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▸ Technical

Mines of Dalarnia is a platform-mining browser game. You can find it on our website or in the menu of your Chromia Vault

Yes. A stable internet connection is necessary to play Mines of Dalarnia.

No, Mines of Dalarnia is a free-to-play game.

In Free Play, players do not obtain the essential minerals needed to upgrade their abilities beyond LvL 3.

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Free-play users will not be able to mine in worlds other than Terrestrial, and they miss out on the opportunity to collect world-specific minerals.

In Free Play, players do not obtain essential minerals to generate a refinery.

Players without Chromia Vault will be able to play for free, but with limitations.

The Chromia Vault is our wallet software, the place where you keep your keys, Chromia assets and manage your tokens. It is different from most other wallets out there, though, which is why we opted to call it a Vault instead.

No. We do not sell items that give a competitive advantage.

No. We do not support controller compatibility on PC.

At the moment, we support Chrome and Safari.

Please use the Support button on our website. Or you can fill in the Form: Feedback

▸ Player progression

During the game progress, you will be eligible for:

Pickaxe:

The primary tool used to mine/attack enemies. Upgrading will allow players to break higher-level tiles and defeat stronger enemies. Higher-level pickaxes will also require fewer swings on lower-level tiles and enemies.

Backpack:

How much storage space a player has for collecting resources. Upgrading will increase the number of slots and the number of resources a player can carry during a single run.

Oxygen/Light Tank:

In the Terrestrial Mine, this will slowly deplete during a run. Upgrading will increase the length of time it takes to deplete.

Heating Tank:

In the Ice Mine, this will slowly deplete during a run. Upgrading will increase the length of time it takes to deplete.

Coolant Tank:

In the Lava Mine, this will slowly deplete during a run. Upgrading will increase the length of time it takes to deplete.

Armor/helmet/health:

Armor protects you from enemies and hazards. Upgrading will increase your health pool and the height of fall damage.

Boots:

Upgrading boots will allow players to run faster. At higher levels, players will be able to unlock the rocket boost ability, allowing them to reach previously unreachable heights. Using rocket boost depletes your steam tank.

Pressure bomb:

It can be thrown up, down, or forward. These will blow up anything in range (including you!) Players are only given a limited amount per run. Upgrading will prevent the blast from hurting you, increase the starting amount, damage, and Range.

Power drill:

Allows a player to drill across multiple tiles for a short duration quickly. Using this depletes your steam tank. Upgrades will enable you to drill through higher-level tiles.

Canary:

Canary follows the player around. Can alert the player to potential hazards and enemies. At higher levels, you can send it to the surface with materials to clear room in your pack (can only do this once per run - canary will not fly back to you).

All consumables are crafted using resources or can be found within mines (randomly or after attacking an enemy)

- Escape rope (crafted only)

Teleports players out of their run instantly

- Charger (enemy drop only)

Recharges a player’s oxygen/light/heating/cooling unit

- Health pack (crafted or enemy drop)

Fully recharges a player’s health bar

Over time, the player’s pickaxe and armor will lose durability. A pickaxe will take durability damage from hitting higher-level monsters and tiles. Armor will lose durability from fall damage, dying, and getting hit by enemies. Players will need to use lower-level resources to repair their equipment. Until they repair the broken tool, the player will be forced to use the previous tier’s tool.

Yes, here is the list of them:

Traps/Blocks that hurt you:

- Spikes

Spikes that will hurt a player if they land on them

- Falling blocks

Sometimes mining a block will trigger the block above to fall down

- Collapsing floors

Tiles that will break when a player steps on them

- Pressure plates

Stepping on pressure plates will trigger arrows, falling blocks, etc

Enemies:

Enemies will have varying levels of difficulty to avoid/defeat depending on the Tier of difficulty of the plot they are found in. Occasionally defeated enemies will spawn a resource, fuel, or other elements to aid players on their journey and reward them for defeating the enemy.

