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Hollow Mine News

What's coming? Major Changes in v.0.5 Demo

Hello!
Today, I’m excited to share what’s coming in the Hollow Mine v0.5 demo. I’m thrilled that our small community is growing thank you for being here and helping to test the early demos of Hollow Mine. I’m committed to continuing to bring you updates, and in this version, I’m introducing the NEW Rogue character alongside various small fixes and improvements. ːsteamhappyː

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

New Character: Rogue
The Rogue is a master of stealth and precision. Armed with a dagger, they excel at striking from the shadows, using agility and wit to outmaneuver enemies. The Rogue will be able to evade any hit while dashing (after first level up). With fast movement to get in and out of combat, combined with a rapid attack rate, this character offers an exciting and dynamic play style.

To unlock the Rogue, you’ll need to discover the secret room in the mine biome twice.



NEW: Dagger Weapon Set
Daggers are lightweight weapons with quick strikes and short range. They serve as the primary weapon for the Rogue.



Preferred Abilities
Each character now has a preferred ability that is guaranteed to appear upon their first level up.



Player Panel UI Improvements
Based on feedback, the current Panel UI—especially the hearts, stamina, and experience bars has been difficult to see. In the next update, you can expect improvements: hearts will be larger and feature an additional outline, making it easier to determine your current health status.



Enemy Spawning Animation
Enemies will now spawn after a short animation, giving players a brief moment to prepare before engaging in standard room battles.



That’s it for now! You can also expect a bunch of smaller improvements and fixes. The complete changelog will be available on the release day, which is just a few days away.

Cheers!

Hollow Mine v.0.4.0.0

Hello I am happy to announce NEW huge update v.0.4 for Hollow Mine! With New unlock-able Dwarf character, abilities, room modifiers and plenty more. I hope you will enjoy it!



Changelog

  • New Dwarf Character: Added a brand-new dwarf character to the game.
  • New Hammer item for Dwarf that enables to create turrets
  • To unlock new Dwarf character - blow up 12 enemy turrets.
  • New Abilities: Introduced Turret Fury and Strong Bricks unique abilities.
  • Room Modifiers that sets enemies speed, alert radius and health in different rooms
  • Auto loot with enabled or disabled reward penalty available for specific rooms
  • Added block mining indicators for indestructible walls.
  • Added a new item picker UI for crafting and repair actions.
  • Upgraded crafting tables UI.
  • In game room dashboard to toggle with room information and gameplay tips.
  • Automatically replaced destroyed weapons.
  • Made the inventory disable slot item menu when clicking outside the menu area.
  • Game over window now displays the total coins collected.
  • Fixed blueprints displaying incorrect descriptions in the crafting window.
  • Corrected weapon repair cost calculations.
  • Improved spawning of towers using spawn tiles.
  • Adjusted player spawning animation for Dwarf Hammer.
  • Prevented swarm enemies from spawning on player death.
  • Improved gamepad interactions in inventory and ability picker.
  • Added equipped items visibility in the inventory stash window.
  • Enhanced chest opening animations and venom projectile visibility.
  • Ground item pickups now add directly to the inventory.
  • Enabled chests to be opened by touch.
  • Added a screen mode setting to the general settings menu.
  • Made item pickup popups visible for a longer duration.
  • Added a visible reroll price for item boxes.
  • Included background shadows to various UIs.
  • Improved Ability Picker UI and made the reroll button more readable.
  • Improved navigation between inventory slots and tabs in the stash window.
  • Increased player panel UI size and adjusted labels for passives.
  • Fixed knockback effects on enemies.
  • Added a character icon to the character picker and highlighted character names in gold.
  • Improved blueprints readability in inventory.
  • Added popup messages for bought and sold actions.


Presskits: http://www.michalparysz.com/games/presskit/hollow-mine

https://drive.google.com/drive/u/3/folders/1j0xapNrPcoJ8X-rIdUB44sqvLORPo3ND

Download demo here: https://paryszek.itch.io/hollow-mine



What's coming? Major Changes in v.0.4 Demo

Hello! Today I wish to share with you what is coming in Hollow Mine v0.4 demo. In last weeks I received tremendous amount of feedback and it was very helpful. Next set of changes will bring NEW character Dwarf and also it will include a lot of UX/UI improvements in order to make the game even more easy to navigate and play. And not only that! There's more! look at list below. ːsteamhappyː

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

Character Dwarf
Master of construction and axe user. He specialises in smashing the enemies with an axe and creating towers. You can expect to push enemies around with huge knock back effect and manage towers that fire projectiles and help your hero in the fight





Room modifiers and detailed info panel
Modifiers is a clever extension I am excited about, that will make rooms even more diverse and challenging. During a game it will be possible to access a room dashboard with all the information at once:

  • Short room objective description
  • Additional explanation on how to complete a room
  • Room modifiers with enemy health, walk speed, alert radius and experience parameters
  • Bigger size mini map




Picking Item for crafting UI window
From feedback and several gameplays it was obvious that equipping items to start crafting was pretty challenging experience. From now on it won't be necessary to do that, instead once at crafting table there will be new window asking to select item for crafting. This approach should be more player friendly and less annoying to navigate.



Crafting UI window improvements
New UI Window for crafting will be much bigger it will make it more visible and pleasant for an eye.



And it's still not all. You can expect to have a new room type and bunch of smaller improvements that will make the game even more approachable. Stay tuned!