
An incremental game where you mine rocks, gather ore, and recruit dwarves. Play actively for maximum gains, or idle and let the dwarves do the work.
Modeled estimate, not a reported figure. How we estimate →
About
Mining and Dwarves is an incremental game where you mine rocks, gather ore, and recruit dwarves. Play actively for maximum gains, or idle and let the dwarves do the work.
Satisfying incremental progression.
Vast skill tree to explore.
5 dwarf types.
8 unique player abilities.
No prestige, just persistent progression.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 132 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
방치형클리커 + 인크리멘탈 일단 지루하고 심심하다 방치형클리커를 생각했다면 몰라도 인크리멘탈/아이들러 장르를 생각한다면 사지 말것 난 일단 샀으니까 엔딩은 봤지만.. 비추
Loved the pacing of this and it just kept me mining more and more
Está bueno, pero va para el ojete!!
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Languages: English, French, Italian, German, Spanish - Spain, Bulgarian, Czech, Danish, Dutch, Finnish, Greek, Hungarian +17 more
Hours played at review time, across 133 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Leu jeu en lui même est bien réalisé, graphismes mignons et tout. Mais c'est sans intérêt, la progression est ultra linéaire, aucun vrai choix. On achète les upgrades dans l'ordre (l'arbre laisserai penser le contraire mais non, c'est très linéaire) Donc au final on regarde les chiffres monter et quand un upgrade est dispo on l’achète, point. Après, le jeu n'est pas cher non plus, a chacun de se faire un avis.
A really boring idle game. You do have to click or hover (depending on which option you chose) on the rocks at first, but later on is not really worth it, even with the abilities over to just let it run and do something else in another window. The skill tree is very linear, is just a line with some singular branches. Most of the options only have 1 level, only at the end of the skill tree you will see skill with more than 1 level. Not worth the money, its not even fun as a "numbers go up" as you don't get any satisfaction from upgrading the lackluster skilltree.
The basics are there, clean graphics, usable interface, and so on. But the dev doesn't seem to understand what makes games of this genre actually *fun* to play. Mining and Dwarves feels like a chore, not like an enjoyable experience. Most upgrades feel meaningless. There are no points of big progress that make you feel enthusiastic. All in all, after 1.5 hours, I feel like I have seen everything the game has to offer many times over and have no interest in continuing to play.
Quick, simple fun. More idle-y than their previous title Click and Conquer... but priced right at $5. Solid game, do recommend if you're cool with 2-3 hours for $5.
Out of the three games released in Aarimous's bundle yesterday, this is the only one I enjoyed playing. It has enough going on at any given time to keep you playing. It's obviously a very cheaply made game, but that's what happens when one developer publishes three games all at once for like 4 bucks each. This is a competent incremental title. If relaxing incremental brainlessness appeals to you, you might like this.
Mining and Dwarves is a basic chill incremental game. It's nothing groundbreaking and it's not typically what I'd play, but I did enjoy my short time with the game and it's pretty good at what it's trying to be.
Mining and Dwarves takes the familiar appeal of incremental progression and wraps it around a fantasy mining operation where steady improvement is the main attraction. Developed by Sockhouse Studios and published by Aarimous and Thornity, it focuses on mining resources, recruiting dwarves, improving efficiency, and gradually turning a modest operation into an increasingly productive enterprise. The premise is intentionally uncomplicated, allowing the satisfaction of growth and automation to take priority over complicated mechanics or an elaborate narrative. The basic progression loop revolves around mining rocks and gathering valuable resources that can be reinvested into improvements. Early involvement encourages the player to participate directly, but the experience increasingly shifts toward automation as dwarves join the workforce. This transition is important because it creates a tangible feeling of advancement. Instead of merely watching statistics increase, players can see their personal workload gradually being supplemented by workers capable of maintaining production on their behalf. Five different dwarf types add some welcome variety to the workforce. Building up a collection of workers becomes an important component of long-term progression, with greater efficiency allowing resources to accumulate more quickly. The concept works naturally with the incremental genre because dwarves and mining already suggest labor, expansion, and resource accumulation. As the operation develops, attention shifts from simply extracting materials toward improving the overall effectiveness of the system. Active players are not forgotten once automation becomes available. Eight unique abilities provide additional ways to influence production and accelerate progress. These abilities give players something meaningful to interact with rather than reducing the experience entirely to waiting for automated workers. This creates a useful compromise between an idle game and a more involved incremental experience. Players can allow the system to function with limited attention while still benefiting from becoming actively involved whenever they choose. A substantial skill tree provides another important progression layer. Improvements affect both the player and the dwarves, reinforcing the feeling that almost every investment contributes toward a stronger mining operation. Incremental games depend heavily on maintaining a convincing chain of achievable goals, and the upgrade structure serves that purpose here. There is usually another improvement to pursue, another efficiency increase to obtain, or another aspect of production that can be strengthened. One particularly notable design decision is the absence of a prestige mechanic. Many incremental games eventually ask players to erase a large portion of their progress in exchange for permanent bonuses before beginning the cycle again. Mining and Dwarves takes a different approach by emphasizing continuous advancement without forced resets. Everything earned contributes to an ongoing journey forward. For players who dislike repeatedly rebuilding an operation they have already developed, this can be one of the game's most attractive characteristics. The presentation uses a colorful 2D style that complements the relaxed nature of the experience. Rather than aiming for realistic mining or complicated simulation, the visuals support clear progression and give the dwarven theme some personality. Watching an expanding workforce perform increasingly productive tasks provides much of the visual satisfaction. The straightforward presentation also prevents unnecessary complexity from interfering with the resource-management loop. There are light management and strategic elements involved, particularly when considering upgrades, dwarf development, ability usage, and overall production efficiency. However, this should not be mistaken for an elaborate colony-management simulator. The strategic decisions exist primarily to strengthen the incremental progression rather than create a deeply demanding economic system. Players interested in optimizing numbers and improving productivity are therefore likely to get more from the experience than those expecting extensive tactical challenges. Its greatest limitation is also closely connected to its genre. Mining, upgrading, accumulating resources, and increasing production naturally involve repetition. Anyone who needs frequent changes in objectives, extensive exploration, substantial storytelling, or action-oriented mechanics could eventually find the routine too predictable. The appeal comes from watching small improvements compound into major increases in productivity. Players who enjoy that particular form of progression are much more likely to appreciate what the game is trying to accomplish. Steam Deck compatibility is encouraging. The game supports SteamOS and Linux, and its stated technical information indicates testing on a Steam Deck OLED 1TB. While this should not automatically be interpreted as an official Steam Deck Verified rating, it suggests that handheld use has received direct consideration. The relatively relaxed incremental gameplay also seems naturally appropriate for portable sessions, where checking production, buying upgrades, activating abilities, and managing dwarves can be accomplished in shorter bursts. Overall, Mining and Dwarves succeeds by keeping its priorities focused. Five dwarf types, eight active abilities, extensive upgrades, automated production, and a sizeable skill tree give its straightforward mining premise enough structure to support continued progression. Most importantly, eliminating prestige resets creates a persistent sense that time invested is always pushing the operation forward. It may be too repetitive for players who are not already interested in incremental games, but for fans of automation, permanent upgrades, resource accumulation, and steadily increasing efficiency, it offers an accessible and potentially satisfying mining experience. Rating: 7/10
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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