Dynamine

What if Minesweeper was actually about mining? Your goal in Dynamine is to mine for ores and sell them to make money while avoiding explosives. The rules are the same as the classical Minesweeper but inside an incremental mining game. Dig a cell to reveal its contents and find ores.


Sell your valuables to make money, buy upgrades and special tools to help you dig and make money faster, then collect even more ores that you can sell to make even more money!
Find the elevator in every layer of the mine to go deeper and reach the more valuable minerals. How deep can you go? Be careful though, the deeper layers are also more dangerous!


Explore an infinite procedurally-generated world, find different biomes with different resources, find abandoned structures, and sometimes even special treasures.


As you keep digging and your cave becomes larger and larger, you are going to need to set up minecart tracks to move around.
Selling raw ores is not profitable enough anymore? Set up some furnaces to process them and increase their value!


The numbers on the ground indicate how many explosives are in the 8 adjacent cells.
Dig a cell to reveal its content. It could be empty, contain a mineral, or reveal a large open area. If you dig an explosive cell, it's game over!

| Updated | 16 days ago |
| Status | In development |
| Platforms | HTML5, Windows, macOS, Linux |
| Rating | Rated 4.3 out of 5 stars (121 total ratings) |
| Author | HexagonNico |
| Genre | Puzzle |
| Made with | Godot |
| Tags | Arcade, Casual, Furry, Incremental, logic, Minesweeper, mining, Procedural Generation, Top-Down, upgrades |
| Average session | About a half-hour |
| Languages | German, English, Italian |
| Inputs | Keyboard, Mouse, Gamepad (any) |
| Accessibility | Configurable controls, One button |
| Links | Steam, Steam, Bluesky, Mastodon, TikTok |
| Content | No generative AI was used |
Download
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Development log
- Update 0.516 days ago
- Patch 0.4.431 days ago
- Patch 0.4.3 - Place tools by holding the button36 days ago
- Patch 0.4.2 - Fixed music not playing49 days ago
- Patch 0.4.1 - Pause menu fix49 days ago
- Update 0.4 - The game can now be saved!52 days ago
- Patch 0.3.456 days ago
- Patch 0.3.361 days ago







