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Hollow Mine News

The Journey to the Depths of Hollow Mine Begins – October 9

[p]I'm excited to announce that Hollow Mine is releasing October 9 for Windows.[/p][p][/p][p][/p][h3]Features[/h3]
  • [p]5 unique biomes with 90+ procedurally generated rooms.[/p]
  • [p]20+ bosses and over 250 items to discover.[/p]
  • [p]100+ upgradeable weapons & spells plus 100+ unique abilities.[/p]
  • [p]11 unlockable classes with distinct play styles.[/p]
  • [p]Dynamic environments - mine walls, set traps, and reshape the battlefield.[/p]
  • [p]Blueprint crafting system for weapons, potions and magic.[/p]
  • [p]Fast-paced roguelike runs packed with secrets, lore, and NPC interactions.[/p]
[p]Content grows with upcoming patch releases, go see Road to Release and Beyond [/p]

Hollow Mine v.0.9 Demo Is Now Live!

[p]Dear Hollow Miners! Eventually the 0.9 demo version release is here now available! I hope you going to like it. It's the last major release before the final 1.0 full version release. [/p][p]The update includes new NPC's, playable characters, new weapons, achievements, UI improvements. These changes are mostly part of polishing the game before the 1.0. [/p][p]In addition the demo will change, player will be able to experience the Forest Biome with simplified item pool and interactions with NPC's.[/p][p][/p][p]Highlights: [/p][p][/p][p]Miner NPC [/p][p][/p][p]Mysterious Mage NPC[/p][p][/p][p][/p][p]UI Improvements[/p][p][/p][p][/p][p][/p][p]New controls binding option in settings[/p][p][/p][p][/p][p] [/p][p]Changelog:

*Some features will be available only after the 1.0 full game release.
[/p]
  • [p]Changed 400x225 -> 480x270 base resolution for better Full HD and Pixel Perfect[/p]
  • [p]Added mysterious mage NPC selling magic scrolls[/p]
  • [p]Introduced new characters: Assassin, Lost Boy, Paladin, Alchemist, and Baron[/p]
  • [p]Added unique abilities for characters (e.g., Blood Thirsty, Critical Hit Boost, Free Reroll, Heavenly Touch)[/p]
  • [p]Implemented new bosses: Skeleton King, Fire Crystal Ball, Crystal Golem[/p]
  • [p]Added bloody pickaxe weapon[/p]
  • [p]Added mining achievements and new character unlock achievements[/p]
  • [p]Added miner NPC with conversations and end-game spawn logic[/p]
  • [p]Improved forest biome: bigger rooms, better camp layout, visual tweaks[/p]
  • [p]Added stream attack for skeleton archers[/p]
  • [p]Introduced hell forge end-game sequence: portals, ring destruction animation, and themed visuals[/p]
  • [p]Expanded intro and endgame with cutscenes, lore, and victory paths[/p]
  • [p]Improved enemy attack patterns: fireman, wizard, goblin, Boruta, forest enemies[/p]
  • [p]Added on-fire damage over time effect[/p]
  • [p]Made waypoints and portals activate on hold action[/p]
  • [p]Enabled control rebinding and saving in settings[/p]
  • [p]Improved crosshair position for gamepad users[/p]
  • [p]Added tears projectile weapon[/p]
  • [p]Overhauled ability picker, quickbar, crafting, game over, and window UIs[/p]
  • [p]Improved intro screen texts and animations[/p]
  • [p]Enhanced credits and end screen visuals[/p]
  • [p]Improved text readability, spacing, and translations[/p]
  • [p]Made demo-locked characters clearly visible in picker[/p]
  • [p]Adjusted canvas resolution for pixel-perfect visuals[/p]
  • [p]Added icons for mining and character achievements[/p]
  • [p]Enabled weapon upgrade/repair back button flow[/p]
  • [p]Introduced skip option to intro scenes[/p]
  • [p]Improved menu image scaling and navigation logic [/p]
  • [p]Renamed herbs to clearer fantasy names[/p]
  • [p]Demo version limited to three playable characters: Warrior, Ranger, and Mage[/p]
  • [p]Demo restricted to a single Forest biome[/p]
  • [p]Demo features reduced to less lore and NPC interactions[/p]
  • [p]Demo restricted to simpler item pool[/p]
[p][/p][p]This is it! I hope you going to like this update! [/p][p]Demo is now live with 0.9 version - feel free to try it! [/p][p][/p][p]Cheers! [/p][p]Michal Parysz[/p]

