

Explore and mine in procedural caves. Master using struts to delve deeper and support the ceiling before it falls. Build automation chains to process ores. Then manipulate lava and trigger Dormancy to crystallise new ore where lava once flowed. Same world. New cave. New dangers. The world remembers.
Overview
Explore and mine in procedural caves. Master using struts to delve deeper and support the ceiling before it falls. Build automation chains to process ores. Then manipulate lava and trigger Dormancy to crystallise new ore where lava once flowed. Same world. New cave. New dangers. The world remembers.
Description
Mithril is a procedurally generated voxel mining survival game with advanced cave collapsing physics. Dig recklessly and the rock is quick to remind you who is in charge. Then, trigger Dormancy and real thermodynamics and a million years of simulated geology rebuilds (or collapses) your cave with new ores and minerals. With infinite caves to explore, every stone you touch, every flow of lava you manipulate, all has consequence.
Every piece of rock you take, another has to carry what is left. Take too much, too fast, and it all comes down.
Structural stress propagates through the rock in real time. Support your tunnels with struts, or the ceiling makes the decision for you.
The stone is not known for forgiveness.
(Unscripted natural collapse event.)
Dormancy is not a rest. It is a fast-forward.
The engine simulates deep geological time within the cave you are standing in.
Open a path for water and the minerals it carries follow it, concentrating ores along ancient water tables. Channel lava into untouched rock and hydrothermal heat transforms it into new minerals. Leave a tunnel unsupported and it gives way under its own weight. Every change is player driven. The world is yours to manipulate.
You shape it. You trigger it. You watch it happen. And then you come back to a cave you no longer recognise.
But you will do it anyway. The ore you need does not exist yet.
Same base. New danger.
(Deep time simulation of heat source turning into new minerals.)
Design pipelines that extract, process, and deliver while you push deeper.
Crushers, furnaces, conveyors, storage
Orehands that keep the line moving while you are elsewhere
Build the chain, then feed it to build another
From entire caverns collapsing, to mining keyholes around ores, destruction happens across any scale.
The world is not the only thing that changes.
While you play, creatures in the dark watch you. And they learn. Where you dig. What you build. How you fight.
The ones that fall are claimed by deep time. Silicified, opalised, set into the stone. The ones that survive Dormancy come back knowing what didn't work last time.
Dormancy reshapes the world. The Memory reshapes what hunts you.
Not featured in the Demo. Arrives at launch.
The cave was generated. The geology was simulated.
Depth-layered rock strata across procedurally generated cave systems
Geologically accurate mineral formation, veins, and enrichment
Stalactites, columns, flowstone, crystal growths, lava pools, water systems
Every material has real physical properties that change how you mine it
Every descent is different.

Online and local co-op for up to four. One of you digs. One of you watches the dark.
Not featured in the Demo. Arrives at launch.
Freeplay leaves out the creatures and lets you enjoy the cave, the geology, and the machines. The cave still gets a say.
Not featured in the Demo. Arrives at launch.
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Video
Cave-Ins - Struts - Spiders - Automation
Official Gameplay Trailer
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