Comments
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Only played a bit so far but I GOTTA say this is freaking awesome so far! I'm not the best at Minesweeper but it's still fun! I love the lil protag, too. They're adorable! Great spritework, music and idea!
Easily one of the best games here. I can't wait for the steam full release !
I found an infinite dirt glitch.
If I mine that number with the excavator, I get infinite dirt from the bomb I misclicked.
Here’s a 3 dirt generator near start I built as a proof of concept. Very tedious, would not recommend for infinite money.
I'm enjoying playing but I think the progress is a bit too slow and hitting the bombs is too punishing (especially since it could happen by missclicking)
Very fun game!
The only issue I have with it is that sometimes it's hard to see a number and due to similar colors you can for example mistake 4 for 1 (happened few times for me).
You can change the colours in the settings
Oh yeah true. I'm just saying that with default settings, on grass with a bush or sth it's can be hard to see them but I can see now that there is an opacity setting too. Just wanted to give feedback.
Oh and autosave would be also good to have, closed a card and got send back like and hour to the yesterday's save
Fun gameplay, but I feel like you have to wait a little too long to get a meaningful sense of progress.
I think a lot of things are still messy, including the world generation.
I lost my save data in the upgrade, so I decided to get my tools back. I bought every single upgrade which is like 20,000 cash without finding the elevator exit, or the village biome, or the graveyard. Only some water and some grass.
If I were a new player I would feel very lost and confused.
Definitely will buy when it gets released!
Great upgrade to the classic minesweeper game--really enjoyed it!
A clever gameplay loop, a perfect reference to Minesweeper. I can't get away from the screen. Great job!
Been playing for hours. The game is fun, satisfying, and has an overall addictive game loop, but I have no clue which direction to even go in to find the exit and the gap between the first set of upgrades and the excavator is brutal.
Almost had enough saved up for it then lost $2000 from hitting an isolated mine by accident which is frustrating enough to just stop playing.
You can lower the penalty in the settings if you want.
In the full game you will be able to descend to lower levels with more valuable ores, so it will be easier to make enough money for the excavator.
the game is good but is there no option to save?
The game saves automatically. If you’re playing the browser version it might delete the saves of you clear the browser cache.
I died and for some reason this appeared
It appears when you die. It covers the area that exploded.
could you maybe make it mineable? it's a bit infuriating to me having a black spot permanently in your world.
Nice idea bro, art work is so good !!
SUCH a clever idea! Really nice. Progression at the start feels a bit slow though.
I havn't played in a while, at least pre 0.4.3, probably well before that, so I have no idea when this started becoming an issue, but while the mine will save just fine, any upgrades you got will reset if you close the game, at least on the web version.
Edit: It’s fixed now!
–It’s a problem that affects the web version with the update that released today. I’m already working on a fix.–
Also seeing this. Lost 900 buckets of yellow paint I was saving to make stupid in-game pixel art. Doesn’t matter since the penalty for hitting mines makes creating a canvas impossible.
On the other hand, this is a great refresher that the grind is too grindy without more random encounters and sights along the way, upgrade prices are too high, and many upgrades don’t feel significant.
Dirt mining efficiency is the only thing that really feels like it matters. That means the only pickaxe upgrades that feel like they do anything are whatever gets you to mine dirt in two swings. The next, I dunno, 4 upgrades after that to amethyst and dirt in one don’t matter until endgame.
Swing speed would feel like it is doing something early game, but that’s off limits until after the absurdly expensive mine-by-numbers shovel tool. I think swing speed should be unlocked by one or two pickaxe upgrades. Shovel can branch off of swing speed.
Bag size doesn’t feel too urgent until I get the mine by numbers shovel. I might get one or two upgrades.
So after getting the mine dirt in two pickaxe and I go straight for the shovel tool because that feels good to use. But it’s like a 2-3 hour grind maybe? That’s a lot of patience for probably seeing only the water biome and no flavor encounters other than a couple gems and a treasure chest or three.
ahahah amazing idea and very good art style.
The new hold to set makes tracks a lot more convenient. Also other silliness.
(And I did run into a few more locked crypts, I was just unlucky.)
The company ought to make me worker of the month and give me a 10 pockets raise. I mined up all those mines!
Ignoring content, some of the major quality of life fixes that should be made are:
Remembering number color and other setting preferences so restarting a game doesn’t mean inputting all your preferences again. And selection from a color wheel or being able to type a hex code for color would be better than clicking 15 times. The colors aren’t even in any kind of gradient order which makes things a bit obnoxious.
Being able to drop deploy rails where you walk by holding a key. Having to place rails in front of you like minecraft, click click click while hoping you don’t step on them, is still too tedious.
Braking with the direction opposite your rail momentum, or even a dedicated brake key. If you have rails, you should be able to stop without sliding 40 blocks. There’s no good gameplay reason for that sort of no friction physics, especially when it reduces the utility of rails.
Likewise, being able to use rail intersections without having to completely stop or hop on and off again to build rail networks.
Also I noticed I haven’t seen any locked crypts since a few updates. Did they accidentally get reverted, or are they just rare and I’m not running into them? Also I wonder if the aquamarine generation rate is bugged. Meteorite is rare and valuable, but aquamarine has about the same drop frequency and is worth less than topaz and ruby.
Based on personal stats, if you are trying to price out a ‘save from permadeath’ charm, about 1000 pockets would be the sweet spot between just profitable and enough to really sting.
Why is there red paint to buy if you can just press X? Not that I'd need it. I'm a Minesweeper pro!
The urns were a bit disappointing. Mostly coal or one time I even got a whole, single rail. How useful is that‽