Road to Release and Beyond

Hello everyone, today I wish to talk about upcoming releases and plans for beyond. After four and half years of Hollow Mine's solo development, it's time to head for 1.0 release! Thank you all for following development process, play testing the game and contributions. You are amazing!

Once the Hollow Mine is released you can expect series of patches including content extensions in following months. This approach will ensure a cyclic refreshment post 1.0 release and make the game more interesting.

During the post release period your feedback will be crucial, next updates will include changes in response to your ideas and reported bugs. Nothing changes, you can expect further game development together with the community.



0.9 Demo version release:
Last demo update before release
  • New and enhanced boss attacks
  • More complex enemy bullet hell patterns
  • Game initial load lore intro
  • UI texts increased readability
  • Enhanced level up experience effects
  • Improved pick ability UI
  • Changing key bindings in settings
  • Improved seeing available key options in UI


1.0 full version release:
  • Three NEW Areas



    • Pit

    • Crystal Veins

    • Hell

  • Three new unique unlockable characters:
    • Baron - Red baron specializes in melee encounters and gains strength by draining life from foes.

    • Paladin - A holy warrior, clad in light, fought in the name of the heavens, spreading valor and wrath upon all wicked foes.

    • Alchemist - Alchemy master known for indirectional fighting and crafting potions skills that can help others or make them regret crossing paths

  • Two unique boss fights per area
    • Pit Area:

    • Skeleton King
    • Dracula

    • Crystal Veins Area:

    • Crystal Tomb
    • Crystal Giant Golem

    • Hell Area:

    • Flame Guardian
    • Crystal Vessel
  • Two staged final boss fight
  • Five or more unique enemies per each area

    • Pit Area:

    • Skeleton
    • Skeleton Archer
    • Explosive Goblin
    • Bat
    • Spider

    • Crystal Veins Area:

    • Crystal Golem
    • Crystal Big Golem
    • Crystal Skull Bitting
    • Crystal Skull Firing
    • Crystal Ball
    • Blood Spider

    • Hell Area:

    • Flame Man
    • Flame Man Warrior
    • Running Explosive Barrel
    • Blood Sucker
    • Red Zombie
    • Fire Crystal Ball
  • New room types:
    • Unstable Crafting Room

    • Unstable Waypoint Room

    • Fortress Room with more flags

    • Secret room for each area
    • Explosive Goblin Room
    • Much more difficult versions of standard rooms
    • and more
  • New character unique traits
    • Paladin - Heavenly touch, lifts the earthly bounds of steel, letting melee strikes soar without limit.



    • Baron - Blood thirsty, for every 2 enemies you slay, gain +1 Damage.
    • Alchemist - No coins cost when using kettle.
  • End game lore outro
  • UI improvements
  • and more


1.1 version release:
  • New unique unlockable character Lost Boy. Unique trait - First item box reroll is always free





  • New tears projectile based weapon set

  • Bug fixes
  • More will be announced closer to the release


1.2 version release:
  • New unique unlockable character Assassin. Unique trait - Every critical hit increases critical damage multiplier by 1

  • Hardcode mode with more challenging gameplay
  • Bug fixes
  • More will be announced closer to the release


1.3 version release:
  • New unique character
  • Bug fixes
  • More will be announced closer to the release


1.4 version release:
  • New unique character
  • Bug fixes
  • More will be announced closer to the release


1.5 version release:
  • New unique character
  • Bug fixes
  • More will be announced closer to the release


1.6 version release:
  • New unique character
  • Bug fixes
  • More will be announced closer to the release




Releases 1.x are a free content extension patches that can include new characters, items, enemies, areas etc. These updates will be released within one month of each other.

