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 | 5 days ago |
| Status | In development |
| Platforms | HTML5, Windows, macOS, Linux |
| Rating | Rated 4.3 out of 5 stars (84 total ratings) |
| Author | HexagonNico |
| Genre | Puzzle |
| Made with | Godot |
| Tags | Arcade, Casual, Godot, Incremental, Minesweeper, Procedural Generation, Roguelike, Roguelite, 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
Click download now to get access to the following files:
Development log
- Patch 0.3.15 days ago
- Update 0.39 days ago
- Update 0.2.2 - Better controller support23 days ago
- Patch 0.2.133 days ago
- Update 0.245 days ago
- Patch 0.1.456 days ago
- Patch 0.1.262 days ago
- Demo out now!65 days ago







Comments
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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.
a suggestion for the rail system: you could pre-calculate the positions at each "physics frame" beforehand, up to intersections or path ends, then speed up or slow down the rate you play them based on the speed and direction the rail is being traveled. something like this would prevent instances where you get stuck halfway off a rail on corners.
other than that, I very much enjoy the gameplay of the rail system and the path optimizations involved, both for direction and length, and would be fine with keeping it the way it is.
and I just got kicked out for posting too many pictures in a short period of time
the face of death (game frozen)
just so you know, the sound is a bit glitchy when is fullscreen and when holding down any action key. when doing both, the sound mutes entirely
How do I unlock chests
The numbers tell you how many of the 8 surrounding buttons should be pushed.
microban 1 shaped
whenever I blow up the game crashes
it is a really good game and it is fun while also using your mind but is there anything while ur ingame to save it so you can keep your progress bc i lost it all😭
why should i pay cus i donnt have any money i really hate wishlist games cant ever play the full version
unless there's a secret thing, it's name your own price??? you CAN pay for the game but you don't have to
hmm good idea
I love the concept here, but the video is so start-stop it makes me motion sick. Definitely will be keeping an eye on this game, though!
any reason why full screen was removed
or is it just that i cant find it in settings
It was removed because Itch’s full screen takes precedence over it, so making the game full screen through that made the option behave weirdly. You can still play in full screen using the button on the bottom-right.
for me its not there
Cool fun concept, will be keeping an eye on it.
1s and 4s look WAY too similar, especially when they're half hidden by blocks.
You can change the colors of the numbers from the settings
oh cool thank you!
this is a good way to do minesweeper.
Really really been enjoying the demo for the past few days, such a unique and addictive take on minesweeper!
Sadly though, I have yet to come across any elevator appearing on any of my runs even with more than an hour of playtime in each of them.After 5 days of playing on and off... I've finally found it!! :DAlso, is there not a way to mine diagonally? I thought the upgrade that lets you chord would do it but sadly not. Knowing that there's no dynamite there but not being able to mine it is kinda infuriating, haha.
And, instead of getting dirt all the time, maybe there could be an upgrade that gives you a small chance of getting an ore, or even just a stone!
Another thing, I wish there was a way to spectate the game after dying, it would be nice to see all your hard work one last time before restarting again.
Overall, I'm really excited for the future of this game, and will be patiently waiting for more updates!!
I love this demo. I'm a huge fan of minesweeper type games. My only complaint is that I'm not liking to controls at all. I dislike having my cursor/target be so restricted, feel like it'd feel a lot smoother if we could just target any tile adjacent to us regardless of where the character is facing. It feels bad when I want to mark a tile diagonal to me and I have to move over a tile and only then will it be targetable. A little more freedom in the flagging and targeting system would go a long way here I feel.
I must be doing something wrong. I’ve spent several days playing this game and unlocked all upgrades, but I have not found the elusive elevator the sign talks about. I have followed strange patterns on the ground in circles, and nothing. For anyone that has accomplished this, could you please give me a hint? Thank you!
it took me 45 or so minutes of progressing directly away from the start to find it!
use those minecart tracks, they make the trips so much quicker!
focus more on consistancy over speed, one mistake and your back to square one after all.
oh, and brush up on simple pattern logic like 1-2-1/ 2-1-2 / 1-2-2-1 etc to help avoid guessing.
is there not actually smelting in the demo yet?
slightly dissapointing but i suppose I'll just have to keep tabs on this one for future updates
Awesome game bro.
I'm so glad that zero spreading is a thing.
Appreciate the complete remapping of controls. Two things I think might improve things:
1. small animations of what things do in the shop like the red bucket being applied
2. click to move. seriously left click is already dig and right click is flag, why can't my little dude automove? just autopath to be able to mark/mine the square or autopath to a clicked uncovered location. it would be a huge QOL improvement and I don't see how it would hurt the experience if this was an option.
otherwise it's a nice little game, gj hope to see more
The click to move feature is a highly requested one, though it’ll have to come later, since it needs a little more work (with pathfinding and such).
i know this wasnt the intent but i love this because it makes minesweeper accessible to me. i cannot tell you how many times ive lost a minesweeper game because ive had a weird muscle twitch thats made me click the wrong square! this avoids that isssue by just, requiring a little bit of a hold, and i love it!
Very laggy and upgrade menu bugs out after you buy a upgrade
Essentially, this game drastically slows down minesweeper and then sells you upgrades that speed it up again. The puzzle element hasn't changed.
Funny that it works somehow.
really like it, but the progression is VEEERY slow. also wondering if there could be an upgrade to help find the other elevator.
also just a general question: is there an actual end to the map? or is it constantly being generated
As an old skool minesweeper, I really enjoyed the idea, I think it's got a lot of potential.
I have noticed some performance issues playing from the browser:
- The game freezes the first time I drill, not sure if it's the world generating right there, or loading the sound resource, but the lag is noticeable.
- After some restarts, the game becomes very laggy and requires reloading the page. It looks like memory buildup.