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Haunted Mines News

Haunted Mines – Tutorial Overhaul

Hi everyone!

After hearing some of your feedback on Haunted Mines, I’ve made some big changes that I’m really excited to share with you.



Tutorial Changes

One of the most common points of feedback was that the tutorial just wasn’t good enough. With that in mind, I’ve completely reworked the Power Tutorial.

It’s now a dedicated level that guides you step by step through the Power Objective, showing how it works, and how to complete it successfully.



Hold Timers

In Haunted Mines there are certain objects that are Holdable, meaning you need to interact with them for a few seconds to activate them.

Originally, these were designed to create tension: forcing you to stay vulnerable for a short time, and making you carefully choose when to interact (ideally when the Monster wasn’t nearby).

However, many players felt the timers were just too long, which made things feel a bit boring.

So, I’ve adjusted them:

Easier difficulties → much faster hold times.

Harder difficulties → hold times are closer to the original design.

This should strike a better balance between tension and fun.



[h2]Bug Fixes[/h2]

  • Fixed an issue where the main door of the first room would open and close at the start of every game.
  • Fixed a bug where the map could generate multiple times, causing crashes.

Haunted Mines Is Live!

[p]Hi everyone![/p][p][/p][p]I’m thrilled to announce that Haunted Mines has officially launched on Steam! 🎉
To celebrate, the game is available with a 20% discount during the first week.[/p][p][/p][p]Since this is an Early Access release, you may encounter some bugs or issues, but I’ll be working hard to fix them as quickly as possible. Your feedback will be essential in shaping the game’s future.[/p][p][/p][p]Thank you so much for all the support! I can’t wait to see you exploring the mines![/p][p][/p][p]– Sergio (XereonDev)[/p]

Haunted Mines - Development Milestone

[p][/p][h2]Haunted Mines - Development Milestone[/h2][p]I'm thrilled to finally say it, after over 2 years of solo development, Haunted Mines is getting closer than ever to release.[/p][p]What began as a simple idea has evolved into a deep, atmospheric horror experience powered by custom AI systems, online multiplayer, and dynamic match progression. And now, I'm ready to share more with you.[/p][h2]2 Years of Building[/h2][p]This project started as a solo endeavor, born from a love for psychological horror and asymmetrical tension. Since then, the game has grown into something far bigger and more polished than I ever expected.[/p][p]Over the past two years, I've worked on:[/p]
  • [p]🔄 Procedural map generation (so no run feels the same)[/p]
  • [p]🧠 Dual-Brain AI for the monster, designed to simulate both instinct and knowledge-based behavior[/p]
  • [p]👥 Online multiplayer, using Mirror and Steamworks[/p]
  • [p]🔊 3D voice chat integration via Vivox[/p]
  • [p]🎮 Custom interaction systems, task management, and match progression logic[/p]
  • [p]🧰 Inventory, upgrades, economy systems, and match rewards[/p]
[p]It’s been a journey full of learning curves, especially integrating third-party tools like Mirror, FizzySteamworks, and Vivox, which all come with their own challenges. But the result is a unique multiplayer horror experience that I’m proud of.[/p][h2]Where We Are Now[/h2][p]The game is now feature-complete for an early access version, meaning:[/p]
  • [p]All core gameplay systems are implemented[/p]
  • [p]Multiplayer is kinda functional... You can play it, maybe not enjoy it, but at least try it out 😅[/p]
  • [p]The game loop is working from start to finish[/p]
  • [p]It’s stable and playable[/p]
[p]What remains is polish, optimization, bug hunting, and tuning, especially now that early testers are providing valuable feedback.[/p][h2]What Comes Next?[/h2][p]Right now, I’m working on:[/p]
  • [p]✨ Visual polish: FX, lighting, UI feedback, etc.[/p]
  • [p]🐞 Bug fixing and QoL improvements[/p]
  • [p]📢 Marketing and wishlist growth (Steam & Itch)[/p]
  • [p]📹 Reaching out to content creators and testers[/p]
  • [p]🧱 Possibly adding more monster behavior depth, depending on feedback[/p]
[p]I’ve also started preparing pages on both Steam and Itch.io. Your wishlist, comment, or share really helps, it’s the best way to support a solo dev like me.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h2]Thank You![/h2][p]To everyone who’s followed the project, tested early builds, or just shown interest, thank you.[/p][p]Haunted Mines has been a passion project from the start, and I’m incredibly excited (and slightly nervous) to show it to the world. This devlog is just one step toward launch, and I can’t wait to bring you more updates soon.[/p][p]If you'd like to follow the development more closely, stay tuned here if you want to participate in future testing.[/p]