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Pickaxe Pioneer

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)


Concept

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.


Gameplay Loop

  1. Clowder (Hub) — Bank minerals, purchase permanent upgrades (Pelt / Paws / Claws / Whiskers), talk to NPCs
  2. Overworld Map — Navigate between mine entrances, settlement rest stops, and the Clowder
  3. Settlement — Spend banked minerals on pre-run consumables (Energy Cache, Pelt Patch, Mining Shroom, Claw Whetstone)
  4. 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
  5. Run Summary — Bank collected minerals on successful exit; lose run minerals if energy runs out or HP hits 0

Controls

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

Project Structure

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, …)

Key Systems

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

Upgrade Tracks

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.


Bosses

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

Documentation


Development

Built with Godot 4.5. Open project.godot to get started.

Lost Rabbit Digital

About

A motherload / terraria / coal llc type game in Godot 4 where you are a cat in space making your way in the galaxy as an asteroid miner.

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