- Basic floor crawler

Moves left and right until it reaches a wall and then turns around

If it spots a player, it will charge in that direction until it hits a wall

- Turrets

Stationary structures that fire projectiles

- Flying bats

Moves in a sine pattern when a player comes within a certain radius

Achievements are a way to gradually guide new players into Mines of Dalarnia and give them challenges to complete. Achievements are tracked per user account. They are not tracked separately per mine; achievements earned in one mine apply to all mines using that edition and user account.

▸ Gameplay

Gameplay is split into two modes:

Mining Gameplay:

This is a 2D platform-mining game where the player controls a character and guides them through a procedurally-generated level (plot), mining through various earth blocks to discover and collect minerals of various rarities.

Collected minerals are then used to upgrade the character through mining equipment and character attributes.

Collected minerals can be used to craft a refinery, which is required to lease a land plot in the Real Estate gameplay.

Real-estate Gameplay:

It is a management style interface where players buy and lease levels/plots for others to mine within.

Controls will change upon the platform, with desktop platforms having several options. Controls are subject to change through iteration and may have customizability in the final game.

Controls:

Keyboard option

  • WASD to move
  • Keys to trigger abilities

Keyboard/Mouse option

  • WASD to move

Touch option

  • Mobile is currently not supported in Alpha. But will be implemented with future updates.

Generic USB gamepad option

  • Joystick for movement
  • Button mapping for abilities

During a Mining-run, players will be able to pause the game using an ESC button and a resume with the same button. During the pause, the screen will blank, prevent players from exploiting the pause function to gain infinite time to plan their route.

If they close the browser window or become disconnected during a pause, they will lose their progress on that run and need to start again.

Gameplay is a 2D platformer where the player controls a character. The character comes equipped with a tool that they can use to break blocks to mine and also damage enemies. Each level is procedurally generated with hazards (enemies, falling blocks, traps) and resources (gold, silver, copper). The minerals that the player uses for upgrades/consumables are found inside blocks. Players collect them after breaking the blocks with their tools. The player can easily identify blocks that contain minerals.

Player Objectives:

The player must collect as many resources as they can without dying. They can then convert these resources into equipment upgrades, cosmetic skins, and consumables. Those resources may also enable them to purchase a wider variety of Mining Plots, which will help them expand their plot ownership business.

Player Limitations:

Health bar

Players are given a certain amount of health. When that runs out, their run is over. Health amounts can be increased by upgrading their character’s level.

Oxygen/Light/Heat/Cooling

On certain levels, this component slowly depletes over time. The player’s run ends when this occurs. Oxygen/light/heat/cooling amount can be increased by upgrading it in the menu section.

Find Oxygen (Terrestrial Mine), Oil (Darkness Mine), Wood (Ice Mine), and Coal (Lava Mine) blocks to break that refill your meters.

The theme of the system being used depends on the world player is on (Lava, Ice, Darkness, Terrestrial.)

Item Storage:

Players have a limited number of slots that hold resources player mines. When this is full, a player cannot collect any more items during that run. This can be increased by upgrading their Backpack. Players can also drop previously collected items to make room for additional items.

Mining Game Mechanics:

Fog of war

In the mines, players will not be able to see the fullscreen. Some of the screens will be blacked out, simulating darkness. Their light’s strength determines how far off in the distance they can see from the character’s position. The fog of war is not persistent.

General movement:

WASD keys/Virtual Joystick/Gamepad for left, right, and jumping movement.

Mining:

Pressing a button space will cause the player to swing their pick in a designated direction.

Jumping:

Players will be able to jump 1 ‘tile’ height from a standstill. Jumping from a sprint will increase the jump height to 3.1 ‘tiles’ of height.

Attacking:

Pretty much every mining mechanic will have an attack effect on enemies.

Defensive:

This is mostly a passive attribute (adding more health.)

Collecting:

Collect pickups by walking over them. You will be able to drop/remove items through the backpack interface. Health/oxygen pickups will be consumed automatically when walking over them.

Seeing/Detecting:

This mechanic counters the fog of war. The Player’s light strength will allow them to see further into the fog of war. The Canary is also a secondary light source that will enable players to see things on the screen further than the character’s light source can reach.

Risk-Reward:

If a player dies or lets their oxygen/light run out before making it to an extraction point, then they lose a percentage of their loot collected during that run.

