Info about Keep on Mining!:

Official game description:
Mine rocks!
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Keep on Mining! is a simple incremental game. Hover your cursor over rocks to automatically mine them. Any rock inside the mining area will spawn pickaxes that mine for you!
**Gather materials!**
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Mined rocks drop ores, which are crafted into bars. There is a variety of different material rocks to be mined!
**The skill tree!**
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Spend your material bars to unlock upgrades inside the skill tree. These upgrades permanently boost your stats, letting you mine rocks with more power!
Craft pickaxes! 
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Use different materials to craft new pickaxes. Each new pickaxe has better stats, helping you mine faster and hit harder!
Talent cards!  
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Every time you level up, you earn a talent point. Spend talent points to reveal 3 random talent cards — pick one to keep! Choosing a card increases the talent level, but also increases rock HP.
The Mine!
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Once you unlock the mine, it will automatically mine rocks and instantly craft bars for you. The Mine is the idle mechanic of Keep on Mining!

Release date: 30 Jul, 2025

Categories: Incremental Game, Mining Simulation, Idle Game, Meta-Progression, Crafting, Resource Management, Single-player


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics: No data
- Time-to-fun: No data
- Player Archetypes: No data


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Highly enjoyable and relaxing (weight 0.99): Players consistently praise the game for being highly enjoyable, relaxing, and providing excellent value for its price. Its simple yet satisfying gameplay loop, coupled with good visuals and sound, makes it a perfect casual experience.
- Addictive mining and idle loop (weight 0.21): The core gameplay loop, centered around mining and incremental progression, is highlighted as extremely addictive and satisfying. Players enjoy the feeling of constantly increasing efficiency and seeing numbers go up.
- Satisfying skill tree progression (weight 0.15): The skill tree and upgrade system are well-received, offering meaningful progression and a sense of constant advancement. Unlocks feel impactful, and the pace of upgrades keeps players engaged.
- Quick and satisfying completion (weight 0.06): Many players found the game satisfying to complete, often in a single sitting. The ability to 100% the game relatively quickly is seen as a positive, providing a sense of accomplishment without excessive grind.
- Clear and intuitive interface (weight 0.06): The game's interface is described as clear, intuitive, and easy to navigate. This contributes to a smooth and pleasant user experience, allowing players to focus on the gameplay.
- Developer understanding and communication (weight 0.05): Players appreciate the developers' understanding of player psychology and their active communication. This suggests a well-designed game that resonates with its target audience and a responsive development team.
- Dynamic late-game visuals (weight 0.03): As players progress and unlock more abilities, the game becomes visually more dynamic and exciting. Late-game effects like lasers and plasma balls add to the spectacle and enjoyment.

Common complaints:
- Short, Repetitive, Grindy Gameplay (weight 0.52): Many players found the game to be too short, leading to a repetitive and grindy experience in the late game. The lack of new content or mechanics made the progression feel unrewarding after the initial hours.
- Mine System is Useless (weight 0.14): The mine system was consistently criticized for being useless and not providing meaningful returns on investment. Players felt it was a wasted mechanic that detracted from the overall experience.
- Unsatisfying Upgrade System (weight 0.13): The upgrade system, particularly in the late game, lacked visual impact and meaningful progression. Players felt that many upgrades were uninteresting, repetitive, or poorly placed on the skill tree, leading to a lack of strategic choice.
- Unbalanced Talent System (weight 0.11): The talent system was criticized for offering too many useless or imbalanced choices. Players felt forced into picking non-impactful talents, making the level-up experience frustrating and lacking meaningful progression.
- Pacing Issues (weight 0.05): Some players felt the game's progression was either too fast, leading to a quick end, or that the game didn't evolve enough, making the experience monotonous.
- Weak Idle Mechanics (weight 0.04): The idle component of the game was deemed ineffective, with active gameplay significantly outweighing any passive gains, making the 'idler' tag misleading.
- Boring Early Mining (weight 0.02): The initial mining sessions were described as boring and too short, preventing players from getting into a satisfying rhythm.
- Weak Abilities (weight 0.02): Specific abilities like Dynamite, Lightning Beam, and Plasma Ball were perceived as lackluster and not impactful enough.
- Lacks Exhilarating Feeling (weight 0.01): The game failed to provide an exhilarating or satisfying feeling, indicating a lack of impactful moments or rewards.
- Unsatisfying Ending (weight 0.01): The game's ending was described as unsatisfying, contributing to the overall feeling of a short and unfulfilling experience.
- Poor Game Balance (weight 0.01): A player criticized the developers for a perceived lack of balance in the game's design.
- No Challenge (weight 0.01): The game was noted for its lack of challenge, which can contribute to the feeling of repetitiveness and boredom.
- Tiring Mouse Movement (weight 0.01): The constant mouse movement required for gameplay was found to be tiring by some players.
- Low Volume (weight 0.01): A minor technical issue was reported regarding the game's volume being too low.
- Minor Typos (weight 0.01): Minor typos were noted in the game, indicating a need for polish.

