We hope you're all excited after the announcement of UnderMine 2. We've been collecting community questions in Discord and plan to answer them in an upcoming Dev Stream on Friday May 17th.
There is still time to get your question in, or upvote an existing question you'd like us to answer. We'll be answering the most popular questions, discussing new features with chat, and showing parts of the game we haven't shown before.
Jump into Discord and go on over to #questions-for-the-devs to find out what has already been asked and ask your own question.
Tune in to Twitch on Friday May 17th at 3:00pm PDT to watch the stream!
Announcing UnderMine 2!
We here at Thorium have been in stealth mode development for 3 years, but we’re finally ready to reveal our next project – it’s UnderMine 2!
UnderMine 2 builds on what made UnderMine great, but makes some significant changes and adds a lot of requested features, such as:
2 Player Local Co-op (online via Steam Remote Play) Play through the entirety of the game with a friend by your side. UnderMine 2 supports drop in and out co-op with dynamically scaling difficulty. See what new item combos and strategic options open up with two players.
Playable Character Classes Discover, unlock, and play as different characters including some favorites from UnderMine. Each playable character has unique stats, abilities, upgrades, and relics they can find. Each character significantly alters the feel of the game.
Branching Paths New regions of the Undermine have been revealed, and each branches off into various other areas. Navigate it to complete builds, quests, and different objectives. Your final challenge depends entirely on your decisions throughout the run.
Arcana Wield new, interactive relics called Arcana. Each adds a new ability to your character, from casting fireballs to summoning skeleton minions to rearranging time and space. Arcana can make an old character feel new by centering entire builds around their function.
Full Mod and Workshop Support We’re shipping you the tools we use to make the game and making it as easy as possible to upload and download mods from Steam Workshop. We feel we’ve created a really great technical platform and are excited to share that with you.
And a lot more! More characters, more zones, more items, and more action all around!
Follow UnderMine 2's development:
We'll have more information on what's coming in UnderMine 2 so join our socials to get updates.
We're really excited to finally show you what we've been cooking. We hope you're just as excited.
- Clint, Derek, and Courtland
UnderMine X Limited Run Games
We've gotten the question a lot and we're finally so happy to say: "Yes! Physical copies are happening! And preorders are (almost) here!"
We started talking with Limited Run Games back at PAX West '19, just after UnderMine hit EA, so it's been a long process. But, we're incredibly happy with the result and are so stoked to, not only get these in your hands, but our own!
Preorders open August 5th and will run for a month. Here are the links:
PlayStation 4: https://limitedrungames.com/products/limited-run-474-undermineps4
UnderMine 1.2.1 | Small Update
Content
Added 25 new WHIP starting item packages
Bug Fixes
Penance now heals you if you have Starvation
Penance starting cost reduced back to 50hp
Fixed a display issue for seeds over 6 digits in the Log and Game Over screen
Shrapnel kills now count towards Tsar Bomba and Capture Sphere
Box of Holding now stops working when Nullified
Fixed an animation glitch with Nullstone when the peasant resurrects via Resurrection or Lucky Charm
The right analog stick now respects the controller deadzone setting
Fixed an issue preventing Death’s Hand from speaking if you leave his room via Shop in a Bottle before ending the run
Secluded room encounters are not rerolled in the case of emergency layout rebuilds. This would lead to rooms appearing on the wrong subfloor on the minimap
Fixed a softlock that would occur if you attack Toadvine or Bathcat after using Selt’s key on the Dungeon door
Fixed a cursed relic choice encounter in the Caverns from working correctly with Mutation
Fixed a few text typos
