
Design and build a factory deep underground in this physics-based automation sandbox. Mine resources, buy machines and master the chaos as you become the ultimate Mine Mogul!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 6.29/day in the week to Sep 1 → 13.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Design and build a factory deep underground in this physics-based automation sandbox. Mine resources, buy machines and master the chaos as you become the ultimate Mine Mogul!
Enjoy the casual construction of massive, interconnected factories deep underground. Wind conveyors through twisting mineshafts, connect machines, and harness physics to automate your every need.
Venture into the mysterious, hollowed shell of a forgotten cave system. Discover secrets, unearth hidden resources, and rebuild among the ruins of abandoned mining operations. Every cavern holds new opportunities for the ambitious mogul.
As your factory grows, so does the madness! Conveyors overflow, parts scatter, and unexpected physics mishaps keep you on your toes. Tweak your designs, optimize machine placement, and find creative solutions to keep the gears turning and the chaos under control.
Genres
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 375 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love that this game actually simulates each piece as it moves through the factory. I didn't realize how much I wanted a game where your conveyer belts can jam and make a huge mess at and around the jam site until I played this one. The game will let you place a conveyor right above another one, but it might cause objects to catch on the higher one and block the lower one. If you want a different twist to automation and factory games, give this one a shot.
its a overall ok game, i think it would be better with maltiplayer
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese
Hours played at review time, across 375 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
deep down you yearn for the mine
This is one of those games where I wish there was a "neutral" option. I am rating this negatively because although I do think the good parts are really good, there are some serious issues that need addressing and I am honestly baffled as to how this game is rated "Overwhelmingly Positive". The core concept of this game is really good. The physics-based automation is fun and also remarkably stable, you need to seriously spam physics objects before you even begin to notice frame drops. Figuring out the best way to organise conveyors and machines so that they are space-efficient but don't suffer issues caused by the item physics is an interesting challenge. The real issue is in the progression and the objectives. Early on, the progression system is fine, but it very quickly runs into serious problems. As mentioned, a major part of this game is finding the most space-efficient way to build, so when you unlock a new machine that you have to use to progress which has a different footprint and different input and output slots to things you have used before, you have to rebuild significant parts of your factory almost every single time you receive a new machine. Additionally, at a certain point the objectives become exceedingly arbitrary and tedious. Not only are a lot of the later ones utterly mindless tasks - like producing thousands upon thousands of a given product of a given material for no other reason than the game says so - but the order is also arbitrary and very frustrating. For example, for a bunch of them, you must first produce a given product in copper before you produce it in iron or steel or gold. Why? Why is the game assuming that producing this in copper is easier and the "first step", when in fact doing it out of other materials will be much easier for the way my factory is setup (and it is setup that way because of the way previous objectives steered me)? And you can't do it out of order; quests only begin progressing when they are activated, so I [i]have[/i] to make copper threaded rods before steel threaded rods even though, for my factory, that is actually a much harder task. On top of that, why does the game keep making you produce things out of iron for several hours after you have unlocked steel and, therefore, converted your iron ingot production to steel ingot production? It is an utterly pointless exercise that asks you to regress your capabilities for NO OTHER REASON than the quest line says you must do it to move forward. This is the only game I have EVER played which does this. "Doing it because the game says so" kind of seeps into everything. After you've unlocked all the core machines that let you do the basics, and the only unlocks left are superficial production machines that turn ingots into end-products, my motivation to push on completely evaporated. There is no actual gameplay reason to turn ingots into plates and pipes, or rods and threaded rods, or to cast gears instead of ingots (very annoying objective by the way). This is further illustrated by how some of the products the game makes you sell are in fact profoundly useless. A pure gold threaded rod or industrial gear? Who the hell is buying that? (As a side note, there is also the issue that plain cast iron or cast steel is a pretty bad material to work with, and that we are working the iron and steel [i]cold[/i], but I can accept fudging these steps. I cannot suspend my disbelief for a pure gold threaded rod.) There is only "the quest says so". Every product just gets dumped into an output hopper to be sold. You don't use [i]anything[/i] to build machines - you just buy everything - so there is literally no natural reason at all why I would waste my time dealing with the very annoying footprint of the pipe maker to turn plates into pipes when I can still buy absolutely anything I want.
Scratches the itch, cheap, stress-free with no survival elements added in. Physics of materials on the belts adds an interesting element that I've not seen myself in other games of this ilk. Runs smooth, didn't notice any bugs yet.
Great game. I'm probably done with this personally after 5 hours, but it was great fun! I felt the recommended cave was just a little cramped and the pickaxe animation was not very immersive (however its obvious what the focus of the gameplay really was lol)
The game is basic and fun. I had a fun time and with a lot of YouTube and roughly 70 hrs. of just mindless playing sometimes. It was worth the 100% completion. Will keep an eye out on dev work and hopefully it gives me a reason to play again soon.
it big world but fun
This is a very promising, very fun, very cool early-access title. I dig it and I'm happy to be participating. Developers that put their heart into their work, such as Wube/Factorio, and NoodleForge/MineMogul, are rare these days. Everything is a money grab. Luckily, there are still some sensible people in this world that care about making a good game first, instead of figuring out how to squeeze every last dollar out of the player. MineMogul already has that dangerous "I'll just fix this one thing before I get off" type of gameplay where suddenly an hour disappeared. The foundation here is really good, and you can tell there is a lot of room for this game to grow into something huge if the developers keep going in the direction they are going. Obviously its early access, so there are rough edges, missing features, balance things, quality of life stuff, etc. Thats expected. I actually enjoy getting into a game at this stage though, because you get to watch it evolve and hopefully have some input along the way. What matters to me is whether the core idea is fun, and it absolutely is. Mining, automation, expanding, improving efficiency, figuring out better ways to do things, all of that scratches the same part of my brain that Factorio does without just feeling like a Factorio clone. I really hope this game gets the attention it deserves because there is clearly something here. Keep listening to the community, keep building on what already works, and please don't lose the weird little charm the game already has. Very excited to see where MineMogul goes.
coop would be fun!!!!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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