Mindless exploration or the unideal upgrade path for a player may not net them great returns on some levels.

Pacing:

Pacing should not be intense at first. Players should have a sense of exploration and freedom to choose their own path down into the plot. It’s up to them if they want to rush to mine more, potentially missing opportunities, and risking death. They can also run out the clock at their own pace and do things a bit more strategic and thorough.

Players have the option of either buying or renting plots of land using CHR. Players that buy a plot of land claim “ownership” of it, and can mine that plot without paying CHR. They also have the option of putting their plot up for rent to other players in return for some CHR. For miners looking to mine, buying plots of land will cost significantly more CHR than renting (an opportunity to mine on it), but the balance is in that they can always rent a plot in hopes of some financial return.

Players that choose to rent a plot gain one time access to that plot (one run) for a small CHR fee (one time run through the procedurally generated level of said plot). This fee is paid to the owner of that plot.

Player Objectives:
Buying plots:

Players want to make a real-life profit off of renting desirable plots to other players. Desirable plots could contain an abundance of a certain resource needed to upgrade a piece of equipment. In order to list a plot for rent, a player needs to assign a refinery to that plot. refineries are one-time uses and can only be used on one plot.

Renting plots:

Renting plots is a cheaper alternative for players looking to progress through the mining game. Instead of buying every piece of land, players can mine a plot containing a specific resource at a fraction of the price. Players will be able to combine resources that they mine to craft a refinery. These refineries can then be sold for CHR to other players. Refineries allow a player to list their plot for rent.

Player Limitations:

A plot of land can only be mined X number of times before its resources get depleted. Plots essentially degrade by the number of users, not by precisely what each player mines in a run on that plot.

Player Mechanics:
Buying plots:

There will always be 5 new plots available on the marketplace to buy. The price fluctuates depending on a formula (difficulty, the rarity of resources found in the plot). Once a player buys a plot, a new one will be created and available for purchase. Plots that have been on the marketplace for over 3 days will be removed and replaced with newly generated ones. There will be a daily limit to the number of plots generated to avoid flooding the market. When a new plot is generated, it will be set to a base price. If a player wants to buy the plot, they can place a bid. If no one else bids on the plot, the player wins the plot within the next 2 minutes, and it is added to their collection. However, additional players can also bid on the plot. Each time someone presses the “bid” button, the plot’s price will increase by 0.01.

Renting plots:

Landlord

A player can list their land plot for rent on the marketplace at a recommended price provided by an internal algorithm. This algorithm is calculated using the purchase price the landlord originally bought the plot for. The landlord can set the price higher or lower than the recommended price if they want. For each tenant that mines that plot, the player earns said CHR. A plot of land can only be mined 20 times before it can no longer be rented.

Tenant

A player can rent a plot of land listed by another player on the marketplace. Tenants can then go on 1 run through that plot’s procedurally generated level to collect as many resources as they can.

There are no limits on simultaneous “tenants” of a plot, like with an apartment in the real world. The game allows multiple miners to be performing runs on a rented plot at the same time (although players never see/encounter each other in the game)

Risk-Reward

When viewing a plot of land on the marketplace, players will only see the estimated number of resources contained in the plot. The true number is only shown after purchasing the plot or if looking at other people’s plots listed for rent. There is potential for a player to get a highly valued plot with an abundance of rare resources, but sometimes the plot will just contain the normal amount of resources.

A new plot will appear after the current plot is rented out. If no one appears, it means that the daily cap of plots is reached, and it will take some time for the plot to be seen again.

▸ Mine Types

Taking gameplay and visual inspiration from the most popular adventure games, this game will delight player’s senses with a rich color palette, expansive backdrops, and bioluminescent accents that pepper the subterranean landscape. Players will have the option to explore four different Mines ‘types’, which includes:

Terrestrial:

A typical subterranean landscape chock-full of mining material but plenty of traps and environmental hazards exist. Could there be more to these Mines than what meets the eye? Ancient relics of bygone alien civilizations, perhaps? Don’t run out of oxygen!

Lava (Volcanic):

These Mines are dangerously hot, so don’t let your cooling system run out of juice. Dig too fast, and a burst of deadly magma might meet you.

