InfernoGem - Test Build
About This Game
This is an early test build of my 2D mining game centered on deliberate mining, tool progression, and depth-based exploration.
You begin with basic tools and by mining blocks, selling what you extract, and upgrading your equipment, you’ll gradually push deeper underground and unlock tougher materials and better rewards.
This build exists to test the core gameplay loop and gather early feedback before further expansion.

What This Build Is Testing
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How mining feels
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Whether tool upgrades feel meaningful
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If the progression pacing feels right
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How clear the overall gameplay loop is without heavy tutorials
This is not a finished game and many systems are still missing or temporary.
Current Features
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Satisfying 2D mining
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Multiple pickaxe tiers with clear power progression
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Destructible terrain that gets tougher with depth
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Simple economy loop: mine → sell → upgrade
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Hidden chests buried deep underground
Market modifiers daily
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Mouse + controller support
Game saves when you close the game and auto loading when you press play

Selling & Progression
Mining isn’t just about breaking blocks — it’s about deciding how to turn what you mine into progress.
Sell resources to earn money and unlock stronger tools that let you mine faster and reach deeper layers.

Exploration Rewards
Chests can be found while digging, offering bonus rewards and encouraging exploration beyond the main path. These can:
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Increase movement speed
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Improve mining speed
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Zoom out the camera to reveal more of the mine

What’s Missing / Planned
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Story or characters
Player animations
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Music and full sound design
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Long-term progression systems
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Visual polish and effects
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Balance tuning and difficulty scaling
Changing the background of the stone layer so it isn't as confusing
Expect bugs, rough edges, and placeholder visuals.
Feedback I’m Looking For
If you try the build, I’d really appreciate feedback on:
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Does mining feel good?
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Does upgrading tools feel rewarding?
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Is it clear what you should be doing at all times?
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Does progression feel too fast or too slow?
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Did anything confuse or frustrate you?
Even a single sentence comment helps a lot.
Controls
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Move: WASD / Left Stick
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Mine: Mouse Button / Right Trigger
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Aim: Mouse / Right Stick
Place Ladders: E / Left Trigger
Use Elevator (Controller Specific): Right Bumber
(Controls may change during development.)
Development Notes
This project is actively in development. This itch build is meant to gather early player impressions and shape the direction of the game before a larger release.
If you enjoy the core idea or want to follow development, leaving a comment or rating genuinely helps.
Thanks for checking it out and helping shape the game ❤️
| Updated | 3 hours ago |
| Published | 23 days ago |
| Status | In development |
| Platforms | HTML5, Windows |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | BlooStudios |
| Made with | Godot |
| Tags | 2D, Indie, mining, Prototype, Sandbox, Singleplayer |
| Average session | A few minutes |
| Inputs | Keyboard, Xbox controller |
Download
Click download now to get access to the following files:
Development log
- Small Bug Fix Patch3 hours ago
- Small Update7 days ago

Comments
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theres a bug where if im not miving the mouse, the cursor jumps to be above the player, and tkaes the shape of a small gray pickaxe. hard to play (your intended manner) like this
Thank you for letting me know about this bug. It seems like this may be caused by how I'm handling cursor input between mouse and controller.
I appreciate you reporting this problem - things like this are super good to catch early, and I'll be fixing this in an upcoming update!
Hey there. I like the main gameplay loop of mining and upgrading equipment, feels fun and casual. Progression is simple and it is clear what I have to do at all times.
My feedback is as follows (I played on the browser version):
Firstly, some of the font is blurry, especially the one to interact to open market and open shop.
Secondly, I think that it's quite frustrating to constantly run out of backpack space, and also the fact that mud and cobblestone can easily clog up your inventory. Especially later in the game when you have to dig really deep into the ground to get to the good ores, it can be very annoying to go back and forth.
I’m glad to hear the core mining loop feels fun and that progression is clear, that’s exactly what I’m trying to validate with this build.
The blurry font on the browser version is good to know — I haven’t spent much time polishing the HTML5 build yet, so that’s definitely something I’ll have to look into.
The backpack space feedback makes a lot of sense, especially later in the game. Mud and cobblestone clogging inventory isn’t meant to feel frustrating, so that’s a good callout. I’m already thinking about ways to reduce that friction or make inventory management feel less punishing as you go deeper.
Thanks again for the feedback — it really helps at this stage.