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Steam Next Fest Recap

[p]Hey everyone![/p]
[p][/p]
[p]As we're nearing the end of Steam Next Fest, I wanted to write this post to first of all thank you for playing the Mining Merchant demo and secondly to address some concerns that were shared by the community.[/p]
[p]If you haven't had a chance to play the demo yet; don't worry, the demo will remain available even after Steam Next Fest ends. And if you have played it, please don't forget to add it to your Steam wishlist. You can check it out right here:[/p]
https://store.steampowered.com/app/3843030/Mining_Merchant_Demo/
[h3]5 Million![/h3]
[p]Let me start off with a big thank you to all people who showed up to play the demo. Thousands of players jumped in and mined over 5 million tiles in just a couple days, which was really fun to see. I've also seen a lot of players show up who had already played my previous games and it's just been very nice to see people have stuck around since then. Thanks for the support, it really means a lot to me![/p]

[h3]Feedback[/h3]
[p]Throughout the week I got a lot of feedback about the game through Discord, Steam Community Hub and even directly from players as I joined random lobbies to ask for feedback. I'd like to share the biggest learnings I got and what changes I'm planning to make as a result of this.[/p]

[h3]The crafting system[/h3]
[p]By far the most mentioned was the crafting mechanic. It's fair to say it's gotten mixed reception as people either seem to love it or hate it. I had obviously hoped for everyone to love it, so I'm sorry for missing the mark here for a lot of you. Luckily, there's still time to improve before full launch, so let me explain what I'm planning to do.[/p]
[p]There seem to be two major pain points here. The clunkiness of the system, and the repetitiveness when having to craft a lot of items.[/p]
  • For the clunkiness, I feel like this is caused mostly by the fact that you have to manually drag everything around. I've already reworked the crafting system during Next Fest to require less object dragging. For example, selecting the handle of the ingot press will automatically have it rotate, and selecting the smithing hammer will automatically move it in the right position, where you can just click to have it hit the anvil. This update is already live on the beta branch.
  • Then there's the repetitiveness of this system. To address this, I'm planning on adding automation mechanics, which will allow players to automate the crafting once they've 'discovered' new items. What I mean by this is that you need to craft it once by hand, and from there you can choose to either automate the production, or keep crafting by hand. The speed and quantity of automated crafting will be based on the level of your workstations as these are upgradable (not in the demo).
  • In addition to this, please keep in mind that there was already a bulk crafting option in the game, that would allow you to make up to 20 items at once based on your workstation level. So even for manual crafting, you would not have to individually craft every single item.

[h3]Shopkeeping[/h3]
[p]The second most mentioned was the shopkeeping part of the game. Based on all the feedback I got I think most people seem to enjoy the shopping phase, but were also a bit worried about repetitiveness and scalability.[/p]
  • As your shop scales by adding additional floors and unlocking more rooms, you'll get additional inventory slots in your 'hand inventory'. This means you can pick up multiple items from the storage racks and instantly refill multiple displays. This keeps stuff more manageable and reduces the amount of walking around.
  • We're also planning on automating part of the shop, by either adding staff to do tasks for you such as refilling displays and helping customers check out. Alternatively, we're considering for higher level checkout areas to contain self-checkout stations so customers can check out autonomously.

[h3]Other things[/h3]
[p]Obviously there's a ton of other things to be improved, bugs to be fixed and quality of life changes to be made. I'm well aware the game is far from perfect, but rest assured I'm working tirelessly every day to get the game in the best possible shape on launch.[/p]
[p]As you might have seen, I had already decided to push the release date to May 1st before Next Fest to give myself a little bit more time to implement any feedback I'd be getting. With all the feedback I got in mind, I think that was a wise move as I really think the game will benefit from all the improvements you all pointed out.[/p]

[h3]Full game vs Demo[/h3]
[p]Lastly, I want to share some info around how the demo compares to the full game. While all the concerns and feedback is totally valid, please keep in mind that there is much more to the game than was included in the demo. A lot of new mechanics are introduced in the second and third in-game week to avoid overwhelming the player with all these systems from the get go. This means that the demo is missing a lot of things that are in the full game, workstation upgrading which allows bulk production, mech unlocking and upgrading, companion bots, multiple maps with a wide variety of biomes, and a lot more. The demo is also light on story, as there's already a lot of tutorials and introductions in the first half hour of the game and I didn't want to overload the player with too much dialogue right from the start. Story pace picks up once tutorials and base systems are introduced and explained.[/p]

[p]Alright, that's it for this little Steam Next Fest recap. If you're excited for full launch, please don't forget to add Mining Merchant to your wishlist to get notified when the game launches. I'm planning on running a big launch discount for everyone who supports the game on launch, so you don't want to miss that![/p]
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Demo Now Available!