Ice (Arctic):

Make sure your heating system stays running in these Mines, where plenty of relics have been lying frozen for centuries. The blocks are a bit harder to break through here due to the sub-zero temperatures.

Darkness (Toxic):

Take the Terrestrial-type Mines but make them darker and more dangerous. Make sure you have enough light to dig as fast and deep as you can here where greater risk equals greater reward.

The previous state of the level/plot will not be saved when replaying. All enemies and resources will reset. However, the actual layout of the level will persist. The mineral node locations and enemy spawn points will be different each time.

▸ Minerals, collectibles, cosmetic items

Here are all available types in the game:

Currencies/Wealth/Inventory:

Players keep the minerals they mine in gameplay. The more they mine, the more potential they have to stock their inventory. While they are limited to how much they can carry while in a mine, they have no limits to how much they can store on their home inventory screen.

Collectables:

Relics:

There is a rare chance a plot will contain a rare relic that players can find. There will be a collections menu that will show all the artifacts players have successfully mined.

Minerals:

Players collect minerals hidden in blocks. They then use these minerals to upgrade their tools/abilities, unlock cosmetics, and craft consumables.

Player Cosmetics:

At this time, customizable/collectible player cosmetics are not planned. While this is a common feature in games, they are typically only seen gains with a longstanding, invested player base or in multiplayer environments where players can show off their customizations. We do not have either of these for the launch, so we think it’s best to concentrate efforts on the core game. Players will feel some level of customization to their playable character through the upgrade system. Some upgrades will change the player’s appearance (upgrading the pickaxe, for example, will change its color, size, shape, and hit effect). Players will also have the ability to change their avatar between male and female with the touch of a button.

Certain minerals can only be found in certain level themes to encourage players to mine all 4 types.

Collectible Minerals:
  • Scrap (Tier 1) - An assortment of junk and debris. Use it as a base to improve your gear and craft other items.
  • Falun Copper (Tier 2) - Copper that is commonly found in Terrestrial Mines.
  • Iron Ore (Tier 2) - Can be smelted to make useful tools.
  • Saganite Crystals (Tier 2) - A crystal made up of multi-colored shards.
  • Stellar Shards (Tier 3) - Made from shining and shimmering shards that eventually formed together.
  • Silver Nugget (Tier 3) - A chunk of pure silver. A precious metal is used for many purposes.
  • Valkrerite (Tier 3) - A gem that gives a purple glow. Its natural light helps some miners to navigate through the Darkness Mines.
  • Aquaryte Crystal (Tier 4) - This cluster of cool-colored crystals is usually formed in a body of water.
  • Ragnorite Gemstone (Tier 4) - A great source of nuclear power. It must be handled carefully, as it is highly radioactive.
  • Gold Nugget (Tier 4) - A chunk of pure gold. It is used more for displays of wealth than anything of particular use.
  • Pluto's Pearl (Tier 5) - A dark, translucent pearl that gives off with a dim purple light.
  • Kaleidoscopic Amber (Tier 5) - The light reflected from the gemstone creates many unique patterns and leaves most miners mesmerized.
  • Galaxy Geode (Tier 6) - Vibrant, colorful, and exceedingly hard to come across the mines. The sparkles it gives off are reminiscent of stars in the night sky.
  • Chromite (Tier 6) - A precious orb; its solid pink shine and polish make it a prized treasure among collectors.
  • Petrified Neon (Tier 6) - A distractingly bright yellow material that gives off a fair amount of light. Try not to stare directly at it.
  • Altas Stone (Tier 6) - A round stone that surprisingly holds great potential for producing durable tools.
  • Primsminium (Tier 7) - No matter how you hold it, this gem is always enveloped in brilliant color. A gem of beauty and high value.
  • Crystalized Plasma (Tier 7) - A crystal that exudes a beautiful glow. Found in the depths of the Lava Mines.
  • Frozen Magmatite (Tier 7) - Lava condensed and chilled to create this unique mineral. Despite being frozen, it's warm to the touch.
  • Void Pearl (Tier 7) - A pearl materialized from pure Darkness. A rare and volatile resource.

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