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Hold The Mine News

Patch #03: Puppeteer Workshop, Beer Stash, new Gems and more!

[p]Hello miners![/p][p][/p][p]Today's patch is adding 2 brand new buildings and 2 gems to add some diversity. [/p][p][/p][p]Many people asked why summons were not benefiting from the gems with on hit effects equipped by the hero invoking them. A fair criticism, especially since only one building is available to boost summons. The Puppeteer Workshop is here now, making this kind of benefit possible! Necromancer's minions and Wizard's Crows will be much deadlier now![/p][p][/p][p]Another building, the Special Beer Stash and 2 new Gems are also included in this patch, providing extra benefit to critical hit and poison synergies. [/p][p][/p][p]This is a continuous effort, more buildings, relics and gems are coming. [/p][p][/p][h3]Steam Reviews: Your Feedback Matters
[/h3][hr][/hr][p]I've been reading through all your Steam reviews, and I appreciate the feedback we've been receiving. Keep in mind this is just the beginning of Early Access. I'd love to continue seeing more of your thoughts and suggestions! Your support is important and it helps knowing what to focus on for each upcoming patch.[/p][p][/p][p][/p][h2]Patch Notes - Version 0.7.31[/h2][p][/p][h3]New Content[/h3]
  • [p]Special Beer Stash (New Building): Critical Hits have a 20% chance of triggering a blast which deals 100% additional damage and applies Knockback 2 to nearby enemies.[/p]
  • [p]Puppeteer Workshop (New Building): Summons invoked by a hero benefit from the gems equipped on that hero. [/p][p]It means gems giving status effects on hit to heroes also apply to the hero summons. Gems providing flat stat bonus are not concerned, as they were already benefiting to summons invoked by heroes (taking 50% of actual hero stats). [/p]
  • [p]New Gem: Hero Critical hits have 10% chance of becoming Brutal Critical Hits, dealing 500% of their base damage instead of 200%.[/p]
  • [p]New Gem: Basic attacks reset the duration of all stacks of Poison on the enemy.[/p]
[p][/p][h3]Balancing[/h3]
  • [p]Rogue base range has been increased from 6 to 8. [/p]
  • [p]Dragon Pet (Dragon Hunter Power) rune cost has been decreased from 4 to 3 runes.[/p]
  • [p]Fire Eater (Dragon Hunter Power) rune cost has been decreased from 4 to 3 runes.[/p]
  • [p]Decreased the base health of the Skull Head enemies. Spawn rate starting night 25 has been slightly adjusted.[/p]
  • [p]Increased damage numbers size and added a unique color to them when the damage is from a Brutal Critical hit.[/p]
  • [p]Decreased the amount of enemies killed required to unlock the Berserker hero from 40,000 to 30,000.[/p]
  • [p]Adjusted the minimum number of Bomber enemies on the first 10 waves. [/p]
  • [p]Increased the base move speed of the Slime enemy from 4 to 5.5. 
    [/p]
[h3]Misc[/h3]
  • [p]Increased overall performances for enemies and visual effects in battle.  [/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]Fixed an issue allowing identical relics to be obtained with the Scavenger Hideout building effect. [/p]
  • [p]Fixed an issue with deeper mine chunks displaying an incorrect visual background.[/p]
  • [p]Fixed an issue causing a main menu soft lock when steam is not connected.[/p]
  • [p]Fixed an issue allowing a 6th prison to spawn in the mine.[/p]
[p][/p][h3]What's Next?[/h3][hr][/hr][p]Our first major update is coming on March 9th, introducing new content like relics offering more synergy specialization and also something bigger... run bosses (including a dragon?!). This update will also be an opportunity to completely reset the Leaderboard, as it will also include changes to the way points are calculated.[/p][p][/p][p][/p][p]I hope you are as excited as I am for the future of Hold The Mine, we have a lot of cool stuff planned, players already provided a lot of really cool ideas I want to add into the game over the next months:[/p]
  • [p]New Game Modes: Conquest (challenges) and Custom (sandbox) [/p]
  • [p]Meta Progression[/p]
  • [p]Mid Run Save[/p]
  • [p]More heroes, buildings, relics,... and more![/p]
[p] [/p][p]That's all for today, thank you so much for all the support, it means a lot! [/p][p]paci[/p][p][/p][h3][/h3][h3]Join the Hold The Mine Community
[/h3][hr][/hr][p]Come be part of the Hold The Mine community. Join us on Discord (link) to share your thoughts, talk with other players, share your tips and see what others are building underground. You can also find updates and discussions on Reddit (link).
[/p]