Fixed an issue with Miner’s Flask that would spawn a non-interactable potion and slide it across the floor when restoring a save state
Fixed some issues surrounding Simple Chest and shop cost-modifying items such as Rabbit Gloves and Accursed
Fixed a counting issue in the Dungeon gargoyle fight that would end the fight early if the last gargoyle turned to stone
The major curse loot table now falls back to the minor curse loot table to prevent players from becoming locked in the Othermine antechamber if the major curse table had become exhausted
Combo items now forcibly remove their component relics, even if the component is indestructible
Fixed an issue with Eidolon and Spirit in WHIP mode that would prevent their equip bonuses from applying if you already had them equipped
All boss exits should now correctly spawn, even if the boss dies during their intro sequence
Maybe fixed Seer’s head from sometimes rotating upwards during his attacks
Fixed some mouse-detection issues that would prevent controller players from being able to swing if the mouse was hovering over a clickable UI element
Helios Boots now correctly inherits the insulating properties of Galoshes
Scattering items now attempt to land inside the playable room bounds to prevent them from falling outside the doorway and touching the kill zone
Fixed an issue with Hayfever that would cause the plant to be able to shoot for a few seconds after it had died
Canary lv3 now shows a little restraint when going after newly-spawned gold so as to not interrupt duplication as often
Fixed a longstanding issue that would cause the interaction state of items and other things to become stuck to the player no matter how far away from them you get
Added yet more safety checks to prevent arrow traps from spawning behind interior wall sections
Fixed a targeting issue with Vilepots that would cause them to become unresponsive
Tightened up Lucky Charm to better prevent the player from jumping around during the resurrection animation and made the invulnerability period outlast ignite and poison
Fixed an issue that would cause the Hobble Doll’s beam to persist if the doll was instantly destroyed via Midas Touch or other instant-kill effects
Canary is no longer interested in shop items, free or not
Fixed a few issues with Selt getting stuck and causing bombs she eats to sometimes double-explode
Resolved a few lingering crashes
A huge thank you to our dedicated bug hunters for reporting these issues and helping us to continue pushing forward the quality of UnderMine!
UnderMine 1.2.0 WHIP Update!
Features:
Camilla, Second Disciplinarian and WHIP
Welcome to WHIP peasant! Camilla has occupied Arkanos’ empty library and has a new motivational strategy. The Worker’s Helpful Incentive Program, or WHIP for short, is a daily run mode. Each day Camilla will present you with a random set of hexes, items, and a familiar. Your job is to run either Undermine or Othermine and score the highest score you can. Your best run will be placed on a daily leaderboard against other players. See if you can score the highest!
Log
There is now a log in the journal that stores information about recent runs. See past runs in both Undermine and Othermine. See what their seed was, how much gold was collected, which enemies were defeated, and in the case of WHIP, how high a score was achieved.
Familiar Styles
Each familiar now has an alternate style that can be toggled at a magic mirror in Griswold’s room. Familiar styles can be unlocked by scoring over 100,000 points and completing a WHIP run with a particular familiar.
Canary - Golden Nugget Chaos Spawn - Stoneforge Discord Djinn - Whispered Wish Eidolon - Cruel Spectre Firebird - Furious Black Lesser Demon - Stygian Grip Nikko - Great Demon Monkey Phoenix - Bird of Paradise Spirit - Barrel Aged Sylph - Angelic Charm Thunderbird - Rolling Storm Murderous Queen - Hand of the Queen Pale Likeness - Crystal Skull
New Items:
Familiars
Pale Likeness - A familiar that is unlocked after defeating Din. The Pale Likeness tends to do more harm than good.
Murderous Queen - A familiar unlocked by defeating the Plunder King in the Bog. The Murderous Queen attacks enemies with poison projectiles and spawns powerful healing blessings called Drops of Honey.