To highlight cells in corners you can’t reach. Like so.
Also useful when you failed a perception check looking for places to flag and dig.
Does the grass spread? or am i just slowly loseing my mind.
It doesn’t spread
Wow, a furry sent to a dark cave full of explosives just so the company can earn more money. Best company ever.
I enjoyed the demo, btw!
could you also add more tools like a bomb scanner or make it better to obtain money for i am utterly horrendus at this game
Yes, I’m definitely going to add more tools, but I want to save some for the 1.0 release.
How does thy open the locked chests? in it utterly unkown to me how to do so
Use the numbers as a guide and press the locks the same way you would in minesweeper :) sorry if that's confusing lol
1) Does destroying tomb do anything except get soul stone? I don't like to disturb dead people.
2) Could we find more than 1 elevator?
3) Are they always close to starting point?
4) Do levels have borders or are they endless?
Idk you should try asking the company
There is 1 per level
It has a chance of appearing after a certain distance
The map is infinite
could you make a way to remove the explosives?
I found every large cavern 360 around the start before I call it quits. I think this is enough gameplay to start having educated opinions.
The core gameplay loop is solid, but the game is trying to be two things at once and it is creating a gameplay focus problem: On one hand the maker seems to want you to invest in building tracks and exploring the world.
On the other hand, the gameplay is optimized for short forays where you only spend maybe 30 minutes per level: the permadeath, expensive upgrades, items kept between death, there is only one biome per world gen within three gameplay hours of the starting position, the general lack of points of interest to keep you invested in exploring, etc.
The way I see the future gameplay working out while keeping the risk of failure as a gameplay mechanic is a mission system where a new floor is generated for each mission that takes 30-45 minutes at most:
Break through walls and repair X length of track damaged by a cave in / run wire to mining beacons to light up the caves to see numbers
Find 5 digging drill tanks that have been buried by a cave in and mark all the mines touching them
Find X lost miners who have to be moved by minecart to the elevator
Train robbers have laid mines near the tracks. Flag ’em all so the train can pass safely!
Look for an elevator within x blocks of start
RobMine 30 gold from the smurf village housesA meteor crashed. Used environmental clues to find the impact site.
An archeologist studying the ancient, explosive-worshiping Trinitron culture wants you to uncover several buried buildings. Don’t disturb their artifacts too much!
The company has broken into a haunted cavern and the local ghosts are turning all the numbers into question marks near their haunted gravestones. Using blessed candles that reveal numbers in a small radius, smash the cursed graves to free the anguished spirits.
Most of these involve trying to mine in particular direction towards some goal marked on the map. That would make the one biome system and permadeath work: you fail, you get kicked back to menu and pick a new mission, keeping certain resources and losing others for rescue and hospital costs or something.
Maybe there is a hub floor to build a base in with lots of points of interest and you can recruit villagers like terraria, mine ores in case you failed a bunch of missions and are short on cash, where dying has minimal meaning and creativity is encouraged.
I love this!! The whole concept is awesome and the graphics are really nice, and the gameplay loop is very fun! I love the details of lots of types of ores, such as tin, rather than the typical copper/iron/gold/etc, I imagine once the game is done there'll be a whole bunch and it'll help give it a lot of depth!!
I do have some feedback, mainly about the rails!
1. It'd be way easier to be able to move in the minecart using wasd rather than holding down left click, it'd be more intuitive and help give your finger a break lol
2. Ideally you wouldn't be able to pick up rails while it's not selected in your hotbar, I misclicked a couple of times and ended up picking up rail pieces and having to replace them, imo you should only be able to edit them while you've got them selected!
3. It'd be neat if there was a way to auto-stop at rail crossways, as currently you just zip past any other routes connected, meaning if you want multiple directions connected to the same rail, you have to slow right down and awkwardly get perfectly positioned to turn, or make separate railways which wastes time in getting out of the old cart and into the new one
Ideally you wouldn't lose the speed momentum, it'd just stop, you tap a direction with wasd/arrowkeys, and then you continue at full speed!
But yeah, I really like this!! Very fun gameplay and a super nice take on minesweeper, I like that we keep a level of progress post-death in terms of upgrades (unsure if that's intentional tbh- could always be a toggle in settings for the full game!) as it means losing isn't quite as crushing as it is in base minesweeper :p There's also the absolutely incredible feature that mining takes a short while, it's actually an excellent way to prevent misclicks!! The number of times I've lost a minesweeper game cuz I clicked wrong is incredible (detogatory), so it's sosososo appreciated to have a function to prevent that!! And! It works super well in the setting too, as it makes perfect sense for our lil guy to take a moment to mine through a block!
Speaking of said lil guy, I love them!!!!! They're so cute what a creature <3<3
Gah this was already so much fun, looking at the description and seeing mentions of things like smithing ingots just makes me so excited to play the full game!!!!! :DD
For what concerns the minecart movement, you could move with WASD up until the last update, but I thought people couldn’t understand that you only needed to hold the starting direction to keep moving, otherwise if you had press a different direction at every turn, you would be slowed down quite significantly. Maybe I should revert it back to what it was?
I love this game but it would be so cool if it would be possible to save cause I had to leave the game and I had explored a lot already and it disappeared
:(
I’m going to add the ability to save in the next update.
I think I’m going to change the death penalty as well and make it so that you lose your items and maybe half of your money, but the mine stays unless you choose to reset it.
oh my god yes!!
that would be so wonderful thank you
you're amazing <33