[p]Hey everyone![/p]
[p][/p]
[p]Hope you've all had a great weekend. Today is the start of Steam Next Fest, and I'm super excited for the Mining Merchant Demo to be included in this event. If you want to get a small taste of the game, the demo is a great way to see if you enjoy it. It includes the first 30-40 minutes of the game and the best thing is that you can continue playing in the full game when it comes out.[/p]
[p][/p]
[p]You can check out the demo right here:[/p]
https://store.steampowered.com/app/3843030/Mining_Merchant_Demo/
[h3]Feedback[/h3]
[p]If you have any feedback on the demo I'd love to hear your thoughts as I value community feedback very much! I personally read and reply to every single review on the demo page, Community Hub post and Discord message. So if you have any feedback or suggestions to improve the game, let me know! :)[/p]
[p][/p]
[h3]1 Million Tiles[/h3]
[p]I also want to thank you all for the support as the demo has already been played quite a bit, with the community collectively mining a total of well over a million tiles! Super excited to see this number go up every day![/p]

[p][/p]
[h3]Release Date[/h3]
[p]I also owe you an update on the release date, as I sadly had to move the release date forward by 2 months. The reason for this is simply that I've been getting a lot of feedback from the community and I want to take my time to make changes and improvements based on this community feedback. Besides that, I do feel strongly that a couple extra months in the oven will be good for the overall level of polish of the game.[/p]
[p]In the end my company name is Delayed Victory, as I would rather have a delayed victory than a quick failure. And I think most of you would agree with that as well.[/p]
[p][/p]
[h3]Wishlist[/h3]
[p]That being said the new release date is May 1st, so make sure to wishlist the game to be notified when it comes out![/p]
https://store.steampowered.com/app/3744080/Mining_Merchant/
[p]Alright, that's it for this week. Thank you all for your continued support and I hope to see you all in the demo![/p]
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Road To Launch

[p]Hey everyone![/p]
[p][/p]
[p]Hope you're all having a great start to the new year, and you've managed to stick to your new year's resolutions so far.[/p]
[p][/p]
[p]My new game Mining Merchant is coming out on May 1st, which is only a couple months out from now, so I figured it'd be a good idea to write a little post about what's coming up.[/p]

[h3]Next Fest[/h3]
[p]The Mining Merchant Demo will be part of the next edition of Steam Next Fest, starting February 23rd. The Demo contains the first in-game week of gameplay. And if you decide you like it enough to get the full game when it comes out later, you can continue in the full game where you left off in the demo.[/p]


[h3]Franchise Sale[/h3]
[p]On April 30th there will be a Mining Mechs Franchise Sale to celebrate the release of the new game (or should I say spin-off) in the series. During this time, all games, DLC and bundles will be on heavy discount. Mining Mechs will even be Steam's "Daily Deal" on April 30th![/p]


[h3]Launch![/h3]
[p]Then on Friday May 1st the big day is there; the launch of Mining Merchant! The game will launch at 13:37CET with a nice launch discount and be included in quite some bundles. There will also be bundles with the other games in the franchise, so you'll get a nice discount if you get (or already own) other games / DLC in the series.[/p]
[p]If you haven't already, please consider adding Mining Merchant to your Steam wishlist. This way you'll get a notification when the game launches and you won't miss out on that launch discount![/p]
https://store.steampowered.com/app/3744080/Mining_Merchant/

[h3]Supporter Pack[/h3]
[p]As per community request, I've also decided to add a Supporter Pack. Of course this is a completely optional pack that does not give you any advantage in the game, and it's just there in case you'd like to support my work. It does contain a bunch of nice hats to wear in-game and show off to your friends! Having this pack generates a nice little bit of extra income for me, allowing me to keep the base price low without going bankrupt.[/p]
[p][/p]
[p]Alright, that's it for this week. Thank you all for your continued support and I hope to see you all in the demo![/p]
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Mining Merchant Devlog #4: Shopkeeping

