Info about Artillery Miner:

Official game description:
Artillery miner is an incremental game where you mine large blocks using artillery to gain ores and progress through a massive upgrade tree unlocking new worlds, ores and weapons.
Choose from over 10 different worlds to mine in, 33 different weapons to mine with, and 20 new ores to discover.
Process your ores into bars in furnaces, which can be upgraded.
Use your bars to craft different materials in the crafting section.
Use bars and crafted materials in an upgrades tree with 400+ unique upgrades, to upgrade your artillery and economy.
Maxing out a world and destroying it completely will grant you a prestige cube which can be assigned to auto miners for idle collection and boosting ore dropped.
**Content:**
*   10+ hours of content
*   33 different artilleries
*   10 different worlds
*   20 different ores
*   16 materials to craft
*   400+ unique upgrades
*   Chill soundtrack made by marcomly
*   Capsule Image by Rodrigo Talvarez

Release date: Sep 9, 2026

Categories: Incremental Game, Resource Management, Upgrade System, Prestige System, Idle Game, Mining Simulation, Progression System


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $5.00 - $8.00
  - Reasoning: Most reviews indicate satisfaction with the current $7.99 price, calling it worth the money or cheap for the content. However, one reviewer explicitly suggests a fair price of 3-5 euros (approximately $3.5-5.8 USD), implying the current price may be slightly high for some. Balancing these, the community seems comfortable with a range from about $5 to $8, with $8 being the upper limit accepted by those who find full price fair and lower bound around $5 reflecting the value-oriented expectation.
- Playtime Metrics:
  - Game completion: 9.0h
  - Story completion: N/A
  - Session length: 5.0h
  - Endgame: N/A
  - Reasoning: Multiple reviews report total playtime to complete the game: ~7 hours for a full clear, ~10 hours for all trees and areas, and ~12 hours without cheat engine, while another states 'almost beat it' at 5 hours. These converge on a gameCompletion estimate around 9 hours. Session length is directly supported by a single 5-hour play session. No evidence addresses story completion or endgame time, so those remain null.
- Time-to-fun:
  - Summary: The game starts slowly and grindy, drags through a boring mid-game, but becomes genuinely enjoyable later once powerful weapons and rapid world-clearing come into play, provided players can endure the tedium and hardware can handle late-game lag.
  - Stance: Clicks after
  - Anchor: Unlocking late-game weapons and reaching high-tier progression
  - Time to anchor: N/A
  - Friction: grindy slow start; boring mid-game; auto-mining node unlocked too late; late-game performance lag
  - Unlock drivers: reaching late-game stages; unlocking later weapons; good progression pacing that makes unlocks feel earned
  - Conditions: tolerating the early grind; pushing through the mid-game boredom; having a computer capable of handling late-game effects; valuing scale and progression payoff
- Player Archetypes:
  - Chill Progression Lover (buy)
    - Motivation: Relaxation and gradual progression through upgrade systems in a chill, atmospheric setting.
    - Playstyle: Casual and exploratory, focusing on upgrading skills and enjoying the soundtrack while playing in short bursts.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Bug-Cautious Player (no buy)
    - Motivation: Seeking a polished experience without technical barriers; they are easily discouraged by basic feature issues.
    - Playstyle: Attempts to play early on but stops or hesitates due to bugs, likely giving up quickly or avoiding recommendation.
    - Experience: mixed
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A


