GAME DISCOVERY / MINING AND GEOLOGY
Mithril: mine the ore, mind the ceiling
A cave-mining game where the rock above you matters as much as the ore ahead. The free Windows demo introduces its systems, then stops at Iron.

A mine is also a structure
Mining in Mithril involves two linked plans: where to extract ore, and how to keep the route standing. Removing rock changes what the remaining cave must carry; a useful excavation can also become a structural problem. Support struts turn the ceiling into part of the layout you have to manage.
That is the attraction for me: deciding where to dig involves a second question about what holds the space together. Agentic Games describes material properties, mineral veins and geological layers that shape extraction and stability. The reinforced tunnel in the opening image gives that relationship a visible form: opening a route and keeping it open are connected decisions.
Machines inside a changing cave
Automation gives that excavation a purpose beyond collecting another stack. Build machines and ore-processing chains, then push farther into the cave while production continues. The developer’s automation screenshot puts conveyor lanes, transfer arms and processing machinery into a cramped underground workspace. The combination gives the machinery a concrete setting: an underground workspace whose shape is part of the problem.
Dormancy adds a different timescale. The developer describes advancing a geological simulation through a million years: dissolution, heat, collapsing passages and newly formed minerals reshape the world. It is an intriguing planning question: what happens to an operation built around a cave that can change?

What the free demo actually includes
The current free Windows demo includes mining, crafting, automation, structural stress, combat and Dormancy. Progress stops at Iron tier. Its world was adjusted by hand after generation for the onboarding tutorial, making it a deliberately bounded introduction to the systems.
Agentic Games estimates roughly 80 minutes for a first playthrough. Keyboard and mouse are required. Multiplayer, Cozy mode and The Memory are absent, and demo progress does not carry into the full game.
Availability update, 25 October 2026: The full game remains upcoming, with Steam now listing a planned release date of 8 December 2026. If your main interest is building peacefully with friends, keep those limits in view. The available introduction is a solo route through mining, machinery and the cave’s structural demands.
Where AI fits
Mithril’s Steam disclosure identifies substantial generated art and audio: 3D models, cave and terrain materials, textures, item and interface icons, music and sound effects. The developer says these were edited and finalised by hand against the game’s art direction.
The procedural world is a separate matter. The disclosure attributes world generation to hand-written algorithms and excludes model animation, level design and systems design from AI-generated work. It also says there are no generated voices and no generative AI running during play. A changing cave is a gameplay system; the substantial AI contribution described here is production work.
That is the mining loop I want to follow: understand the ground, support it and put machines to work within it.
See Mithril on Steam ↗ Free Windows demo ↗
For more games with substantial AI-assisted development, follow the free AI Made Games curator.
Sources, checked 22 October 2026: official press kit, demo scope and media permission; Steam game page and AI disclosure; exact Steam demo.