
Explore and defend your mine against waves of monsters in this innovative roguelike survival game! Collect and manage your resources, discover buildings with unique effects and unleash mighty heroes to hold monsters out of the mine until the sun rises.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Aug 7 → 0.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
In Hold the Mine, explore a long-forgotten mine, gather precious resources, and build powerful structures that synergize with the heroes you unleash along the way. As night falls, defend your mine against relentless waves of monsters.
Your goal? Hold the line and survive until the sun rises!

Each day, you’ll guide your dwarf through the mine with a limited number of expeditions, allowing you to mine several blocks in a row. Optimize your route and let them do the rest! But be careful not to venture too far into the unknown — who knows what dangers lurk in the darkness?


Use your resources to construct powerful buildings with unique effects. Discover blueprints and create smart synergies that boost your progress and defense as the mine grows deeper.


Free heroes trapped within the mine and enhance them using mysterious runes and exotic fruits found along the way. Unlock their abilities and upgrade their stats to unleash their full potential and protect the gate each night.


Certain buildings allow you to use battle-changing powers when the time is right. Use them wisely to help your heroes hold back the army of monsters sent by the cursed tower and prevent the mine's door from being blown up.

12 heroes with over 50 abilities to unlock
75+ buildings and relics with their own unique effects and powers
20+ types of blocks to discover
Engagement
Reviews
Themes across 72 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's a loop that's been done in other games, mine-fight-repeat. but feels really satisfying here. 11 hours in, still unlocking stuff regularly, and every run feels fresh because there are a lot of build options between heroes/hero powers/relics and many of them seem viable. Some games, you just stick to what works if you want to make progress, but with Hold the Mine, I don't feel restricted because it's designed to encourage synergies. My two minor suggestions for the dev: 1) The run summary screen says the number of quests completed, but not which ones, and the quest screen from the main menu doesn't show any ! icons to identify new clears, so I'm just guessing at what I just did. My dude, I smoke a lot of weed, please don't try to make me deduce or remember things. 2) Would appreciate having the leader boards divided by difficulty. I have no interest in playing the impossible difficulty, but would be curious to know how I'm doing against other players at my skill level in medium. So. both very minor issues. And the game is still in Early Access and every update seems to add more and more content, so props to the dev. Great game to lock in and zone out, and weirdly cozy for the subject matter. 5/5
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Korean, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil
Hours played at review time, across 72 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game as it exists now is pretty fun. It's a mix of tower defense/autobattler and mining game like motherload. While there are some buildings to improve your mining, the focus of build crafting is a lot more tilted towards the autobattler side. I've found that the characters have a nice mix of both internal synergies and synergies which hook them in to other characters. It's still early access, so there are still things to improve on aside from adding more content and balancing. I'll provide some feedback here: - The game audio default is too loud. Start it at the lower end and let people adjust from there. Loud noises can be dangerous to eardrums, especially with headphones on. - There should be an option to mute the game in the background. - Keybinding options would be nice. - Option to automatically skip the into cutscene. Also the current skip button only cuts part of the animation short rather than just jumping into the game. - The default camera speed is painfully slow. Thankfully there is a slider, but I think it could probably start in the middle of the bar. - Pan should be on the mouse wheel instead of needing to grab and pull. There isn't really a need for the zoom function. - Need a save and quit button. I don't want to have to leave the game running if I need to leave in the middle of a run just to continue. - The tutorial message kept popping up at the start of every run for a while. Although it seems to have stopped now. - Some kind of combat breakdown would be nice to be able to evaluate how your build is doing. - Some mechanics aren't super clear and don't have an explanation. For example, when something applies the character's "base damage" does that mean no increases effect it? Does that mean it's unable to