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:
- Full release improves demo (weight 0.42): The full release is seen as a significant improvement over the demo, with more content, features, and expansions, making the game even better. The tech tree and weapons are also expanded.
- Good music and sound (weight 0.38): Several reviews praised the music and sound design, describing them as good, nice, and appropriate for the genre. The audio contributes positively to the overall experience.
- Relaxing and chill gameplay (weight 0.35): The game is described as relaxing, chill, and fun, making it suitable for light play or as a background activity. It provides a calm yet engaging experience.
- Game is engaging and addictive (weight 0.33): Multiple reviewers found the game highly engaging, satisfying, and addictive, with a strong pull to keep playing. This sentiment was consistent across several clusters.
- Block-breaking is satisfying (weight 0.32): The core mechanics of breaking blocks and hitting cubes are repeatedly highlighted as satisfying, with one reviewer noting the fun in blowing stuff up. This is a key part of the game's appeal.
- Great value for content (weight 0.32): Reviewers consistently mentioned that the amount of content justifies the price, calling it worth the money and a good deal for the hours provided. This value proposition is a strong positive.
- Best in its genre (weight 0.28): Some reviewers consider it one of the better or most enjoyable games in its genre, even the only one they liked in a while. It executes the genre very well.
- Good playtime length (weight 0.28): The game offers a reasonable playtime, roughly 5-10 hours of content, with some reviewers noting it doesn't outstay its welcome. This length is seen as appropriate.
- Scaling and upgrades are well-paced (weight 0.25): Reviewers praised the scaling and upgrade pacing, noting that there is always something new within reach and that upgrades feel earned and well-timed. This keeps progression smooth without excessive grinding.
- Overall positive reception (weight 0.18): Several reviews simply stated that the game is good, not bad, and overall enjoyable, indicating a broad positive consensus. This is a general but important sentiment.
- Content-rich and varied (weight 0.18): The game has a lot of content, including multiple systems, new features, and expansions, keeping it varied and fresh. This breadth of content appeals to reviewers.
- Not grindy but thoughtful (weight 0.18): Contrary to typical genre conventions, the game is not grindy and requires thinking about how to increase numbers, which is seen as a positive. The pacing avoids long wait times.
- Satisfying art style (weight 0.17): The art is described as cute and satisfying, complementing the game's visual appeal. Graphics and sound are appropriate for the genre.
- Responsive developer (weight 0.17): Reviewers noted that the developer is responsive to feedback and even resolved a save issue directly, showing good post-launch support. This positive interaction builds trust.
- Achievements are fun to get (weight 0.17): Several reviewers enjoyed collecting achievements, describing it as a blast and providing a desire to complete everything. Achievement hunting adds to the game's appeal.
- Unique incremental design (weight 0.16): The game's scale of iteration is unique for the incremental genre, with new ores, weapons, and worlds feeling earned. One reviewer said it takes you back to old NewGrounds days.
- Weapons are enjoyable (weight 0.16): There are more weapons than in the demo, and they are satisfying to use. The variety and feel of weapons contribute to the fun.
- Minimal backtracking (weight 0.09): The game minimizes backtracking, keeping the flow smooth and player-focused. This design choice is appreciated by reviewers.
- Autosave works well (weight 0.09): Autosave is reported as functioning properly, ensuring progress is saved without issues. This technical reliability is a positive note.

Common complaints:
- Save progress frequently lost (weight 0.99): Multiple reviewers report losing all progress due to missing or broken continue options, unresponsive auto-save, and save files being overwritten or wiped when starting new games or exiting to menus. This includes cases where auto-save appeared active but did not persist, and patches failing to resolve the issue.
- Mid-game becomes repetitive (weight 0.7): Many players describe the mid-game as tedious, boring, and extremely repetitive, with identical resource types, weapon mechanics, and gameplay loops offering little variety. This repetition causes fatigue and leads some to abandon the game entirely.
- Automation options lack effectiveness (weight 0.49): Players criticize the lack of meaningful automation, with auto-functions unavailable for extended periods and unlocking too late to be useful. The inability to automate core tasks makes early and mid-game progression feel unnecessarily grindy and slow, with limited quality-of-life improvements.
- Menus and UI confusing (weight 0.43): Reviewers find the user interface puzzling, including unresponsive escape buttons, hidden quit options, awkward weapon selection via mouse position, and difficulty targeting specific columns. Such design choices hinder navigation and core gameplay interaction.
- Gameplay suffers from grind (weight 0.38): Numerous reviewers mention the game as excessively grindy, especially early on, and that individual upgrades feel too weak to make meaningful progress. The slow start combined with repetitive actions leads to dissatisfaction and a perception that the process is unnecessarily long.
- Endgame lacks excitement (weight 0.27): Several players note the game offers nothing new after the first world, with no clear indication of completion and little incentive to replay. The ending feels less polished than the beginning, diminishing overall satisfaction.
- No permanent upgrades (weight 0.22): The absence of permanent weapon upgrades, along with the concern that new weapons may be frustrating before upgrades, reduces long-term motivation. Players feel progression is limited and individual improvements are not impactful enough.
- General dissatisfaction with value (weight 0.2): A few reviewers consider the game ordinary, not worth its price, and among the worst incremental games they have played. This sentiment is tied to the combination of grind, repetition, and technical issues.
- Manual save system unnecessary (weight 0.17): Players assert that requiring manual saves is unnecessary for an incremental game and that progress should be saved automatically by default. The presence of a separate manual save button adds confusion and risk, especially when save failures overwrite progress.
- Numbers scale exponentially (weight 0.15): Late-game resource and damage numbers escalate exponentially, making it impossible to destroy things effectively and rendering progression unsatisfying. This scaling issue contributes to the cap feeling and overall frustration.

