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Steam News24 April 20262mo ago

Demo Update - v0.7

I’m adding a much-needed feature: multiple consecutive runs! Instead of having to go back and forth from the mine to the base camp, you can now choose to do 2 or 3 mine runs before heading back to the base camp.

Full notes

Full FragMiner update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes7 additions2 changes0 removals
  • Gameplay
  • Maps
  • UI and audio
  • Balance
addedI’m adding a much-needed feature: multiple consecutive runs! Instead of having to go back and forth from the mine to the base camp, you can now choose to do 2 or 3 mine runs before heading back to the base camp.
changedThis gives the gameplay better flow and is, overall, a gold/hour buff! Well… kind of. But don’t worry, I’ve also buffed the global +% gold buff from the first prestige (prestige 1) and slightly nerfed the costs of a few nodes to quicken the progress a bit.
addedThe final game will feature 5 prestige levels (so a total of 6 mine stages), each one adding a new gameplay feature, so I don’t want the player to feel any slog at all. I’ll showcase each new prestige present in the full game via posts, so remember to follow FragMiner! I need a bit of time to cook, however.
addedAdded 3 new buttons below the “Back to mine” green button in the base camp; these buttons allow the player to do multiple mine runs before going back to the base camp.
changedBuffed the damage of a few ore-related nodes, such as the Sulphur node.
addedAdded some effects and motion to the UI, such as buttons and tooltips having new animations.

FragMiner changes

addedI’m adding a much-needed feature: multiple consecutive runs! Instead of having to go back and forth from the mine to the base camp, you can now choose to do 2 or 3 mine runs before heading back to the base camp.
changedThis gives the gameplay better flow and is, overall, a gold/hour buff! Well… kind of. But don’t worry, I’ve also buffed the global +% gold buff from the first prestige (prestige 1) and slightly nerfed the costs of a few nodes to quicken the progress a bit.
addedThe final game will feature 5 prestige levels (so a total of 6 mine stages), each one adding a new gameplay feature, so I don’t want the player to feel any slog at all. I’ll showcase each new prestige present in the full game via posts, so remember to follow FragMiner! I need a bit of time to cook, however.
addedAdded 3 new buttons below the “Back to mine” green button in the base camp; these buttons allow the player to do multiple mine runs before going back to the base camp.
changedBuffed the damage of a few ore-related nodes, such as the Sulphur node.

I’m adding a much-needed feature: multiple consecutive runs! Instead of having to go back and forth from the mine to the base camp, you can now choose to do 2 or 3 mine runs before heading back to the base camp.

This gives the gameplay better flow and is, overall, a gold/hour buff! Well… kind of. But don’t worry, I’ve also buffed the global +% gold buff from the first prestige (prestige 1) and slightly nerfed the costs of a few nodes to quicken the progress a bit.

The final game will feature 5 prestige levels (so a total of 6 mine stages), each one adding a new gameplay feature, so I don’t want the player to feel any slog at all. I’ll showcase each new prestige present in the full game via posts, so remember to follow FragMiner! I need a bit of time to cook, however.

Anyway, enough talking; here’s the changelog:

  • Added 3 new buttons below the “Back to mine” green button in the base camp; these buttons allow the player to do multiple mine runs before going back to the base camp.

  • Buffed the +x% gold value bonus from the first prestige.

  • Buffed the damage of a few ore-related nodes, such as the Sulphur node.

  • Added some effects and motion to the UI, such as buttons and tooltips having new animations.

  • Various minor bugfixes.

  • Nerfed the “Stone to Copper” and “Dirt to Copper” nodes because they were scaling too hard with other nodes, such as “Miner’s Research”. To compensate, I’ve lowered the cost of those nodes, which are still powerful.

  • Added some missing translations.

Some footage of the new UI animations:

The game is still planned to launch around mid-July this year, so I’ll be starting some kind of “Road to launch” posts later on to showcase what I’ve been cooking for the full game.

The new version of the FragMiner demo (v0.7) is live; you can check it out!

Source

Steam News / 24 April 2026

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