Releases 1.x.x will include a minor fixes and stabilization changes.

That's all! I hope you like this detailed plan to release and series of updates beyond.

The 1.0 release is planned for Q3/Q4 2025

Best regards,
Michal Parysz


Hollow Mine v.0.8 Demo Is Now Live!

Hello! The feedback from the February Steam Next Fest led to major changes and adjustments in version 0.8. Interacting with you on Discord, the Steam Community Hub, in reviews, and on other platforms gave me many insights that helped improve Hollow Mine. I want to keep the conversation going and would love to hear more of your suggestions.

If you would like to share your opinion, please join our Discord and share your ideas with me and the Hollow Mine community. This process keeps driving improvements for the game. It’s really satisfying to see how Hollow Mine has progressed so far, and to imagine what it could become in the future. It’s all possible because of the community we’re building together. Thank you!

What’s new? Version 0.8 makes the game much more readable, especially during heavy action and bullet hell fights. I wanted to reduce the number of steps needed for any task as much as possible. For example, when opening chests, you no longer need to click a button - just push it. Also, starting a conversation with an NPC that has only one menu option automatically skips the menu and goes straight to the dialogue. Or when using the Roll Item Box - just push it, no further action required. I believe these quality of life improvements will help players focus on the action and have a better overall experience.

The new room lighting system ties into these readability improvements, making it clearer where to direct your attention on the screen.

But improving readability and visibility is not all this update has to offer. The Mother of Bees is a new boss you can battle in the forest biome, featuring a new fighting style that surprises players and raises the challenge.

Check out the highlights and complete changelog below for a full rundown of the updates coming in version 0.8.

NEW Main Menu Illustration



What's coming? Exciting Changes in v.0.8 - Devlog

Hello! It's time to share what I was working on since the Steam Next Fest ended. Most of the changes are influenced by feedback i got from this event. I hope you are going to like it.

[h2]Upcoming Features and Changes:[/h2]

NEW Main Menu Illustration
The Artist Jakub Tito Kašiar made new main menu illustration for Hollow Mine. No more boring menu! Thanks to new illustration, game feels much more atmospheric and climatic. It should bring more positive feelings for the players and send a message that Hollow Mine is a real deal. I hope you like it, let me know in the comments what you think about the new main menu illustration.

You can find Jakub Tito Kašiar here: https://www.instagram.com/kasiarjakub/



Improved Lighting
Since the beginning of times I heard feedback saying that "Why I am blocked to dig" and during intense action combat players would say "I don't see what is going on". I definitely agree with this comments. I decided to try to fix it by introducing new room lighting.

After couple trials and errors I finally figured how to apply lighting to the rooms in the way that fits the game and it's not buggy. I managed to accomplish it! Now active area of the room is much brighter, beyond the room border - background is darker. It wasn't that hard as I thought it would be.

With new lighting players will be able to see the walkable and destroyable area more easily. It should also help with intense combat action moments to focus the eyes on the area that is actually relevant the most.

In forest biome the lighting gradient is less affecting the background, because it's outside area. Internal closed biomes, like mine biome, will have background blacked out.

I hope you will like the new lighting for rooms.



Bouncy Projectiles Ability
Do you experience issues with aiming straight on the enemies? Say nothing! Just try bouncy projectiles to increase your chance to hit anything!



Greater Fireball Magic Spell
Do walls stand in your way to get to evil creatures? No longer! Use Greater Fireball spell with ability to break walls on impact. The projectiles are, so big they can also damage surrounding enemies in small range.

