
Our Nation's Miner
A dusty 1984 arcade cabinet hiding a sci-fi rabbit hole: solo developer Curtis Holt built something stranger and more layered than the title suggests, but you need patience and curiosity to find it.
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About Our Nation's Miner
I have a soft spot for the games that feel like they were made in a basement at midnight, with no publisher breathing down anyone's neck, and Our Nation's Miner radiates exactly that energy. Curtis Holt, working alone, wrapped an asteroids-inspired space mining RPG inside a meta fiction about a forgotten UK arcade cabinet, then tied the whole thing to a wider alternate-reality game called Entropy. That is either a deeply exciting premise or a red flag, depending on your tolerance for rabbit holes. The surface loop asks you to play as Miner Unit #4268, a genetically engineered clone dropped into a decaying spacefaring empire overrun by rogue AI. You harvest materials from asteroid fields, craft and donate objects to the empire, and gradually earn upgraded mining licenses that open new cosmic locations with their own exotic rock types to decimate. There is a goal: earn enough worth to gain freedom, and eventually reach Earth, the mythologised homeworld your character has never seen. That arc is simple enough, but the game is not really about the arc. It is about the cabinet. The secrets pressed into the margins of the UI, the hidden paths that reward players willing to poke at things that do not look like buttons. A Steam community post from years after launch mentioned stumbling across a completely overhauled version of the game and not knowing what had changed. That kind of slow, accumulating mystery is the actual product here. What works is the atmosphere. The retro sci-fi aesthetic has a handmade coherence to it, the kind of visual consistency that solo developers either nail completely or miss entirely, and Holt lands it. The framing device of a dusty 1984 arcade machine gives the whole experience a low-lit, slightly eerie quality that suits the subject matter. The trading cards even name individual entities from the lore, including JSSY-BOT and a mineral called Emerythium, which tells you something about how much world-building exists beneath the surface. Average playtime data suggests most players spend somewhere around three and a half hours with it, which is either a short, tightly contained thing, or the tip of a much larger iceberg for anyone who goes digging. What does not work as cleanly is the communication. The ARG wrapper, the evolving nature of the project, the hidden features: none of this is scaffolded for players who do not already know to look. If you arrive expecting a straightforward mining RPG and leave after the first hour without poking at the strange console puzzles or the symmetry lock sequences, you will probably feel shortchanged. The community is small and the external documentation is sparse, which means if you get stuck, you are mostly on your own. For some players that is the whole appeal. For others it is a dealbreaker. I find myself genuinely charmed by what Holt attempted here. A one-person project that designed its own fictional history, built an asteroid-harvesting loop around it, hid secrets inside secrets, and released it quietly into the world in December 2015 is the kind of thing the Scout Team was created to find. It is not polished in the AAA sense. It is intentional in the handmade sense, which is a different and sometimes more interesting thing. If you like mystery boxes that actually contain something, and you can forgive a project for not explaining itself, this is worth the time it costs. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 or Above
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 5 GB available space
- Graphics
- DirectX 11 Compatible
- Processor
- 2 GHz
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Game Info
- Developer
- Curtis Holt
- Publisher
- Curtis Holt
- Release Date
- Dec 22, 2015