Is the lava-area on the game's page accesible? if so, how? I don't think I've encountered it once before
It’s not in the game yet
this is really nice!! i would not at all mind like a full scope polished hypercasual game of the likes of sqeakross i am absolutely the target audience for the full release of this
the audience for "high production low impact logic puzzle" may not be crushing any records but man is that me [guy with a creative job whose brain is incredibly out of juice by the end of the day]
I enjoy the premise, artstyle and music a lot. There's improvements to be made, but right now i can only think of one thing that hinders the playing aspect. The numbers 1 and 4. On dirt, they're not that hard to tell apart, but it's kinda messy when you get them on grass.
You can change the colours of different numbers in the settings
There is definitely a glitch where if you are digging a rock in front of a wall with a mine, you somehow dig through the rock and hit the mine a tile away. It seems to happen when there is procedural loading. I have died twice in early game to this.
The number 4 is too similar-looking to the number 1 - I've blown up because I thought there was only 1 TNT, only to squint afterwards and be like "oh wait, that was a 4"
yea you gotta really squint, id recommend putting a more bright color on it
I set the 1 to be white so it looks the most neutral and made 4 cyan and 5 yellow. I switched to the skinnier font and dropped the transparency to level 4 of 5. That stopped all the hard to read number problems.
But agreed, that dark blue 4 is no good. The darker colors in general don’t work that well.
add shields to the game
This has the foundation to be a great game, and I am commenting because I feel like it is worth giving feedback because I want this to succeed, but with the first 90 minutes under my belt, it started to already feel tedious.
Things I appreciated: not dying if I misclicked the dig instead of the flag. I did that a lot.
The numbers were not quite visible enough on certain tiles, especially the grass, when they are the same color. (The menu options help, but I would def change the default 4 color to be unalike 1) It’s mostly the fat font rather than the colors.
The upgrades don’t really feel like they do anything except for the dig out completed numbers one and inventory expansion.
I found maybe 2 jars with the first archeologist upgrade and the contents are worth 10 bucks when you paid hundreds. I then upgraded it to max, and I’ve found maybe 7 jars with max 80 dollars of value between them. There should be a complete rebalance there. (Finding exactly one rail in a jar is just silly. It’s worth 1 gold.)
I never got to the point of where I felt like building tracks because if I die none of it carries over. I did eventually buy them to try them, and having them drop in your path where you walk would be an easier way of deploying them.
I would appreciate a single use defusing kit to remove one mine, so I could clear paths.
It is not immediately obvious how to unlock chests and I assume if I fail I die, so I didn’t bother because I would rather keep my progress. I’m not sure if pickaxe hardness lets you break them because a later chest simply opened. If it was, the upgrade was again not worth the gold to get it.
There’s not enough visible environmental goals, environmental variation, and “random encounters”. I found the tiny house biome, I found the exit, I found some mining gates, I found water, but you maybe only find one per 45 minutes of play and that’s too infrequent. Examples would be:
Differently-colored blocks you can’t dig through unless you have an upgrade,
Dungeons of impassible blocks with an open side so you have to approach from the right direction,
Funny mine clumps and shapes. Meaningful mine shapes like arrows pointing to hidden goodies or an X marks the spot.
Other miners’ railroad segments that are usable.
high density of mine areas indicated by different colored soil with high rewards vs low density of mines area which are mostly good for establishing tunnel networks.
Cursed areas where mine numbers are question marks with a core that must be destroyed to reveal the numbers - maybe requiring a purchasable candle to reveal the numbers in a small radius to search for it.
Other miners maybe and more silly notes.
Treasure maps that mark an x on the overworld where loot is.
Incentive to visit biomes so upgrades are unlocked with the right materials as opposed to everything is money.
A save from death upgrade would change the dynamic so I would be a lot more invested in building out a world. You just have to make it expensive enough to hurt. Drop the price of the upgrades, and sock it to the player if they want mine safety.
Edit: adding that my two high scores were 13770 and 9700ish, so I did quite a bit of exploring.
I love the game and the art is really cute! I've played for about an hour with 2 deaths. The upgrades seem a bit pricey. Unlocking the rails doesn't seem like it's that useful, especially since you can't keep the rail system if you die.
I do agree with some of the comments that the difficulty might be too high because one slip means complete reset. I kept thinking that maybe if there was an upgrade or an item to withstand a single blast it would be less stressful. Maybe there could be a cooldown on using the upgrade/item that is based on amount of blocks mined or works like the rails where you buy the upgrade to unlock the consumable item.
Alternatively, maybe the upgrades that you unlocked could carry over between runs?
Maybe one day there could be a permadeath mode (this version) and a more casual one with some forgiveness.
Overall it was very fun and I wishlisted on Steam!
Great game. very fun.
You can tell a lot of work and polish went into it.
IMO, the 4's look like 1's - Only made that mistake once
I do agree that it stinks the penality for death is to restart the game from the begining
i like the game, but the punishment for failure being "haha you made a slip, there goes several hours of effort" is a bit extreme, especially considering this is supposed to be a more casual minesweeper game, it's a bit jarring that the stakes are so high for a game supposed to be relaxing.
this game is a ton of fun, my only complaint is the ui is a little innefficent. something that would help would be making the wasd keys able to change whats selected in the ui. another thing is placing rails can be annoying, i think changing the rails to place and pick up directly under you would make it more intuitive. also please make it so i can continuosly place rails while holding down the button. very fun game, i would absolutely pay money for a full version.
The progression is too slow, I don't know why I would play this instead of the original Minesweeper.