Patch #02: Marks, Skull Heads and Bug Fixes

[p]Hello miners![/p][p][/p][p]This week, we have 2 patchs coming including this one today mostly about some necessary balancing changes and bug fixes, and another one later this week (including some brand new gems and buildings!). [/p][p][/p][p]Today, I wanted to adress some player feedback regarding the Huntress and the Rogue. This patch gives some love to those 2 heroes by granting them some necessary buff and giving more interest to Hunter and Death Marks. I hope those buffs will make those two more reliable especially early on. [/p][p][/p][p]Glorious Statue is a very powerful building especially if you get it in the first 2-3 days. But his cost was arguably very low in comparison to its snowball potential early. Don't get me wrong, it's still a powerful building to get as soon as possible, but with the increase of the diamond cost, it means you'll have less opportunity later to construct rare buildings. [/p][p][/p][p]The flying skull heads that appear starting on night 20 are a real nightmares to deal with right now. They are fast, are immune to status effects and have tons of health. This patch includes a significant health pool reduction for this enemy type. I'll keep monitoring this enemy, in case it's too much or not enough. [/p][p][/p][h2]Patch Notes - Version 0.7.30[/h2][p][/p][h3]Changes[/h3]
  • [p]Glorious Statue building diamond cost has been increased from 2 to 3. [/p]
  • [p]Ambush (Huntress Power) damage range has been increased by 30%. Visual effect visibility has been improved.[/p]
  • [p]Easy Shot (Huntress Power) periodic cooldown has been reduced from 6 to 4 seconds.[/p]
  • [p]Hunter Mark bonus damage has been increased from 100 to 200%.[/p]
  • [p]Ambusher Ground building effect now applies a Hunter Mark every 8 enemy spawns instead (previously 10).[/p]
  • [p]Death Mark health ratio trigger has been increased from 25 to 40% maximum health.[/p]
  • [p]Death Mark (Rogue Power) periodic cooldown has been reduced from 6 to 5 seconds. Rune cost has been decreased from 4 to 3 runes.[/p]
  • [p]Shadow Strike (Rogue Power) rune cost has been decreased from 4 to 3 runes.[/p]
  • [p]Flying Skull Head enemy type base health has been decreased by 30%.[/p]
  • [p]Mine depth has been extended. More changes are coming to make deeper chunks more interesting to dig.[/p]
  • [p]Hospital building effect damage has been increased from 50 to 75% of total damage.[/p]
[p][/p][h3]Misc[/h3]
  • [p]Slightly improved overall performances especially in endless mode. [/p]
[p][/p][h3]Bug Fixes[/h3]
  • [p]Several bugs causing crashes have been fixed.[/p]
  • [p]Fixed an issue causing Ruins to be hidden (no cracks visible on the blocks).[/p]
  • [p]Fixed an issue causing Barrels to show an incorrect direction compared to the one applied with the effect.[/p]
  • [p]Fixed an issue causing multiple ruins to spawn on a single location. [/p]
  • [p]Fixed an issue causing the game speed to reset to x1 when the dwarf army arrived.[/p]
  • [p]Fixed an issue with mine block tiling in some block configurations.[/p]
  • [p]Fixed an issue with the main menu animation speed being tightened to framerate.[/p]
[p][/p][p]That's all for today, see you later this week for a new patch with new content! Again, thank you so much for all the support! [/p][p]paci[/p][p][/p][p][/p][h3]Steam Reviews: Your Feedback Matters
[/h3][p]I've been reading through all your Steam reviews, and I appreciate the feedback we've been receiving. Keep in mind this is just the beginning of Early Access. I'd love to continue seeing more of your thoughts and suggestions! It helps knowing what to focus on for each upcoming patch.[/p][p][/p][p]----[/p][p][/p][h3]Join the Hold The Mine Community
[/h3][p]Come be part of the Hold The Mine community. Join us on Discord (link) to share your thoughts, talk with other players, share your tips and see what others are building underground. You can also find updates and discussions on Reddit (link).
[/p][p]----[/p][p][/p]

Early Access Roadmap Reveal!