Gameplay feedback:
- Incremental mining game core (weight 0.39): Players consistently describe the game as an incremental game centered on mining, with a large scale of iteration and progression. It is specifically identified as a mining incremental game rather than a typical long idle game.
- Worlds and prestige system (weight 0.26): The game includes multiple worlds that can be destroyed, and there is a prestige system tied to these worlds. This adds a layer of reset and replayability beyond the core mining loop.
- Ore mining and weapons progression (weight 0.26): Ore mining and the use of weapons are central progression elements. Players note that ores and weapons serve as key resources and tools for advancing through the game.
- Missing continue option (weight 0.22): When autosave is absent, the menu lacks a continue or load option, which can confuse players who expect to resume their game. Autosave is present but its absence is notable.
- Weapon maxing and levels (weight 0.18): Weapons have a maximum level that players can max out, providing a clear upgrade goal. This progression path is separate from the ore mining but complementary to it.
- Typical upgrade tree system (weight 0.18): The game features a typical tech or upgrade tree that players can progress through. This structured tree is a common element in incremental games and guides the upgrade pacing.
- Suitable for multitasking (weight 0.18): The game is suitable for playing while chatting, listening to audiobooks, or doing other background activities. It can be run in the background while players attend to other tasks, indicating a low-attention play style.
- Block-breaking mechanics (weight 0.17): The game involves hitting and destroying cubes or blocks as a primary interaction. This is reminiscent of block-breaking games and is central to the mining action.
- Achievements and playtime (weight 0.17): The game has achievements, and it takes about 5.6 hours to complete all of them. This gives players a clear goal and a measure of completion.
- Weapon types and fire damage (weight 0.17): Weapons include guns and bombs, and the fire element becomes very strong later in the game. This adds variety and strategic depth to combat and progression.
- Processing and automation (weight 0.16): The game includes processing mechanics that can be maxed out, as well as an auto-mining progression node. These automation features reduce manual repetition.
- Level-based progression (weight 0.16): Progression is level-based, with players unlocking new weapons and upgrading methods as they advance. This is a common structure in incremental games.
- Top-down digging and manual selection (weight 0.16): The game is a top-down digging genre, and players manually select cubes to break. This manual element adds a hands-on feel compared to purely idle mechanics.
- Not idle and no build risk (weight 0.16): The game is not an idle game, and there are no builds that could be ruined. This reduces anxiety and makes it more accessible to casual players.
- Identifying resource bottlenecks (weight 0.11): A key gameplay aspect involves players identifying which resource is currently the bottleneck in their progression. This requires analysis and optimization of resource flow.
- Appeals beyond preferred genre (weight 0.1): Even reviewers who are not usually fond of the incremental genre find the game enjoyable. This suggests the game has broad appeal beyond its typical audience.
- Optimizing number increases (weight 0.1): The gameplay revolves around optimizing number increases, which is a core hook for incremental games. Players derive satisfaction from seeing numbers grow efficiently.
- Multiple interacting systems (weight 0.1): The game has multiple systems that interact, such as mining, weapons, worlds, and processing. This complexity adds depth but can also be overwhelming.
- World-destroying weapons (weight 0.09): Some weapons are powerful enough to instantly melt or destroy entire worlds. This provides a satisfying power fantasy and a sense of ultimate progression.
- Grid settings option (weight 0.09): There is a settings option for a grid, likely to help with visual alignment or navigation. This is a minor feature that aids usability.

