$19.99UnderMine Dig, die, send the gold home
Send one expendable peasant after another down a shifting mine, stacking relics and curses into absurd runs while the mystery below waits.
Is UnderMine worth it?
UnderMine is worth it if…
- you want a roguelite where progress carries over and every run pays toward something
- you like the look and feel of 16-bit RPGs, with catchy tunes and tight top-down combat
- you enjoy stacking items into ridiculous builds and chasing one more run
- you would rather play in short, relaxed sessions than sweat a punishing pure roguelike
Screenshots
Die, cash out, come back stronger
Every run ends the same way: you die, and a fresh peasant takes the next shift down the mine. What changes is what you bring back. The gold you haul out pays for permanent upgrades, so even a bad run moves something forward. In the mine itself, relics, potions, prayers, blessings and curses stack and combo with each other, and a lucky find can turn a humble digger into something closer to a natural disaster. The catch, and several long-time players agree on this, is that progress leans on steady grinding: upgrades get pricey, and death costs you a cut of your haul. If numbers ticking upward is your kind of satisfaction, it fits. If you want every run to reinvent the game, temper your hopes.
A mine full of secrets and strangers
The UnderMine hides things behind its statues, rocks and walls: new relics, potions, story fragments, whole characters waiting for rescue. Bring them back to the hub and they stick around, offering upgrades you can use from run to run. The residents also talk, and their cryptic messages slowly point toward whatever is really going on at the bottom. The writing has a dry streak: you are one of many peasants sent into extreme danger by a boss who does not much care whether you come back, and the game knows exactly how funny that is. Between the jokes, the mystery underneath is real, and it unfolds across many runs.
What should you know before starting?
How hard is it, really?
Challenging but fair, especially once your permanent upgrades start adding up. Early runs end quickly and bosses will test your planning and reflexes, but the meta progression means you get measurably stronger between attempts, so a wall is rarely a dead end. Players who prefer pure, unforgiving roguelikes sometimes find it too grindy for their taste; if you like RPG-style growth, the curve will feel right.
Do runs actually play out differently?
The mine is procedurally generated, so layouts, items and encounters change every descent, and hundreds of items can combine in new ways each run. That said, some players note that with a large pool unlocked, mid and late runs can start to resemble each other. You can shape the odds yourself by choosing which items enter the pool, which is a real decision, not just a menu.

