Gameplay feedback:
- Mouse-hover mining mechanic (weight 0.21): The core gameplay involves mining by moving the mouse cursor over ore deposits, without requiring clicks. Players simply hover their mouse to automatically collect resources within a defined mining range.
- Incremental mining game genre (weight 0.19): The game is categorized as a short incremental mining game, often compared to clicker or idle games, but requiring active mouse movement. It features a classic gameplay loop common to the genre.
- Core upgrade progression (weight 0.19): Mined ore is used as currency to purchase various upgrades, including better pickaxes, increased mining speed, larger mining areas, and more frequent ore spawns. These upgrades lead to a satisfying progression where 'numbers go up'.
- Extensive skill/talent tree (weight 0.15): The game features a significant skill or talent tree where players invest points gained from leveling up. These points are used to select permanent, passive upgrades from a limited choice of perks, adding a strategic element to progression.
- Achievements vs. full completion (weight 0.05): While most players achieve 100% of the game's achievements, some perks or levels may still remain unacquired even after all achievements are unlocked, suggesting content beyond the achievement list.
- Gradual artifact acquisition (weight 0.03): Artifacts, which provide permanent upgrades, are introduced gradually and are relatively easy to find, especially in the early stages of the game.
- Unlocks and special abilities (weight 0.02): The game includes features like unlocks, lasers, and bombs, which likely contribute to the mining process or provide additional abilities.
- Includes a final boss (weight 0.01): The game features a final boss, indicating a definitive end to the main progression.
- Playable while multitasking (weight 0.01): The game's nature allows it to be played casually in the background, making it suitable for multitasking while watching other content.
- No game over state (weight 0.01): There is no 'game over' state, suggesting a continuous progression without failure conditions.

Performance notes:
- Smooth, stable performance (weight 0.05): Players consistently reported a highly stable and optimized experience, with no significant bugs, crashes, or performance issues even during intense gameplay moments. This indicates a well-polished technical foundation.

Recommendations:
- Highly Recommended & Good Value (weight 0.37): Many players highly recommend the game, often citing its good value for the price and its ability to provide a relaxing, short-term gaming experience. It's seen as a worthwhile purchase for casual play.
- Ideal for Idle/Clicker Fans (weight 0.11): The game is particularly recommended for fans of incremental, clicker, and idle games. It's highlighted as a good fit for those seeking a relaxing experience that can be enjoyed in short bursts or a single sitting.
- Engaging for ADHD Players (weight 0.02): Some players specifically note that the game's mechanics and engaging nature make it enjoyable for individuals with ADHD.
- Request for Localization (weight 0.01): A specific request was made for the inclusion of Ukrainian localization, indicating a desire for broader language support.
- Other Games Available (weight 0.01): A reviewer noted that if the game doesn't appeal, there are other options available, implying it might not be for everyone.
- Player Will Refund (weight 0.01): One reviewer indicated they would refund the game, suggesting it did not meet their expectations.

Other player notes:
- Desire for more content (weight 0.2): A significant number of players desire more content and features. Specific suggestions include additional ores, mines, skill tree expansions, new upgrade systems (like enchants or pets), a rebirth system, and more visual/audio feedback for upgrades.
- DLC for developer support (weight 0.05): The DLC is perceived as a way to support the developer rather than providing substantial new gameplay. It primarily offers cosmetic items like pickaxe skins and does not enhance performance.
- Unique miner game experience (weight 0.02): The game might not align with typical expectations for a miner-type game, suggesting that potential buyers should watch videos to understand its unique nature before purchasing.
- Accessible 100% achievements (weight 0.01): One reviewer noted that this was their only game where they achieved 100% completion, highlighting its accessibility for achievement hunters.
- Game functions as intended (weight 0.01): A basic observation that the game is functional, implying a lack of major bugs or technical issues.
- Good for casual play (weight 0.01): The game is suitable for short, casual play sessions, reinforcing the idea of its brevity and ease of engagement.
- Steam review delay (weight 0.01): A minor point about a two-week delay in the game's release due to Steam's review process, which is external to the game's content or quality.

