Compare Space Mining prices across 50+ stores and find the best deal. Developed by Roberto Trasarti. Published by Roberto Trasarti. Released on 6/19/2020. Available on PC, Mac. Genres: Casual, Indie, Strategy.

A solo dev's deck-builder with a board-mining twist - interesting concept on paper, but thin community, balance questions, and Mac launch bugs make it a hard sell at any impulse.

My first reaction sitting down with Space Mining was genuine curiosity - a deck-builder where the board itself is the resource engine is not something you see every day, and a solo dev taking that swing deserves credit. The core loop works like this: you mine terrain tiles to surface raw gems, those gems level up over time, and the card you can play on a gem is gated by its current level. Your objective is to destroy the opponent's orb, so the spatial pressure of controlling the board feeds directly into your card sequencing. On paper that interaction between territory control and hand management is clever, and for a one-person project released in mid-2020 it shows genuine design ambition. The element-faction system - fire, water, and others - is where things start to show cracks. Community feedback from the small but vocal player base flags that the blue/water faction leans significantly stronger than its alternatives, particularly at level two, and that kind of imbalance in a deck-builder is corrosive fast. When one color is the correct answer in most matchups, deck construction stops being interesting. The progression loop does award new cards and equipment after each match, and leveling up unlocks armor and weapon slots that create small stat bonuses, but the card pool appears limited enough that the endgame of that loop arrives earlier than you'd like. Multiplayer options are technically present: online PvP, shared/split-screen local play, and an AI opponent for solo sessions. That sounds complete on a feature list but the online playerbase is essentially invisible at this point. Finding a live opponent is not something you can count on, which means the AI carries almost all the weight. Post-launch the developer did patch the AI to behave more intelligently in specific situations and added quality-of-life fixes like auto-opening the tutorial on first launch, which at least signals someone is watching the error logs. That said, a reported blank-screen-on-launch bug affecting Mac users is the kind of thing that should not survive long, and the fact that demo cards can surface in the card pool when leveling past certain thresholds suggests QA bandwidth was limited. For a shooter guy like me, the online angle is where I'd normally anchor my recommendation, and here it just does not hold up. Dead lobbies are dead lobbies. If you genuinely enjoy territory-control card games and want something low-stakes to explore solo or with someone physically sharing your screen, there is a functional if rough game here. Anyone who wants a healthy online ladder, consistent faction balance, or the polish of an established deck-builder should look elsewhere - Slay the Spire, Faeria, or even Star Realms will give you a more reliable time. Fred, Scout Team

Space Mining
CasualIndieStrategy

Space Mining

Jun 19, 2020Roberto Trasarti
GamerScout Says

A solo dev's deck-builder with a board-mining twist - interesting concept on paper, but thin community, balance questions, and Mac launch bugs make it a hard sell at any impulse.

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About Space Mining

My first reaction sitting down with Space Mining was genuine curiosity - a deck-builder where the board itself is the resource engine is not something you see every day, and a solo dev taking that swing deserves credit. The core loop works like this: you mine terrain tiles to surface raw gems, those gems level up over time, and the card you can play on a gem is gated by its current level. Your objective is to destroy the opponent's orb, so the spatial pressure of controlling the board feeds directly into your card sequencing. On paper that interaction between territory control and hand management is clever, and for a one-person project released in mid-2020 it shows genuine design ambition. The element-faction system - fire, water, and others - is where things start to show cracks. Community feedback from the small but vocal player base flags that the blue/water faction leans significantly stronger than its alternatives, particularly at level two, and that kind of imbalance in a deck-builder is corrosive fast. When one color is the correct answer in most matchups, deck construction stops being interesting. The progression loop does award new cards and equipment after each match, and leveling up unlocks armor and weapon slots that create small stat bonuses, but the card pool appears limited enough that the endgame of that loop arrives earlier than you'd like. Multiplayer options are technically present: online PvP, shared/split-screen local play, and an AI opponent for solo sessions. That sounds complete on a feature list but the online playerbase is essentially invisible at this point. Finding a live opponent is not something you can count on, which means the AI carries almost all the weight. Post-launch the developer did patch the AI to behave more intelligently in specific situations and added quality-of-life fixes like auto-opening the tutorial on first launch, which at least signals someone is watching the error logs. That said, a reported blank-screen-on-launch bug affecting Mac users is the kind of thing that should not survive long, and the fact that demo cards can surface in the card pool when leveling past certain thresholds suggests QA bandwidth was limited. For a shooter guy like me, the online angle is where I'd normally anchor my recommendation, and here it just does not hold up. Dead lobbies are dead lobbies. If you genuinely enjoy territory-control card games and want something low-stakes to explore solo or with someone physically sharing your screen, there is a functional if rough game here. Anyone who wants a healthy online ladder, consistent faction balance, or the polish of an established deck-builder should look elsewhere - Slay the Spire, Faeria, or even Star Realms will give you a more reliable time. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopcloud-savestier:aaaDeck-BuilderTerritory ControlGem ChainsElement FactionsBoard MiningPvP Card GameSplit-ScreenSolo Dev

System Requirements

Minimum

OS
Windows 7 or more
Memory
4 GB RAM
Storage
300 MB available space
Graphics
Discrete graphics card, support for OpenGL
Processor
Intel Core 2 Duo or equivalent

Reviews & Ratings

No ratings available

Game Info

Developer
Roberto Trasarti
Publisher
Roberto Trasarti
Release Date
Jun 19, 2020

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