In this update5
Full notes
Full Haunted Mines update
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What changed
- Maps
- UI and audio
- Balance
- Gameplay
- Performance
Haunted Mines changes
Haunted Mines - Development Milestone
I'm thrilled to finally say it, after over 2 years of solo development, Haunted Mines is getting closer than ever to release.
What began as a simple idea has evolved into a deep, atmospheric horror experience powered by custom AI systems, online multiplayer, and dynamic match progression. And now, I'm ready to share more with you.
2 Years of Building
This project started as a solo endeavor, born from a love for psychological horror and asymmetrical tension. Since then, the game has grown into something far bigger and more polished than I ever expected.
Over the past two years, I've worked on:
🔄 Procedural map generation (so no run feels the same)
🧠 Dual-Brain AI for the monster, designed to simulate both instinct and knowledge-based behavior
👥 Online multiplayer, using Mirror and Steamworks
🔊 3D voice chat integration via Vivox
🎮 Custom interaction systems, task management, and match progression logic
🧰 Inventory, upgrades, economy systems, and match rewards
It’s been a journey full of learning curves, especially integrating third-party tools like Mirror, FizzySteamworks, and Vivox, which all come with their own challenges. But the result is a unique multiplayer horror experience that I’m proud of.
Where We Are Now
The game is now feature-complete for an early access version, meaning:
All core gameplay systems are implemented
Multiplayer is kinda functional... You can play it, maybe not enjoy it, but at least try it out 😅
The game loop is working from start to finish
It’s stable and playable
What remains is polish, optimization, bug hunting, and tuning, especially now that early testers are providing valuable feedback.
What Comes Next?
Right now, I’m working on:
✨ Visual polish: FX, lighting, UI feedback, etc.
🐞 Bug fixing and QoL improvements
📢 Marketing and wishlist growth (Steam & Itch)
📹 Reaching out to content creators and testers
🧱 Possibly adding more monster behavior depth, depending on feedback
I’ve also started preparing pages on both Steam and Itch.io. Your wishlist, comment, or share really helps, it’s the best way to support a solo dev like me.
Thank You!
To everyone who’s followed the project, tested early builds, or just shown interest, thank you.
Haunted Mines has been a passion project from the start, and I’m incredibly excited (and slightly nervous) to show it to the world. This devlog is just one step toward launch, and I can’t wait to bring you more updates soon.
If you'd like to follow the development more closely, stay tuned here if you want to participate in future testing.
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