crit? - When I initially started, I was a bit confused by the controls and it took a minute to figure out how to dig. While it's stated in the tutorial box, it didn't feel clear that you needed to use all of your pickaxes before starting, so upon clicking the button it did nothing. I have now noticed that there is a little feedback with the pickaxes briefly growing, but it is perhaps too subtle. I think part of this is that the button is a much bigger visual draw but doesn't provide any of the feedback. The button should be greyed out or blink red or something or perhaps a red outline around the pickaxe bar. Just something to draw the eyes to the relevant info. - The interface for marking and unmarking dig spots feels a little wonky. I have on more than a few occasions accidentally deleted marks when I meant to drag my mouse to the next block. - I'm not sure how I feel about the way the expeditions work as far as requiring you to use all pickaxes together. There are plenty of situations where it can feel bad to potentially waste pickaxes because you don't know what's in the darkness or because a special block like a bomb will clear away a place you wanted to go, so it would be a waste to dig past the bomb even if you don't really want to dig anywhere else. - I think I would prefer it if you could hold off on choosing things like heroes, buildings, etc until the end of the turn so that you can evaluate all of your options in the context of others you've gotten this turn. It can feel bad to open a thing, pick something, then immediately open up another with different synergies that don't work with the first thing you picked. It encourages leaning into more generic options early since you know you will be able to use them. - This is very much personal preference, but I really hate meta progression that just provides small power increases rather than unlocking variety. (Although thankfully the game also has that.) It's pretty boring to get +1 this or +10% that. It also makes the difficulty options feel weird. I won my second run of the base difficulty, but I got stomped on my first run of the middle difficulty. I don't like wondering whether I lost because I didn't have enough upgrades for the higher difficulty vs my own lack of understanding and I don't like feeling like it's correct to go farm the lower difficulty even when I can already fairly reliably clear it. Also, while some branches of the tree grant fairly generic bonuses, some give more specific power ups to certain builds, such as improvements to status effects. I dislike meta progression which limits the scope of my decisions within a run. I want to be able to just start a run and see what the game gives me without thinking "Well my meta skill tree took bonuses to status effects, so I should look for those and ignore stuff that doesn't work with them." The whole point of a roguelike is variety, so design decisions that limit that run counter to that goal. I've only played for a few hours now, so that's all the feedback I have so far. Keep up the good work, I'm looking forward to how the game progresses through early access.
This game rage baits me, lol. But also I love it.
It's an ok rogue like game. Unfortunately it got repetitive fast. Maybe it will get better as the game evolves. Not worth the £13 it currently costs atm.
Game is enjoyable, however the perk system is flawed and progression is terribly slow.
局外太肝,剛開始玩死3場通關2場才升了3級,肝滿局外肯定要打上百場,但遊戲才三個難度根本沒那麼多內容支撐玩家刷那麼多場。 沒肝局外的話,局內成長又太慢,偏偏很多英雄不投放技能點就是垃圾,但流程太短導致頂多2英雄成形就通關了,爽不起來。而且很多傷害建築很迷,cd偏長一場戰鬥也就開5次左右,還隨機地點日常空技。 平A流比其他流派強太多,成形快而且易入手,很多符石或者建築給加攻速加特效就能有質變,不會打空,加上大量英雄有打3、4下觸發的AOE或者多段傷害的技能,也完全不怕人海,和什麼召喚、技能流之類不是一個水平。
As much as I do sort of like this game, the difficulty curve/meta progression really feels like ass
Hold the Mine uses the tried-and-tested mine - upgrade - defend formula (like Dome Keeper), and it does it very well. The gameplay loop is satisfying, progression rewarding, it's easy to do "just one more run" My main wish is for some form of meaningful, tangible meta-progression beyond individual runs. I'd love to see an overworld map where you can expand and upgrade your kingdom, send dwarves on expeditions to new biomes, encounter different enemies, and make decisions that affect the wider world. Perhaps neighboring kingdoms could become allies or rivals, helping or hindering your progress based on your choices. Maybe an idea for Hold the mine 2 hahah The foundation is good. It just feels like there's room for additional layer of long-term progression that could make the game even more compelling
需要反复刷低级来获取局外成长,游戏真正的内容非常少,半成品就发布了,什么征服模式施工中。经常卡住,数据丢失,我真不懂,这个游戏需要多高配置才能玩?4070s不配吗?你是个平面,低画质游戏啊!
构筑空间和怪物的完成度都很一般,与之相对的却是无意义拖时长的局外成长。 目前来说,游戏寿命不多于5局,每局体验相当雷同,不打无尽40分钟、打无尽2个小时。 而所谓的无尽,就是玩家在20天就成长到上限,而怪物数值却能不断膨胀,直到不可能打死的怪物数量>法术+血量上限的时候就死了,看运气死在25到31天中的某一天。 作者大概没有把一个有趣的点子变成一个真正丰富有趣的游戏的能力。
Selling now
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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