How it plays
Three taps. Everything between them runs itself.
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1Tap the miner
Chip the wall. The ore order cycles, so you are always working toward a specific material.
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2Tap an ore box
One unit drops onto the belt. The furnace crafts it and the ring rides out to the customers.
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3Tap a parked ring
Rings nobody ordered park in the overflow rack. Send one back around when it is wanted.
Where it bites
- Overload the furnace and it explodes, destroying everything inside.
- Let three customers walk and the store closes. Serving anyone refills their patience.
Losing forfeits every coin earned that run. That is what makes the last thirty seconds tense, and it is the natural home for a rewarded video.
Play it
The same game in the browser. It loads only when you press play.
Loading the build
This can take a moment on a slow connection.
Screenshots
Videos
For publishers
Built to be tested, not just played.
In the build today
- Integrated GameAnalytics, 11 named events: level start, win, fail with reason, playtime, upgrades and more.
- Working Addressables live content updates. Re-tune the difficulty curve on live players with no store release.
- Live Remote force-update kill switch from the CDN.
- Shipped 50 levels and a 3-level scripted tutorial.
- Shipped 5-heart energy, 20 minutes per heart, refunded on a win.
- Shipped Persistent gold wallet and 5 in-run upgrades.
- By design No ad SDK or IAP yet, so your mediation stack drops in clean.
Monetization outlook
- Rewarded video leads: continue after failure with a run's gold on the line, double the win payout, refill hearts.
- Interstitials between levels, with the usual first-session grace period.
- IAP on remove ads, heart bundles and gold packs.