HomeGamesUpdatesPricingMethodology
Steam News2 July 20251y ago

Haunted Mines - Development Milestone

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.

In this update5

Full notes

Full Haunted Mines update

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

What changed

0 fixes1 addition8 changes0 removals
  • Maps
  • UI and audio
  • Balance
  • Gameplay
  • Performance
changed2 Years of Building🔄 Procedural map generation (so no run feels the same)
changed2 Years of Building🔊 3D voice chat integration via Vivox
changed2 Years of Building🧰 Inventory, upgrades, economy systems, and match rewards
changedWhere We Are NowAll core gameplay systems are implemented
changedWhere We Are NowWhat remains is polish, optimization, bug hunting, and tuning, especially now that early testers are providing valuable feedback.
changedWhat Comes Next?✨ Visual polish: FX, lighting, UI feedback, etc.

Haunted Mines changes

changed🔄 Procedural map generation (so no run feels the same)
changed🔊 3D voice chat integration via Vivox
changed🧰 Inventory, upgrades, economy systems, and match rewards
changedAll core gameplay systems are implemented
changedWhat remains is polish, optimization, bug hunting, and tuning, especially now that early testers are providing valuable feedback.

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.

Haunted Mines

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.

Source

Steam News / 2 July 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.