
Mining Mechs
Somewhere between a lo-fi chill session and a proper progression loop, this one-person passion project nails a very specific kind of underground serenity that bigger studios would over-engineer into tedium.
Compare Prices(0 stores)
Loading prices...
We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.
Screenshots & Media

About Mining Mechs
I have a soft spot for the tiny Steam page with a hand-drawn logo and a Discord that still has fewer members than a high school chess club, and Mining Mechs fits that profile almost perfectly. Solo developer Barry Young, working under the Delayed Victory label, built this whole thing in roughly two months using GameMaker, and against all odds it carries the kind of focused intent that multi-year projects sometimes lose along the way. The pitch is dead simple: pilot a 2D pixel-art mech, drill downward through procedurally arranged earth, haul minerals to the surface, sell them, upgrade, repeat. If that loop sounds dull on paper, credit the texture of the actual execution for making it feel surprisingly meditative. The core controls are immediate. You push down on an analog stick or keyboard direction and your mech chews through dirt block by block, collecting ore as it goes. Drilling speed, flight speed, inventory size, and dirt storage are your four upgrade axes, and the order you invest in them genuinely shapes your rhythm. Prioritise inventory first and your surface runs become infrequent and satisfying hauls. Neglect flight speed and the commute back down to depth becomes a patience test. Alongside the direct digging, you can spend cash extending a central pipeline downward, then branch it left or right to connect abandoned mines you discover on the way down, building out a passive income stream that slowly compounds the deeper you go. It is a clever dual-economy design: active mining for quick cash, pipeline investment for long-term returns. Both feel rewarding at different speeds. Items like bombs, dynamite, a drill booster, and a surface teleporter sit in a small shop run by a frog vendor and add small tactical decisions to each descent without overcomplicating anything. The soundtrack is worth pausing to mention. It sits in that electro-pop-adjacent register that feels purpose-built for low-stakes repetitive tasks, the kind of music that fades into your peripheral attention and then quietly surfaces again when you realise you have been playing for ninety minutes. The colourful pixel art is charming without being precious about itself. Character designs have personality, and the surface NPCs carry a gentle thread of dry humour through the quest dialogue that prevents the game from feeling entirely mechanical. There are actually two storylines woven through the progression, both thin but present enough to give the digging a reason beyond pure number accumulation. Here is where honest reporting matters: Mining Mechs has real limitations and a self-aware playerbase that will tell you about them. The mech upgrade balance is a known friction point. Buying a new, more expensive mech before you have funds to upgrade it several times results in a temporary performance regression that feels counterintuitive. Some players skip entire mid-tier mechs for exactly this reason, jumping from the Scorpion straight to the Crane-class machine. Quest design can also work against you, occasionally asking you to turn in rare ore in a single deposit before you have located enough of it, which means mentally bookmarking locations rather than organically mining. And once passive pipeline income outpaces active digging returns, the incentive to actually drill rather than wait shifts in ways that undercut the tension. The mid-game pacing is where the experience most noticeably softens. Solo players will note that without the social energy of co-op, the loop can feel mechanical rather than zen somewhere around the two-thirds mark. That said, the game is genuinely comfortable to finish and does not overstay its welcome at the scale it operates. Eight-plus hours solo, completionist runs pushing further, and the online co-op with up to seven players livens the whole thing considerably as a shared exploration space. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 10
- Memory
- 4 GB RAM
- DirectX
- Version 9.0
- Network
- Broadband Internet connection
- Storage
- 200 MB available space
- Graphics
- NVIDIA GeForce GTX970
- Processor
- Intel i5
Reviews & Ratings
No ratings available
Game Info
- Developer
- Delayed Victory
- Publisher
- Delayed Victory
- Release Date
- Oct 27, 2023
