About Mournwell
Mournwell is a mining game where you drill down through a dead planet to its core, then climb out before it comes apart. In your first minute you set your ship down, point the drill at the ground and hold. Rock cracks, chips fly, and your lamp lights the shaft you just cut and nothing else. Ore glints in the wall. You dig toward it, fill the hold, and feel the ship grow heavy. Then you decide: send the haul home now, or dig deeper for the better seams.
This mining adventure is about going down into the dark and the climb back out. You are a salvager working a graveyard of dead worlds. Each one has a core, the last thing still burning inside it. Drill to the bottom, cut the core free, and the planet starts to come apart. Now the only way out is up the tunnel you dug, with the core aboard and the clock running.
What you do
- Dig with one thumb: steer, hold, and the drill bites into the rock.
- Mine ore, and read the walls for the rich seams hidden in them.
- Uplink your haul to the surface for credits, at a power cost that grows with depth and weight.
- Cut out the planet's core, then escape up your own tunnel before the collapse catches you.
- Upgrade your ship in the Hold between descents: drill, cell, thrust, hold, lamp and more.
- Find caches and sealed vaults for filament, fittings, keepsakes and the logs of the dead.
The lamp is the game
Light only reaches the cells you have opened, so what you can see is exactly the shape of what you have dug. Deeper down the air thickens. Your lamp reaches less, sound goes dull, and the hull starts to take the pressure. Every world has a depth, the Line, where the rock, the air, the hull drain and a sound from below all change on the same foot. You hear it coming before you get there.
Weight is the whole decision
Everything you carry makes the ship slower to start and longer to stop, and every foot down costs more power. A full hold is a heavy climb. Bank it safely, or gamble and carry it deeper. Running out of power costs you the hold, never the planet: your tunnels stay open for the next descent.
Seven kinds of dead world
Each world class changes a rule, not just a color. Cinder is honest layered rock with heat below. Rime is brittle ice that cuts fast and drops its ceilings. Drown fills your tunnels with water from the bottom up. Crush is so dense your thrust feels weak. Hollow opens into caverns where you fly more than you dig. Verge is full of dead machinery that still has current. Quick is living rock that heals behind you. Each one has a fitting that answers its rule, found a world ahead of when you need it.
Something down there is listening
The drill and the lamp draw attention. When it rises, go dark and hold still. Some threats can only be countered with filament, which is only ever found, never bought, so exploring is how you survive.
What you keep is physical
Every core you pull out sits in the drive frame in your Hold, lit, filling one of seven slots. The log fragments go on the wall beside them, and piece by piece they tell what killed these worlds and what the seventh slot is for. Take a core from every class and the drive takes you somewhere the chart could not reach before.
Also in the game
- A chart of worlds to choose your next planet from.
- Three save slots.
- A survey instrument that gives a bearing to the nearest secret, never a marker.
- An atmospheric sci-fi look built on light and dark, with sound that changes as the air thickens.
- Touch controls made for a phone held in one hand.
If you like a drill game with real weight to it, underground exploration, mining upgrades and a tense escape at the end of every run, this mining game is dig down, get rich, get out, with a real ending. Pick it up for a quick drill game session or a long mining adventure across seven worlds.
An ad can show between descents, when you launch from the Hold, and never while you are digging. One purchase, Remove ads, takes those away for good.