A 2D space mining roguelite where you play as a cat travelling between planets, scavenging ore and minerals to fuel your next jump across the galaxy.
Engine: Godot 4.5 | Genre: Mining Roguelite | Target: Steam / Itch.io ($7.99)
You are a mining cat from the Clowder — a feline space-station civilization. Your ship needs resources to keep flying, so you touch down on alien planets, dig through their rocky crust, and claw out precious ore before your energy gives out. Each planet has a different atmosphere, ore mix, and hazard profile. Upgrade your Pelt, Paws, Claws, and Whiskers back at the Clowder Space Station, and push deeper into the galaxy.
Inspired by Motherload, Super Motherload, Dwarf Fortress, Path of Exile, ADOM, and Noita.
- Clowder (Hub) — Bank minerals, purchase permanent upgrades (Pelt / Paws / Claws / Whiskers), talk to NPCs
- Overworld Map — Navigate between mine entrances, settlement rest stops, and the Clowder
- Settlement — Spend banked minerals on pre-run consumables (Energy Cache, Pelt Patch, Mining Shroom, Claw Whetstone)
- Mining Run — Descend into a 96×128-tile procedural mine; Terraria-style physics; cursor-based mining; energy depletes with depth; sonar ping, smelting chains, fossil finds, boss encounters
- Run Summary — Bank collected minerals on successful exit; lose run minerals if energy runs out or HP hits 0
| Action | Input |
|---|---|
| Move | WASD / Arrow Keys |
| Jump | W / Up Arrow / Space |
| Mine tile | Left-click (within 4.5-tile range) |
| Sonar ping | Q |
| Pheromone marker | F |
| Interact / Reenergy | E |
| Pause | Esc |
res://
├── assets/ # Art, Audio, Fonts
├── docs/ # Design documentation
│ ├── architecture.md — system design reference
│ ├── game_design_document.md — full GDD (mechanics, world, story)
│ ├── godot_best_practices.md — coding standards
│ └── mining_game_design_lessons.md — genre research & design decisions
├── notes/
│ └── development_notes.md — task list & current architecture snapshot
└── src/
├── autoload/ # Global singletons (GameManager, EventBus, SoundManager, …)
├── components/ # Reusable node components (HealthComponent, StateMachine, …)
├── entities/ # Game objects (PlayerProbe, MapNode, Caravan, NPCs, loot)
├── levels/ # Scenes (Overworld, MiningLevel, CityLevel, SettlementLevel)
├── systems/ # Extracted subsystems (SmeltingSystem, FossilSystem, SonarSystem, ForagerSystem, BossSystem)
└── ui/ # Interface (HUD, MainMenu, UpgradeMenu, RunSummary, …)
| System | File | Description |
|---|---|---|
| GameManager | src/autoload/GameManager.gd |
Game state, save/load, mineral currency, upgrade levels, energy |
| EventBus | src/autoload/EventBus.gd |
Global signal bus for decoupled communication |
| MiningLevel | src/levels/MiningLevel.gd |
Core gameplay — physics movement, cursor mining, grid world, all run logic |
| SmeltingSystem | src/systems/SmeltingSystem.gd |
Consecutive ore chain bonuses and alloy combos |
| FossilSystem | src/systems/FossilSystem.gd |
Fossil drops with forgiveness pity mechanic |
| SonarSystem | src/systems/SonarSystem.gd |
Sonar ping — radial ore detection through solid rock |
| ForagerSystem | src/systems/ForagerSystem.gd |
Scout Cat companion — auto-collects ore, banks when full |
| BossSystem | src/systems/BossSystem.gd |
Boss encounter logic for all five depth-milestone bosses |
| CityLevel | src/levels/CityLevel.gd |
Clowder Space Station — permanent upgrades (Pelt/Paws/Claws/Whiskers), gem sockets, ship chambers |
| HUD | src/ui/HUD.gd |
In-run display — minerals, health, energy bar, depth meter, banners |
| Track | Effect per Level | Base Cost |
|---|---|---|
| Thicken Pelt | +1 max HP | 50 minerals |
| Strengthen Paws | +30 px/s move speed and +25 max energy | 50 minerals |
| Sharpen Claws | +3 mining power | 50 minerals |
| Refine Whiskers | Larger sonar scan radius, lower energy cost per ping | 50 minerals |
All tracks scale by +25 minerals per level; max level 10.
Five depth-milestone encounters, all defeated using the player's existing tools (no separate combat system):
| Boss | Depth Row | Mechanic |
|---|---|---|
| Giant Rat King | 32 | Mine through segments to destroy the core |
| Void Spider Matriarch | 64 | Mine void-web segments to reach the core |
| The Blind Mole | 96 | Dodge tremor AoE collapses, use warning overlay |
| Stone Golem | 112 | Break armor phases by last-mining the required ore type |
| The Ancient Star Beast | 128 | Three-phase final boss — stone shell, crystalline ring, regenerating core |
- Game Design Document — full mechanics, world design, story, progression
- Architecture — code structure, patterns, data flow
- Godot Best Practices — coding standards for this project
- Mining Game Design Lessons — genre research and design decisions
- Development Notes — task backlog and architecture snapshot
Built with Godot 4.5. Open project.godot to get started.
Lost Rabbit Digital