Relics
Orion’s Sword - Temporarily increase damage when attacked
Golden Axe - Spent gold is turned into bonus damage
Twin Axe - Gain a second pickaxe
Tortoise Shield - Slows enemy projectiles
Box of Holding - Pilfer shop items are instantly restocked
Magnetized Ore - Teleport enemies next to bombs
Lucky Nugget - Enemies drop gold when critically hit
Bounty Contract - Adds a bounty to a random enemy
Javelin - Damage of a thrown pickaxe increases as it travels further
Potions
Stoneforge Broth - Gain a legendary relic
Curses
Earthquakes - Stalactites drop from the ceiling
Heat Wave - Enemies become hot to the touch
Hexes
Amnesia - All your relics are destroyed after defeating a boss
Starvation - Penance heals, but food and healing potions no longer drop
Nemesis - Become prey
Stasis - Items are tapped in crystal
Blasphemy - Altars are reversed
Accursed - All shop items are cursed
Balance Changes:
Large Ember and Phoenix’s Radiance now ignite torches and cook food
Selt’s Egg now spawns 2 larvae with 100% accuracy and faster projectiles
Selt’s Egg now spawns larvae faster
Plunder King’s collider size has been reduced, his poison splat duration reduced, and his minion cap lowered
Galoshes now protect against electrified water in addition to oil and poison
Tsar Bomba now spawns 2 bombs instead of 1
Bramble Vest has been renamed to Blade Mail and now repeatedly returns damage after being hit
Mirror Shield now retains the melee reflect from Grimhilde’s Mirror
Arachnophobia now sets the spider’s health to 1 and delays its behavior on spawn
Dead Man’s Switch now fires slower arrows with less accuracy
Branding Bombs now condemn faster and no longer damage the player. Instead they apply a single level of the Brittleness curse
Ursa Major now lasts 100s instead of 120s
Ursa Major now has a maximum health increase of 400
Waking light now fires from the furthest torch from the peasant
Ostiophobia now triggers 50% of the time instead of 100%
Ostiophobia can no longer spawn skeletons in the boss room
Hay Fever now takes longer to activate
Hay Fever now has more delay between plant attacks
Tariffs now increase costs by 1.5x instead of 2x
Poison Mushroom now grants max health back when it is removed
Mutation now procs 40% of the time instead of 50%
Lunchbox now drops a piece of food when picked up
Sequence Breaker can now warp the peasant to inaccessible areas when combined with a source of throw piercing
Shop food can now be poisoned
Secretion Wurms have had their per-room cap lowered
Knight’s and Archer’s Pendants now give at least +1 damage
Chakram now ignites when traveling over fire
Frostbite now reduces all healing to 1 instead of removing healing altogether
Adventurer’s Peril now increases incoming damage by 10X instead of setting the peasant’s health to 1
Bug Fixes:
Fixed graphic tiling issues in the entrance to Ponzu’s boss fight
Fixed an issue with Ponzu’s bubble splash attack that prevented it from dealing damage
Major improvements to Vorpal Blade’s hit detection and facing lock at high attack speeds
Vorpal Blade is now better behaved when nullified
Fixed a small reflection problem on the walls in the Cavern
Tus no longer accepts credit
Tus no longer queues his actions, allowing you to donate to him twice with clever timing tricks
Familiar tooltip now highlights the third ability if the familiar is level 3
Cursed Jars are now affected by Midas Potion and Kiss of the Succubus
Rabbit Gloves now make all items in the shop free until an item is purchased
Salamander’s Wrath and Venomous now only proc off of physical damage to avoid a “death loop”
Gecko Blast more reliably gathers items and hopefully won’t cause them to clip through the floor any more
Circinus now works in the first room of each zone
Master Pickaxe beams no longer “double tap” bombs, causing them to launch backwards
Fixed a minor graphical error when moving into a room with Firebats
Bog arrow traps no longer scale their health in Othermine
Black Credit Card is no longer allowed on the relic altar
Fixed an issue where the portal to the final room would not spawn if Seer was killed too quickly
Fixed an issue that caused the invisible door blockers to not spawn correctly in doorways that had been opened with a bomb blast
Noori’s portals are now more visible if spawned behind him
Sweaty Palms and Fingers no longer queue damage events to keep procing after the damage has stopped
Ara will now block curses before Doll does
Blessing, Curse, and Hex audio now only play a single instance to avoid a volume increase
Fixed a graphical issue that would cause your pickaxe’s trail to continue to render across the screen when transitioning rooms
Fixed some exit issues with Core encounters
Fixed an issue that could cause Penance to not show as “discovered” in the Journal
Selt can no longer pick up bombs after dying
Black Rabbit chest game has been fixed to no longer leave floating locked chains if you pull the lever that destroys the chests
Caustic Vial now detonates even if the enemy was killed in one attack
Fixed some numeric font consistencies across different languages
Fixed a display issue that could cause your windowed resolution to get stuck at 1x1
Other Changes:
Bosses now appear on every run. The summoning stone can still be obtained by defeating all bosses on a single run.
The run seed is now displayed on pause menu and the game over screen
All constellation relics now mention that they are temporary
Red Hot Nuggets now has a visual effect applied to gold
Spatial Sickness now uses the unified warp effect
Tus now has a pet
Many changes have been made to how random events occur. Most things now obey the run seed, making runs far more deterministic.
