
A roguelike tower defense with a card-driven twist. Build your deck, carve out tunnels, and deploy defences directly into the path of the swarm. Rank up your chosen Guild and rescue your Dwarven crew to get off this frackin’ slime-infested moon!
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About
Into the Slimy Mines is a roguelike tower defense. Working for Ironkilt Intergalactic Industries is not easy, especially when you crash your mining vessel and lose all of your crew on a slime infested moon!
Rescue your crew and return your ore filled cargo before the Boss hands over the Stout Hammer to a more competent dwarf. Buy cards and booster packs, find crazy combos and dig the path to squish those frackin’ slimes. Dig, build defend – and get off this B&*@!n Moon!

DIG TO VICTORY: Rescue your crew from 30 dig sites - 6 unique biomes, each with 5 increasingly difficult depths. Drag Dig cards to excavate new tunnels toward your missing crewmates. But be warned, these paths are also your enemy's path! Eek!
GROUNDBREAKING PLAYSTYLES: There are 3 unique guilds to choose from: ANVIL, WARHAMMER & PICKAXE. Pick from 6 upgradable Drill Rigs and customise with up to 30 different add-ons to match your play style and the location's hazards.
LORE DIVE: Dig deep into the story of Captain Firebeard and his intergalactic Dwarven crew by rescuing them from the pesky slimes and collecting up to 20 datapads. Say hi to the ship's AI, F.O.R.G.E for us.

WEAPONS OF MASS CONSTRUCTION: Why not collect more than just your crew along the way? Drills can unearth ore for bursts of money, lures distract your slimy foes and generators keep your whole rig running the deeper you delve.
BUILD TO LAST: Upgrade your kit by placing another of the same card on top of them. Level 1 Cannon + Level 1 Cannon = Level 2 Cannon, the maths checks out! With 10 Buildings & 26 turrets, there's a whole arsenal to upgrade.
THE META YOU KNOW: Meta progression? You've got it. Stomping slimes will become more of a breeze with every descent into the mine, with the option of 17 Meta upgrades to use and improve.

SLIME AFTER SLIME: Defend your rig from the incoming waves of slimes. Blast them away with 26 different turrets each with 3 upgrade levels, or slow them down with displacers and blockades.
DWARF IN DISTRESS: Need a little extra help? There are 15 Gadget cards that can slow or blast groups of slimes and repair your buildings, mid-wave.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish*languages with full audio support
Engagement
Hours played at review time, across 31 reviews with recorded playtime.
Reviews
I really like this one. The roguelike slightly random nature of the buildings you can procure makes this enjoyable for more than a few runs, coupled with different buildings and slightly different strategies for each of the three dwarf factions. The Difficulty ramps up slowly, but I have found a real challenge in one of the later dig sites(ice cave), that one was fun to puzzle out how to best start. One thing I am on the fence about is the selection of gadgets, most seem useless in the sense that I'd rather spend my ressources on some permanent tower upgrades than a one time ability. I found 75% of what was on offer there not that useful, especially the repair seems borderline useless. Tower upgrade gadgets could use a bit more variety, rather than only dmg up(which also would increase the chance of gettign them with a wider pool), giving that would make trying to reach higher waves less of a tower spam. But the only thing I really disliked so far was the inability to do some of the early dig site side objectives until far later in the meta progression - eg digging obstacles. solid 8.5/10 for me
Really enjoying getting into this one - I got a lot from the demo, and currently just digging (pun intended) the vibes, and the little tweaks and improvements. Perfect pace for a solid second screen experience for me so far!
Great fun TD game mixed with exploration as you dig out your mine. Really enjoyable gameplay loop as you absolutely obliterate some slimes! Looking forward to putting more hours in to this!
Played the demo, and Into the Restless Ruins, and I am enjoying the direction this game has taken. Deck builders are my jam, and the snowballing gameplay mixed with the aesthetic of the Deep Rock Galactic games is a winner for me. Lots of content. A few hours in and I'm only scratching the surface of the metagame upgrades and stages/levels possible. A satisfying gameplay loop in short bursts. I can see myself returning to this game again and again for more.
I'm enjoying it so far, and I keep closing it after I win a run then re-opening it 2 minutes later to play another run
Perfect little game for killing half an hour
безумный поток slimes раздражает мою нервную систему, но наполняет мой кошелек
I like the game's concept, I like the modern approach, I like the combo upgrade system, I even like the economic aspects of purchasing items (for example, a set of cards costs less than buying them individually) but I don’t like spending so much time building structures. You just have to constantly build, build, build again! AGAIN! Get rid of this maniacal tower-building, and then it’ll be a 10/10. I’m serious.
Greatly enjoying the game so far and it feels like there's a decent balance of difficulty. At a certain point you do tend to have your defences 'run away' from the ability of the slimeoids to be a threat, but at the same time you start having to deal with the pain of power restrictions and frankly: you've basically won the map at that point and are only chasing an objective, whether set by yourself or the game. Not something strictly speaking 'needed' to complete the level. Sure, there's times when you can rapidly end up trapping yourself in the early game of a level but frankly that's just one of the risks of both maze builders and deckbuilder roguelikes so it's not a point against the game. It's merely the standard warning of 'Some Level of Thought Required To Play'. Just like I'm certain that the higher levels will have more challenge to deal with as shown by the way the different zones have different map elements you need to take into account (the acidic hot springs can certainly be a hassle for example). I've also enjoyed the small bits of humour scattered throughout the game. Yes FORGE, I do think we should follow Senior Management's demands exactly as stated, have to follow the boss' instructions after all!
1) ths game brings you up to speed; the developers have made sure the onboarding is smooth. That’s a plus. I like it when someone takes me by the hand right at the start. I feel comfortable and the AI guide is always there to offer advice. 2) here’s a lot of humor and satire in the letters; it’s obvious from the very first minutes of the game. as soon as you receive your first message 3) Good 8-bit music and a sense of nostalgia but sometimes it gets annoying and I just turn it off 4) The difficulty increases, but gradually !!!!!!!!! 5) Everything happens dynamically, quickly. But I like blowing things up more than digging :D Thoughts out loud: You’ll have to replay it every time, but over time you’ll realize this isn’t just a classic slow-paced game with a straightforward turn-based plan. You literally have to calculate every move, every setup for the next threat. Stay alert and you’ll lose fewer troops, be a true strategist to win this battle. But I haven’t managed it yet :(
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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