[p]Hey everyone![/p]
[p][/p]
[p]Hope you're all on a nice holiday break already (or at least getting close to it). This week I'm writing a little devlog about the shopkeeping side of Mining Merchant![/p]
[p][/p]
[p]👉Before we get into it, don't forget to add the game to your Steam wishlist to be notified when it launches! Helps me out too![/p]
https://store.steampowered.com/app/3744080/Mining_Merchant/
[h3]Shopkeeping[/h3]
[p]In Mining Merchant, your uncle Barry has called you in to help him out with his shop. His once thriving shop is crumbling and it's your job to rebuild it from scratch.[/p]
[p]The gameplay loop of Mining Merchant consists of a couple stages that take place throughout the day. Each day starts in the morning where you go mining for ore and gems. The next step is to craft your loot into jewelry, which the previous devlog covered. And now that we've crafted our goods, it's time to open up shop and sell our jewelry![/p]

[p]The shop is divided into rooms. You start out with a tiny shop with only a couple of rooms. Throughout the game you can upgrade each room and even build additional floors that add even more rooms to your shop! Each room has its own purpose and you can change the purpose of each room freely before opening hours to restructure your shop at any time![/p]

[p]Each room has its own purpose, such as a storage room with storage racks so you can restock on the go, a display room to put items on display for customers to purchase, and a checkout room where you can help customers at the cash register. With each upgrade the amount of storage racks / display cashes / etc. increases and the quality of the room improves, making it look nicer and improving the stats of everything in the room. For example, higher level storage racks can contain more items, and higher level checkout areas will keep customers waiting in line longer before they get angry.[/p]
[p][/p]
[p]Here's what a low level shop looks like:[/p]

[p]And this is what a high level shop looks like:[/p]

[p]Alright, that's it for this week, I hope you enjoyed this little devlog. Make sure you don’t miss anything by adding the game to your Steam wishlist and following the Mining Merchant Community Hub. Got questions or thoughts? Drop them in the comments below or ping me on Discord![p]
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Mining Merchant Devlog #3: Crafting

[p]Hey everyone![/p]
[p][/p]
[p]Hope you're all having a great week. In today's devlog I want to talk about the crafting system in Mining Merchant. Please note that everything shown and mentioned in this post is a work in progress.[/p]
[p][/p]
[p]👉Before we get into it, don't forget to add the game to your Steam wishlist to be notified when it launches! Helps me out too![/p]
https://store.steampowered.com/app/3744080/Mining_Merchant/
[h3]Crafting[/h3]
[p]As you might know by now, Mining Merchant is not just a mining game like my previous games; it also has a big focus on shopkeeping. However, you obviously can't just sell raw materials in your shop, so you first have to craft your resources into jewelry to sell in your store.[/p]
[p]The crafting process consists of 4 stages:[/p]
  • Smelting
  • Smithing
  • Gem setting
  • Packaging

[p]Let's go over each of these in more detail![/p]

[h3]Smelting[/h3]
[p]The first step in the crafting process is to smelt your raw resources into ingots. To do this, you enter the smelting workstation and select the ingot recipe you'd like to make. You can also select a quality level, which will determine the ratio of required resources. For example; a gold ingot contains gold and copper. Just like in real-life, the percentage of gold defines the value of your jewelry (for example 14 karat gold vs 24 karat gold). [/p]
[p][/p]
[h3]Smithing[/h3]
[p]Once we've successfully smelted the resources into an ingot, we can now move on to smithing. The smithing process takes the ingot and turns it into basic jewelry such as rings, bracelets or earrings. The quality of ingots used will determine the quality of the final product. The products made are ready to be sold, or you can choose to refine them more by adding gems and packaging them.[/p]

[h3]Gem Setting[/h3]
[p]Once we've created a basic jewelry piece, we can add gems to it to increase their value even more. Some gems are rarer than others, so think carefully about what piece deserves your rarest gems.[/p]
[p][/p]
[h3]Packaging[/h3]
[p]Now that we've created a masterpiece, we of course want to package it nicely to increase its value even further. Just like gem setting, this step is optional, but it's a great way to slightly increase the value of your best pieces. During this step, we polish the jewelry up and put it in a nice box.[/p]
[p][/p]
[h3]Time to sell![/h3]
[p]Now that we've made an amazing jewelry piece, there's only one thing left to do: make some money!! Stock your shelves, open up shop, and wait for customers to pull out their wallets! [/p]

[h3]Please wishlist![/h3]
[p]Alright, that's it for this week, I hope you enjoyed this little devlog. Make sure you don’t miss anything by adding the game to your Steam wishlist and following the Mining Merchant Community Hub. Got questions or thoughts? Drop them in the comments below or ping me on Discord![/p]
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