* - And yes it's possible to break ore veins with this spell ;-)



Making Game More Challenging
Hollow Mine is suppose to be a bullet hell game, unfortunately it's still not there yet. Enemies in the game needs a lot of adjustments. I introduced a set of changes and improvements to make it possible, see below:

  • Enemy attack patterns will be more various now, leaving less reaction time and making them more challenging.
  • Dash will make player evade enemy projectiles and enemy attacks now.
  • Enemies will be lighter to push back when player is body blocked.
  • Enemy animations will be adjusted to improve signaling attacks to the player more
  • After receiving the hit, player short invincibility ghost will last less time now (1s -> 0.35s, 2s -> 0.7s - with Double Ghost Ability)

These changes are aimed to make the combat more challenging and dynamic. Player gained the possibility to dash through the bullets unharmed, in exchange for introducing more complex bullet patterns - similar to Enter the Gungeon game.

If you are experienced bullet hell player with a lot of hours into games similar to Hollow Mine, please contact me on discord. I would love to chat and hear the feedback ;-)



Forest Biome New Floor Tiles Colors
It was always a case where I couldn't figured out the proper colors for Hollow Mine. I am programmer first and art comes second. I'm actually learning pixel art while developing Hollow Mine. Throughout the years I improved in pixel art style. I recommend to watch the old devlogs or articles about the game to see the difference. I hope I improved at least - let me know in comments :-P

As I get more knowledge about pixel art and colors, I use it to improve the game. These new floor tiles colors should be much more pleasing to see, especially during combat.



Picking Abilities NEW UI Effect
Level up and moment of picking new ability is significant. I decided to improve this moment with a small highlight animation for each of the ability card. I hope you like it.



Improved Screen Shake
Screen shake is controversial topic - most people don't like it and feel dizzy from watching it (no worries there is option in the settings to turn it off). Still I wanted to make it properly this time, it's no longer animated, and the shake direction follows the crosshair now. This change should make the hits more impactful.



Red Border Effect Indicating Player Receiving Hit
Short ghost character animation, SFX sound and hearts animation triggering on player receiving hit might not be enough to signalize this event. Now short red screen border animation will help to make that event more noticeable.



Under Player Stamina Bar Indicator
Stamina is one of things that players need to monitor at all times during combat, to strategies and plan next moves according to it's current status. Now it should be more convenient to see the current stamina status under the character feet.



Blood Axe Weapon
New unique axe weapon is coming to Hollow Mine, with ability to leech life on enemy death.



Whole axe weapon set:


Dash Icon
It wasn't always clear when the dash is available - there's small cooldown delay to use it. Now with a special dash icon on the player panel UI it should be much more visible.

Someday we will figure out how to put it on character as well ;-)



Forbidden Cheese Item
Bomb-like item that instead of exploding can poison the enemies and slow them down. It can be used to get a great synergy with demobilize enemy ability that causes foes to receive 200% while in poison state.





There are other features and fixes incoming like:

  • UI base resolution from 320x180 to 400x225
  • Fixing spear weapon range
  • Improving rolling Item box behavior to be more intuitive
  • Increasing experience requirements to level up
  • Making level up pick ability UI appear instantly
  • New room type with enemy second spawn event
  • Further balancing for abilities, item drops, resources.
  • Fixing double chest with spawn for unlocking room
  • etc.


These changes were also partially influenced by Mr. Delightful huge feedback left on Hollow Mine Demo Page inside a review posted on 4th of March 2025. Having a review on demo page is really helpful - please do it :-)

You can find Mr. Delightful playing Hollow Mine on his YouTube channel here:
https://youtu.be/OLyxesLxUvE?si=8AkD4MXLO8LySMs8

Disclaimer: Please note that all features and adjustments mentioned here might be still subject to change.

When the v.0.8 update will be released?
You can expect to see it around 13 of April 2025

Thank you everyone for participation in testing the demo and giving feedback. The game is growing in direction to make it even more polished, engaging and fun.

Stay tuned! Cheers!

Michal Parysz