The shortcut between the Dungeon and Halls is now permanent if the player opens it
You can no longer pickup potions while drinking
Nether can now be crafted at the Gatekeeper by default, no longer requires a blueprint
Tent now restores the player to full health and is no longer considered a heal
Large enemies will fall into pits less often
Removed proc audio from Mushroom
Removed proc audio from Sagitta
Removed the delay between peeping a skeleton and it dropping treasure
Reduced the amount of decimals displayed on the stats tooltip
When Sho’Guul runs out of legendary relics he will offer Hot Crossed Buns
Rook and Bish Fish should spawn less frequently
Large Ember, Phoenix’s Radiance, and Immolate have had their visual effect changed to better indicate their radius
Resurrection now has audio
Craftsmanship and Sewing Kit will no longer drop if the goldsack has been fully upgraded (unless they have never been discovered)
UnderMine 1.2 WHIP Preview and First Year Anniversary!
Hello peasants!
It's been a minute. I know it looks like we haven't done much in a while, but we've been working hard on all sorts of things. We got the Switch and PlayStation versions out. We have an upcoming physical release that will be announced later, new merch is on its way, and of course: UnderMine 1.2!
UnderMine 1.2 WHIP will release on August 6th, which happens to be UnderMine's one year anniversary!
If you're familiar with our updates you know that we do an official preview that calls out some highlights of the update. You can read that here: https://undermine.game/undermine-120-whip-update
We'd like to give a special shout out to our Discord community for their help testing and balancing this update. We really appreciate the dedication everyone has shown to UnderMine and the WHIP game mode.
UnderMine Turns 1
Our goal was to try and coordinate a major update for the first year anniversary, but we also wanted to do a few other things.
UnderMine will be on sale for 50% off on all platforms. Unfortunately we couldn't time all the sales to be the same but here is the run down:
Steam: Aug 7th - Aug 14th as part of the Yogscast Tiny Teams event
Humble: Aug 7th - Aug 14th
Switch: Aug 7th - Aug 13th
Xbox: Aug 10th - Aug 16th
PlayStation: TBD (We're still working with Sony)
PicoMine has been on hiatus, but we'll be finishing it up soon and hopefully dropping it on or around the anniversary.
New merch is in development with Dual Wield Studio and should be available soon. And if you can't wait we still have pilfers available.
We're also working with the community to put together a streaming event. More information on that soon!
If you would like to keep up with any of these things the best way to do so is following us on Twitter. Full patch notes will be available on the 6th along with the update. Until then, stay gold peasants!
- Thorium
UnderMine releases on Nintendo Switch Today!
[previewyoutube="nMHTaSaNHV0;full"] We've been working incredibly hard over the last few months preparing UnderMine for the Nintendo Switch, and today it finally comes out! We made painstaking effort to make sure it runs perfectly. UnderMine on the Switch runs at a smooooth 60FPS both docked and undocked. Now you can play in bed, on the bus, or in the bath! Live your best life. Peep it on the Nintendo eShop at the link below.
We're also currently jamming on a fun side project for the Pico8 called PicoMine. Design is not final, but for now it is an endless runner with elements from UnderMine. You can follow our progress on Twitter or Discord.
And don't worry if you're a PlayStation fan. We're working on the PS4 port as well, and it should be done pretty soon 😉
- Thorium
UnderMine 1.1.1 | Hot Fixes
Bug Fixes
Fixed a crash that could occur when loading a save file with an invalid familiar equipped
Updated a few typos and misspellings in the localization database
Fixed a rare crash that could occur if checking an Entity’s validity on the same frame it was destroyed
Fixed an input issue that would prevent you from moving if you took damage on a specific frame of the throwing animation
Fixed a memory leak in the animated enemy portraits in the Journal
Fixed an issue that would cause Core rooms to spawn in the Bog in Othermine
Fixed a problem with Helios Boots that would cause them to not ignite enemies
Fixed a problem with Goblin landmines that would cause them to plant duds that would not explode via proximity to the player
Disabled UI raycasting on the potion slot indicators which could cause them to show an invalid tooltip if moused over with no active potion
Tus now offers you Hot Cross Buns if no other relics are left in the pool
Fixed an issue that would cause the Queen’s Guards to still damage you, even though their spears were lowered
Poison Flower trap now scales its damage correctly in Othermine
The secret tribute fountain encounter can no longer spawn in Othermine
Fixed a performance issue with the Hayfever curse
(Linux, Mac) Fixed a text rendering problem that could cause text to stop rendering in parts of the UI
UnderMine 1.1.0 Royals Update!