[p]Hello miners![/p][p][/p][p]Thank you for sharing your feedback! Today I can finally share the Early Access Roadmap for the upcoming months! [/p][p][/p][p]I've been reading through all your Steam reviews, and I appreciate the feedback we've been receiving. Keep in mind this is just the beginning of Early Access. If you like the game, it will be really helpful to leave a review![/p][p][/p]
Early Access Roadmap #1
[p]Here is the first Early Access Roadmap for the upcoming months! I'll go into each major update details below.[/p][p][/p][p][/p][p]Keep in mind those major update are not all the things I'll add to the game, more content are coming along the ways. Below, I will just focus on the main features included.[/p][p][/p][h3]Major Update #1 - Chaos Beasts[/h3][p]The first major update will add Bosses, a brand new feature that makes every run feels more unique! [/p][p][/p][p]Bosses will impact both gameplay phase of the game: the mining and the battle with spicy effects. Each boss has its own set of effects you'll have to deal with to win a run. And things will be even be crazier once your reach the Endless. [/p][p][/p][h3]Major Update #2 - The Conquest[/h3][p]The Conquest Mode is a brand new mode full of challenges to explore new mechanics in the game and create unique scenario with important gameplay twists. It will also include a custom mode to customize the content available during the run and increase different difficulty settings. [/p][p][/p][h3]Major Update #3 - The Falling Star[/h3][p]This update will include a brand new set of synergies, a new hero and more buildings, relics and gems centered around those! [/p][p][/p][p]More content is coming in the next few days, weeks and months. I have no intention to leave people disappointed or to abandon this game. [/p][p][/p][p]Regarding some feedback and most urgent concerns raised:[/p][p][/p][p]- Is mid run saving planned?[/p][p]Yes, definitely! Work has started already before the release, but the system is not fully done (especially saving your progression in the mine is currently not working). I cannot provide any ETA for now, but I’ll make sure to give you update on the matter as soon as possible.[/p][p][/p][p]- Is controller support planned?[/p][p]Yes! This is something I want badly, but I’m not sure when I’ll have more time to work on this, as new content and mid run save are definitely bigger issues for now. It’s definitely something I want to implement before the full 1.0.  [/p][p][/p][p]- Meta progression?[/p][p]I know it’s a big topic and people rightfully raised concerns about the lack of it. Be sure I’m thinking about the best way to implement it, either for global progression and/or for a brand new game mode. [/p][p][/p][p]- What about the lack of content?[/p][p]First, keep in mind this is the beginning of Early Access. I’m aware people feel like the game is short in that regard, especially because of how the content is split (or not split) between one run and another. Hold The Mine doesn't offer a different load out or a limited by an amount of weapons/skills per run. You have access to everything, for better or worse, and it means every run can end with a very similar set of heroes, buildings and relics. [/p][p]More content is coming in the next few days, weeks and months. I have no intention to leave people disappointed or to abandon this game. [/p][p]Of course, I’d love to hear your thoughts and suggestions and learn what you want to see in the game the most.[/p][p][/p][p]Again, thank you so much for all the support! [/p][p]paci[/p][p][/p][p]----[/p][h3]Join the Hold The Mine Community
[/h3][p]Come be part of the Hold The Mine community. Join us on Discord (link) to share your thoughts, talk with other players, share your tips and see what others are building underground. You can also find updates and discussions on Reddit (link).
[/p][p]----[/p]

Hotfix Version 0.7.29B

[h2]Patch Notes - Version 0.7.29B[/h2][p][/p][p]Bug Fixes[/p]
  • [p]Fixes an issue with some gems displaying new effects that are not supposed to be out now (the effects don't work).[/p]
[p]
[/p]