Performance notes:
- Late game performance issues (weight 0.39): Multiple reviews report significant lag in the final levels of the game. This appears to be a common problem that worsens as the game progresses.
- Crash resets progress (weight 0.11): A crash caused a reviewer's progress to reset, highlighting a severe bug that can discourage players and lead to frustration.
- Performance issues with multiple weapons (weight 0.11): Lag occurs when using multiple weapons in the mid to late game, suggesting that complex combat scenarios strain the game engine.
- Damage over time lag (weight 0.11): Lag from damage over time effects was reported, indicating that certain game mechanics cause performance strain, possibly due to excessive calculations.
- No graphical options (weight 0.11): A reviewer notes the absence of graphical settings, limiting players' ability to adjust performance. This lack of customization can exacerbate performance issues for users.
- Strong fire effects lag (weight 0.11): The fire effects later in the game are very strong and cause performance drops. This points to specific visual effects being poorly optimized.
- Minimizing game doesn't help (weight 0.1): One user found that minimizing the game did not improve performance, indicating that the issue is not related to rendering but to background processes or game logic.
- System lag spillover (weight 0.1): One reviewer mentioned that the game caused their PC to lag, implying performance issues affect the entire system, not just the game.

Recommendations:
- Highly recommend purchase (weight 0.43): Several reviews strongly recommend buying the game, with clusters consistently praising it. The positive feedback suggests high overall satisfaction.
- Not worth full price (weight 0.28): Some reviewers feel the game is not worth the current price, recommending waiting for a discount or suggesting a lower fair price. Others find it worth the price for short sessions.
- Unreliable save feature (weight 0.18): The basic save feature is reported as unreliable, and there is no auto-save, which can lead to lost progress. This is a significant drawback for players.
- Short playtime content (weight 0.16): The game is described as playable for only about two days or a couple of afternoons, indicating limited content or longevity.
- Performance issues make unplayable (weight 0.11): One reviewer states the game is unplayable due to performance problems, indicating severe technical issues that hinder gameplay.

Other player notes:
- Content length around 5 hours (weight 0.32): Cluster 1 reports that the game provides about 5-10 hours of content, and Cluster 2 notes that achieving 100% achievements takes roughly 5.5 hours, contradicting the advertised over 10 hours. Players may have a shorter experience than expected.
- Completion times vary by player (weight 0.24): Cluster 17 reports about 7 hours to fully beat, Cluster 18 mentions 10 hours to clear all trees and areas, and Cluster 22 says the reviewer is halfway through. Completion times vary, suggesting content depth is inconsistent.
- Insane amount of content (weight 0.18): Cluster 12 states the game has an insane amount of content, while Cluster 13 mentions about a dozen hours of playtime without Cheat Engine. This indicates a hefty game length for some players.
- Positive developer interaction (weight 0.18): Cluster 4 and Cluster 24 highlight that the developer responds to feedback and personally contacted a player to resolve an issue. This reflects a supportive and engaged development team.
- Potential future DLC content (weight 0.16): Cluster 10 and Cluster 19 suggest the game may receive DLC or additional worlds, and there is potential for growth in a 1.1 update. Players are optimistic about future expansions.
- Suitable for background play (weight 0.09): Cluster 6 compares the game to sitting in a tavern in Dota 2, describing it as suitable background activity. This implies the game is not intense and can be enjoyed passively.
- Unclear completion state (weight 0.09): Cluster 8 mentions the game has a completion state but gives no indication when it is reached, leaving players unsure when they have finished. This can be confusing and reduce satisfaction.
- Cheat Engine speeds up play (weight 0.09): Cluster 14 notes the reviewer used Cheat Engine to speed up later gameplay, suggesting the game may feel grindy or slow towards the end. This is a potential pacing issue.
- Multiple weapons and maps (weight 0.09): Cluster 23 notes the game has multiple weapons and maps to unlock, providing replayability and variety. This is a feature that enhances gameplay depth.
- Grid setting reduces inconvenience (weight 0.09): Cluster 11 advises turning on the grid in settings to reduce inconvenience, indicating a helpful tweak that improves gameplay. This suggests the grid is off by default but beneficial.
- Continue button issue known (weight 0.09): Cluster 15 states the continue button issue was announced, implying it is a known bug with a communicated fix. Players are aware of this inconvenience.
- Request for reset button (weight 0.09): Cluster 20 suggests the game should have a reset progress button, indicating players want a way to restart. This is a usability request that may improve replayability.
- Nostalgic comparison to NewGrounds (weight 0.09): Cluster 21 compares the game to the old NewGrounds days, suggesting a retro feel that appeals to some players. This nostalgic element could be a draw for older audiences.