Happy Holidays peasants, and Merry Christmas Eve! Santa said you had all been good this year, so he decided to deliver the UnderMine update one day early! We poured a lot of hard work into this one and we hope you enjoy it. Kick back, put on a good cup of coffee, and enjoy the update. You deserve it!
Features:
The Contested Bog
A gate can now be found at the edge of the Shimmering Caverns. It is guarded by two familiar creatures, but they will only allow access when certain conditions are met. Beware! Even if you discover the conditions for entry, a huge challenge awaits. The Contested Bog is home to UnderMine’s most dangerous creatures.
Plunder King
Deep in the Contested Bog, the Plunder King hoards a pile of treasure in his trove. He has become corrupted by his greed, and the corruption spreads throughout the area. Defeat the Plunder King and claim his crown as your own.
Tus, Wandering Minstrel
Tus is a wandering bard that spreads mello vibes wherever he goes. Tip Tus some gold for his efforts. If he deems your tip generous enough you may receive a reward.
Seed Input
You can now check your randomizer seed from the main menu in the Hub. You’ll also be able to generate a new seed, or input one of your own. You can now play the same randomized dungeon layouts as other players using this menu. This feature can be used for Othermine as well by entering a seed after donning the crown, before entering the portal.
Boss Tracker
Once a summoning stone has been lifted, a boss tracker will appear on the pause menu. This tracker will show the status of each boss.
Poison as an Official Element
Poison has been added as an official element. Now items that interact with elemental damage will also interact with poison. For example, Gordon’s Tunic will reduce poison damage. Certain things will cover the ground in poison. If food touches this it will become poisoned itself, with adverse effects!
Blighted Barb
Poisoned rocks will appear in the UnderMine. Destroying these rocks will give the peasant a temporary poison buff similar to Crippling Poison.
Momentary Peril
You may find a mysterious orb in a start room. Interacting with this orb will give you a temporary curse called Momentary Peril. It sets your health to 1, and gives you a certain number of rooms to clear. If you can clear the rooms the curse will be removed and you’ll be rewarded for your efforts.
Other Secrets
Many other secrets await in the Royals update, but we didn’t want to spoil them. Search every corner of the game to find them.
New Enemies
Greedy Pilfer
Corrupted Pilfer
Goblin Engineer
Goblin Scavenger
Noxious Goblin
Gremlin Harbinger
Bishop’s Fish
Rook’s Fish
Queen’s Fish
Bing Bong
Secretion Wurm
Quilled Golem
Bloatfly
Pontiff
Occultist
Hobble Doll
New Items:
Ostiophobia (Curse)
Dead Man’s Switch (Curse)
Hay Fever (Curse)
Shrapnel (Relic)
Heavy Boots (Relic)
M.E.G.A. Bomb (Relic)
Some-Potion (Potion)
Doppelbock (Potion)
Toadvine’s Tonic (Potion)
Bug Fixes
Fixed an issue that would cause your Summoning Stone count to be wrong on the pause menu
Goldmine 1-3 no longer sometimes spawns Dungeon hidden rooms
Fixed a bug that would cause you to drop your potions on the ground after being stabbed by the Gatekeeper
Ghost Pepper Sauce has been re-implemented to no longer quench itself with water and to behave better around Antimatter
Fixed some number clamping issues in the stats tooltips in the Journal
Fixed an issue causing bombs that Selt had eaten to double-explode
The Canary will no longer attempt to collect gold enemies
Bombushka and trapped chests spread their bombs more evenly, rather than always to the northeast
Fixed a minor issue in the Goldmine where water background elements would stop animating when coming back to a room
Fixed an issue causing waterfalls, goldfalls, and sandfalls to not spawn correctly
Fixed a problem with peasant animations that would cause the hit animation to stop displaying after dying
If Tent is disabled via Nullification, you will no longer get a tent in zone start rooms
Fixed some load-order issues around Dark Cloud and Nullification that would cause them to not work properly when reloading from a save file
Fixed a minor issue with Gargoyles that made them distinguishable to fake Gargoyle statues
Fixed an issue where Soul Cannon was not scaling damage on two of its projectiles when used in conjunction with Fork
Explorer's Boots now won't activate while you are standing on things that aren’t the ground
Fixed a bug in the Chaos Familiar’s wheel where the spin audio could get stuck looping if the wheel closed too early
Fixed a long-standing crash that could happen if you interact with a thing on the same frame as it's destroyed
Fixed an incredible Metamorphim bug that would allow you to re-roll your Doll relic just as its last charge was consumed (thank you Priskip!)
