what's left to unlock in each category through quests. This is "in-game wiki" will be expanded in future updates with more categories (like Boss and Weather) and improvements.

Several players asked me to add the possibility to make different perk loadout, this patch adds 3 different loadout. Because I had to make several architectural code changes, the perks have been reset: you’ll need to reassign your unlocked perk points again after this update.

Another thing I wanted to mention concerns the overall grind of Mithril Shard that unlock perk points. Since the meta progression release few months ago, I've tried to reduce the grind required to unlock all points and make it more interesting. But I discovered a bug two weeks ago that made the mine generation locking the mithril shard spawn after a certain amount is set. That was not intended and this patch fix the issue. It should make the grind less painful and reward players for properly exploring the mine.

This update also includes several small additions, balancing changes and bug fixes that should improve your game experience. I hope you'll like it!

Patch Highlights

Steam Reviews: Your Feedback Matters



Only a small portion of players leave a review, so if you like the game, please consider leaving one at it is a major way to help Hold The Mine. I've been reading through all your reviews, it helps me shaping and refining the game to make it the best it can be. Your support is important!

Patch Notes - Early Access Version 0.8.0

Addition

Balancing

Other Changes

Bug Fixes

What's Next? Mid Save Run!

Now this patch is out, the next big thing coming into the game is a proper Mid Save Run system, allowing players to continue from where they were in the middle of a run. This is currently my main focus, I know this is something the community has been asking for a very long time so rest assure this time it's the next new thing that will be released in Hold The Mine.

After that? Well, I cannot share more details yet but there is a lot of cool stuff coming into the game in the coming months including the Conquest Mode and a lot of new content. Keep an eye out, we'll have new exciting announcements really soon.

Join the Hold The Mine Community



Come be part of the Hold The Mine community. Join us on Discord (link) to share your thoughts, talk with other players, share your tips and see what others are building underground. You can also find updates and discussions on Reddit (link).


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