Emotions:
- Satisfaction (weight 0.38): Players felt satisfied due to the game offering good value for its price and playtime, often completing it in one sitting. The core gameplay loop, visual progression, and balanced upgrade systems contributed to a rewarding experience, especially for casual play and background entertainment.
- Disappointment (weight 0.13): Disappointment stemmed primarily from the game's short length and lack of replayability, leading to it becoming boring or repetitive in the mid to late game. Players also felt let down by unimpactful upgrades, a weak ending, and the perception that the game lacked sufficient content or innovation for its price.
- Joy (weight 0.09): Joy was experienced through the game's fun and addictive gameplay, particularly the simple yet engaging mining experience. The feeling of consistent progress with every unlock and the game's suitability for short play sessions contributed to an overall enjoyable experience.
- Enjoyment (weight 0.06): Players enjoyed the game's overall experience, including its addictive gameplay loop and progression system. The game's simplicity and its ability to provide mental stimulation also contributed to a positive experience.
- Excitement (weight 0.06): Excitement was generated by the game's overall quality, its engaging and addictive nature, and the anticipation of future updates or sequels. Players felt a 'dopamine rush' from the initial gameplay and the discovery of what they considered a 'true gem' or the 'best clicker game'.
- Frustration (weight 0.04): Frustration arose from the game's boring and repetitive grind, particularly in the mid to late game, where upgrades felt meaningless or less impactful. Issues with specific mechanics like the mine system, skill tree effectiveness, and a lack of refreshing events also contributed to player annoyance.
- Hope (weight 0.04): Players expressed hope for the game's future, specifically desiring more content, potential improvements, and localization. This indicates a belief in the game's underlying potential despite current shortcomings.
- Desire (weight 0.02): Players desired more content, including a new game+ mode or a rebirth system, to extend the game's longevity. The game's short length often fueled this wish for additional gameplay and expansion.
- Fun (weight 0.02): The game was perceived as fun due to its overall enjoyable experience, good value, and satisfying progression system. This highlights the core entertainment factor derived from playing the game.
- Relaxation (weight 0.02): The game provided relaxation through its mindless, distracting, and simple gameplay, allowing players to 'turn off their brain' and play without intense focus. Its inherent relaxing quality made it suitable for unwinding.
- Boredom (weight 0.01): Boredom set in due to the game becoming tedious and repetitive, especially towards the late-game grind. The initial gameplay might have been engaging, but the lack of variety led to a quick decline in interest.
- Addiction (weight 0.01): The game's engaging and simple nature led to an addictive quality, making it difficult for players to stop playing. This highlights the compelling loop that kept players hooked.
- Engagement (weight 0.01): Players felt engaged due to the game's inherently addictive nature, particularly the mining mechanic. This strong pull kept players actively involved in the gameplay loop.
- Contentment (weight 0.01): Contentment was derived from the game offering good value for money, combined with its relaxing gameplay and overall simplicity. This indicates a feeling of quiet satisfaction with the game's core offerings.
- Mild disappointment (weight 0.01): A mild sense of disappointment arose specifically from the game's short length. While not a major flaw, it was a noticeable point of contention for some players.
- Amusement (weight 0.01): Amusement was experienced through an unusual but positive feeling evoked by the game, including the ability to refund it due to its short length, and instances of self-deprecating humor within the game or community.
- Calmness (weight 0.01): The game's atmosphere and music contributed to a feeling of calmness, providing a serene and tranquil experience for players.
- Appreciation (weight 0.01): Players appreciated specific aspects such as the final boss, the developer's understanding of player needs, and the game's passive gameplay that minimized the need for constant clicking.
- Mild frustration (weight 0.01): Mild frustration stemmed from the late-game grind, the complexity of upgrade decision-making, random skill cards, constant mouse movement requirements, and a misleading game tag.
- Gratitude (weight 0): Gratitude was expressed for the interesting experience the game provided and for the developer's communication, indicating a positive sentiment towards the game's unique qualities and the creators' responsiveness.}