Tightened up when and where the AI navigation mesh is rebuilt to prevent certain enemies from spawning or teleporting into inaccessible areas
Improved the logic that tracks the “Drop count” of an item for display in the Journal
Added in some more protection around bad data from hand-edited save files could cause crashes on startup.
Fixed an issue that would cause secret rooms connected to a hidden room (these are referred to as “secluded” rooms) to wind up on the wrong subfloor during floor layout regeneration and be visible on the minimap at the wrong time
Fixed a long-standing issue with the maximized minimap that would make it possible to see secret walls to the east
Thickened up the ground hitbox to prevent fast-falling entities from falling right through
(Linux) Fixed some audio driver incompatibility issues that would cause the game to hang on a black screen when starting up
(Linux) Fixed some Z-testing flags in our shaders that would cause certain graphics drivers to get thoroughly confused when rendering UI elements
Balance Changes
Gordon’s Tunic now reduces poison damage as well
Spinner traps now scale their damage based on the zone they are found in
Arrow traps now scale their damage based on the zone they are found in
Transmute machines in “gambling rooms” no longer add health to their cost when used
Slightly increased rat health in OM
Gremlins have had their AI tweaked and are now much more aggressive
Capture Sphere now adds 5 damage per enemy killed instead of 10
Galoshes and Helios boots now guard against poison on the ground
Added more fury to the Fury Potion
Mjolnir now creates its AOE at the target of the thrown pickaxe. Its cooldown has been removed and its damage decreased
Reduced the damage done by the Eidolon’s level 3 ability
Other Changes
Massive performance and memory optimizations across all areas of the game
The “Hobbled” status effect now has a visual associated with it. Being Hobbled dramatically slows your movement speed and prevents you from jumping
If your controller becomes disconnected, the pause menu will now open
Toxic Scales now deal poison damage
Other Scales now deal poison damage when paired with a Toxic Scale
Spiders now deal poison damage
Vile Pots now deal poison damage
Vile Pot damage is now the same whether they were spawned from a Drude or not
Caustic Vile now spawns a poison blast
Gordon’s Tunic no longer makes a sound when blocking elemental damage
Chests can now be trapped with poison (this does not increase the chance a chest is trapped)
Artifacts have been moved to a subtab of Items in the Journal
Wall gold in the Goldmines now has a halo like other wall gold
Wall gold in the Goldmines now uses normalized damage which means it will always take two attacks to mine
Wall gold and thorium in the Golden Core now uses triggers rather than colliders so that the peasant can’t bump into it
Controller vibration has been normalized and rescaled
Items that have been eaten by ItemEater now shatter when they hit the ground
Oil now uses a different rendering method (and looks better in our opinion)
Bass fly projectiles changed in color so that Bishop and Rook fish can fire projectiles of their color
Sequence Breaker has a new teleport effect in line with other warp effects in the game
Adjusted many FX emitters to work on unscaled time to prevent drawing on the opposite side of the room during transition
Vorpal Blade refacing timings have been improved to better match the visuals
UnderMine 1.1.0 | Royals Update Preview
It's been a little while peasants, but we hope worth the wait? Welcome to UnderMine 1.1.0 Royals! UnderMine's first major update since release. Royals introduces a new zone, new boss, items, features, and a couple big secrets for you to discover.
Normally we would announce the update's release date alongside the preview, but we're still not sure on what it'll be. We're going to begin beta testing today, so if you'd like to try it early you can visit our Discord and follow the instructions there. We're going to gather some player feedback before deciding on a final date.
If you'd like to read up on what's new, you can find the full preview here:
This update has been in development alongside some other work that we can't announce yet, but just know... it's exciting! Hopefully we can share it soon.
In other news, we still have some Pilfer plushes available from our partner Dual Wield. If you'd like a stuffed reminder of your most hated enemy you can snag one here: