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Mining Guild

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developed by

developed by g1bson

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completed

70 ratings

rated 3.7 stars, 70 ratings.
jsidleresource-managementautomationhours

Posted January 7, 2026. Updated February 9, 2026. Played 3445 times for a total of 5065 hours.

description


You run a mining operation, collecting ore on an uninhabited barren planet. Fill ships with valuable cargo and send them off world to sell their contents.

latest update


1.1 February 9, 2026

1.1

  • Reduced Aerite Refinery Cost to 300k
  • Reduced Iron Refinery Cost to 75k
  • Reduced RASK Mining Barge Cost to 300k
  • Reduced 2nd Hanger Cost to 700k
  • Fixed numerous typos throughout game
view all updates

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newest comments


Someone9266 June 9, 2026
0comment score: 0
complicated
Ivy32 oversight January 9, 2026
+8comment score: 8
Just wanna quickly say clipboard saving is very nice for people on things that don't save cookies (school Chromebooks T-T)
oceanflex January 9, 2026
+4comment score: 4
the "compression tech" upgrades are labeled weirdly, it says mass/vol when it mean mass & vol.

developer response: Oh good catch thanks! I have a number of typos I have to fix for the next update

sir_pinski gamedev January 8, 2026
+2comment score: 2
Was this inspired at all by Prosperous Universe? Enjoying it either way. :)

developer response: No, most of the inspiration came from playing factorio and satisfactory but I'll have to check it out!

Lucario2012 January 8, 2026
+2comment score: 2
Minor tutorial feedback; I got to the point where it wanted me to send the ship off early, and being me I decided I wanted to actually wait for it to be full instead. And then the tutorial decided it was over before I could and the ship didn't actually get sent. Not sure how much of that is intentional or not, but worth noting.

top comments


Mantus January 8, 2026
+17comment score: 17
I gave this one a shot and enjoyed the general concept, until I figured out that new ships and hangars don't really do much. 300k to get a bigger hold to slightly reduce my downtime. 700k to get another ship to... split my income generators over two ships to slightly reduce my downtime. Games like this are about getting new/more ships, and getting them should feel like a big upgrade. Right now, that isn't the case. I recommend tying generators to ships instead (each ship scales and caps independently, bigger ships have higher caps), so every time you get a new ship, or a better one, your income spikes.
Cyber oversight January 8, 2026
+12comment score: 12
Seems to be a fun game, but in my opinion, some of the features should be gradually introduced. I was slightly overwhelmed with all the features after finishing the tutorial, but good game 👍
Ranger January 8, 2026
+9comment score: 9
Great game balance, well thought out. Overall a great game as far as pure mechanics and balance go. Some feedback: 1. The costs don't really scale so I moved from just the second ship to the end ship, and was able to skip past the others. 2. There's no 'end game' or real goal. I guess max out everything (the 'progress' button) but that feels like a checklist, not a finish line. 3. The mechanics almost perfectly stay the same from the first 15 minutes to the end game. 4. Balancing volume vs weight requires starting to fill a vessel. It'd be nice to have a way to preview or strategize an assignment first. 5. This feels like a well executed prototype concept waiting for something more (context, a goal, additional mechanics...?)
Ivy32 oversight January 9, 2026
+8comment score: 8
Just wanna quickly say clipboard saving is very nice for people on things that don't save cookies (school Chromebooks T-T)
oceanflex January 9, 2026
+4comment score: 4
the "compression tech" upgrades are labeled weirdly, it says mass/vol when it mean mass & vol.

developer response: Oh good catch thanks! I have a number of typos I have to fix for the next update

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