Emotions:
- Frustration (weight 0.19): Players report losing significant progress (up to six hours) due to unreliable or absent auto-save functionality, including save file wipes from menu navigation and crashes. Technical performance issues like low frame rates, lag from damage-over-time effects, and the lack of quality-of-life features such as auto-functions and cube rotation also contribute to a tedious and unplayable experience.
- Satisfaction (weight 0.14): Players find core mechanics like breaking blocks and hitting cubes inherently satisfying, with well-paced progression that unlocks new content without excessive grinding. The game's scaling ensures that new ores, weapons, and worlds feel earned, providing good value and a rewarding long-term payoff.
- Enjoyment (weight 0.1): Players enjoy the game's fun gameplay, well-designed upgrade tree, and smooth scaling, which together create a relaxing yet engaging experience. The combination of pleasant background music, a chill atmosphere, and satisfying block-breaking mechanics has kept players entertained for extended sessions.
- Fun (weight 0.04): The game is found to be consistently enjoyable without hitting a boring point, with the novelty of explosive weapons and engaging mechanics contributing to the fun. Players also recall the demo being particularly fun, which set a positive tone for the full experience.
- Boredom (weight 0.04): Players report boredom stemming from repetitive gameplay, characterized by reskinned resources and weapons that fail to introduce meaningful variety, especially during the mid-game. This repetition leads to a lack of engagement and interest.
- Excitement (weight 0.04): Players feel excitement from the spectacle of destroying worlds with powerful later weapons and from anticipation that built since the demo. The full game's tech tree offers significantly more expansion and features than the demo, heightening excitement.
- Frustrated (weight 0.04): Players face intense frustration due to a broken escape-to-menu function that forced a three-hour hunt for the exit, compounding time wasted on manual saves. A separate incident where pressing continue restarted the game from the very beginning, likely losing progress, adds to this frustration.
- Disappointed (weight 0.04): Players are disappointed because the game turns out to be ordinary and overpriced, with a less polished endgame compared to its promising beginning. Notably, the loss of progress is a critical factor driving some players to abandon the game entirely.
- Disappointment (weight 0.03): An auto-saving issue emerged within the first half hour, undermining confidence and ruining the early experience. Players also feel let down because after the first world, the game offers no new content, leading to a sense of stagnation.
- Annoyance (weight 0.03): Players are annoyed by gameplay nuisances such as having to spray robots, which is inconvenient and makes targets hard to see, along with lag experienced in the last few levels that detracts from the experience.
- Addiction (weight 0.03): The game's addictive nature is explicitly acknowledged, with players finding the gameplay loop hooking and difficult to put down. This addictive quality likely stems from a compelling progression system.
- Fatigue (weight 0.03): Players experience fatigue from repetitive gameplay that causes eye strain and from the lack of automation, which forces them to repeat actions manually. The combination of these elements leads to tiring, less immersive sessions.
- Enjoyed (weight 0.03): The demo provided great fun, and the full release surpasses it, enhancing the original experience. Players clearly enjoyed the improvement from demo to final product.
- Confusion (weight 0.01): Players were confused because they couldn't find a Continue option and didn't expect selecting New Game to overwrite their existing save. This misunderstanding led to lost progress and frustration.
- Engagement (weight 0.01): The game's compelling design leads players to constantly extend their playtime with the thought of 'just five more minutes,' indicating strong engagement and hook effect.
- Wistfulness (weight 0.01): Players feel wistful because they enjoyed the game so much that they wish it had more content. The enjoyment makes the limited scope noticeable.
- Anger (weight 0.01): The primary cause of anger is the developer's decision to omit an autosave feature, which is a base expectation that is missing. This omission leads to preventable progress loss.
- Dread (weight 0.01): New weapons trigger dread because players worry about how frustrating future upgrades will be, possibly based on prior experience with difficult mechanics. This concern dampens excitement for new content.
- Concern (weight 0.01): Players are concerned about physical strain from manual cube selection, which becomes uncomfortable after extended play. This ergonomic issue is a notable negative aspect.
- Emptiness (weight 0.01): After completing the game, players feel emptiness due to a lack of meaningful content to continue with, making the end abrupt and unrewarding.}