Patch #01: Powers Cost and QoL

[p]Hello miners![/p][p][/p][p]I'm so happy people can finally try the game I’ve been working on over the past two years and by the sheer amount of support! [/p][p][/p][p]I do realize the game can feel a bit short of content, especially for build specialization and variety. This patch won’t fix this issue, but I’m already hard at work to add new buildings and relics as soon as possible and make some much needed changes. Rest assured this is my top priority right now. [/p][p][/p][p]Here are the first quick improvements based on your bug reports and feedback. More content and improvements are coming in the next days and weeks. I'll share a proper Roadmap for the Early Access by the end of the week.
[/p][h2]Patch Notes - Version 0.7.29[/h2][p][/p][h3]Changes[/h3][p]- Endless Mode is no longer accessible on your first run.[/p][p]- Some gems can now be found more than once. [/p][p]- Slight improvement of the skill tree to make things more clear that you always need to unlock the central node first (more visual improvements are coming later). [/p][p][/p][h3]Balancing[/h3][p]- Increases the chance to get runes and rerolls as resources in the crate found in the mine. [/p][p]- Added a 10% chance for a block with a rune to become a block with 2 runes. The 5% chance for it to become  a block with 3 runes is unchanged.[/p][p]- Reduces the rune cost of Piercing Shot (Huntress power) from 4 to 3 runes.[/p][p]- Reduces the rune cost of Clumsiness (Alchemist) from 5 to 3 runes.[/p][p]- Reduces the rune cost of Tectonic Shock (Bastion power) from 4 to 3 runes.[/p][p]- Reduces the rune cost of Dragon Pet (Dragon Hunter power) from 5 to 4 runes.[/p][p]- Reduces the rune cost of Last Stand (Knight power) from 4 to 3 runes.[/p][p]- Reduces the rune cost of Pile of Bones (Necromancer power) from 4 to 3 runes. The attack speed bonus is reduced from 20 to 15%.[/p][p]- Reduces the rune cost of Vicious Spirit (Necromancer power) from 4 to 3 runes. [/p][p]- Increases slightly the chance to see a Mimic during battle. Chance is also increased once you get into night 15 and night 20 an additional time. 
[/p][h3]Bug Fixes[/h3][p]- Fixes an issue with the power info panel when you loot a new hero that would scale bigger than intended.[/p][p]- Fixes an issue preventing heroes from targeting the Mimic properly.[/p][p]- Fixes an issue with some runes found in the mine and are not added to your resources. [/p][p]- Fixes an issue with some poison status effect stack not being counted for damage calculation.[/p][p][/p][h3]Known Issues[/h3][p]- Some stats don’t refresh properly in the small window that shows up whenever you move the cursor over a hero. I’m already working on a fix. [/p][p]
[/p][p]Regarding some feedback and most urgent concerns raised:[/p][p][/p][p]- Is mid run saving planned?[/p][p]Yes, definitely! Work has started already before the release, but the system is not fully done (especially saving your progression in the mine is currently not working). I cannot provide any ETA for now, but I’ll make sure to give you update on the matter as soon as possible.[/p][p][/p][p]- Is controller support planned?[/p][p]Yes! This is something I want badly, but I’m not sure when I’ll have more time to work on this, as new content and mid run save are definitely bigger issues for now. It’s definitely something I want to implement before the full 1.0.  [/p][p][/p][p]- Meta progression?[/p][p]I know it’s a big topic and people rightfully raised concerns about the lack of it. Be sure I’m thinking about the best way to implement it, either for global progression and/or for a brand new game mode. [/p][p][/p][p]- What about the lack of content?[/p][p]First, keep in mind this is the beginning of Early Access. I’m aware people feel like the game is short in that regard, especially because of how the content is split (or not split) between one run and another. Hold The Mine doesn't offer a different load out or a limited by an amount of weapons/skills per run. You have access to everything, for better or worse, and it means every run can end with a very similar set of heroes, buildings and relics. [/p][p]More content is coming in the next few days, weeks and months. I have no intention to leave people disappointed or to abandon this game. [/p][p]I’ll share a roadmap by the end of the week to give you a clearer picture of what is planned. [/p][p]Of course, I’d love to hear your thoughts and suggestions and learn what you want to see in the game the most.[/p][p][/p][p][/p][p]Again, thank you so much for all the support! [/p][p]paci[/p][p]
[/p][h3]Steam Reviews: Your Feedback Matters
[/h3][p]I've been reading through all your Steam reviews, and I appreciate the feedback we've been receiving. Keep in mind this is just the beginning of Early Access. I'd love to continue seeing more of your thoughts and suggestions! It helps knowing what to focus on for each upcoming patch.[/p][p]----[/p][h3]Join the Hold The Mine Community
[/h3][p]Come be part of the Hold The Mine community. Join us on Discord (link) to share your thoughts, talk with other players, share your tips and see what others are building underground. You can also find updates and discussions on Reddit (link).
[/p][p]----[/p][p]
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