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Clicker OreNewsClicker Ore — Development Roadmap
Community

Clicker Ore — Development Roadmap

Clicker Ore · published 3 Aug 2026, 21:00 UTC

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Hey miners, I wanted to open up the workshop for a moment and show you what's coming next. Below is everything currently on my desk, roughly in the order I plan to ship it. One thing worth saying up front: Clicker Ore is made by one person. That shapes this roadmap in two ways. Things get built one at a time instead of in parallel, and I'm not going to hand you dates I can't actually hit. What I can give you is an honest order — and the promise that the list below is what I'm genuinely working toward, not a wishlist. The further down an item sits, the less locked-in it is. The top section is what's happening right now. The bottom section is where I'm exploring — those ideas are real, but they aren't promises yet, and some may change shape or move around along the way.


🔧 In Progress — Stability Pass

Bug fixing across the entire game. Before anything new goes in, I'm going through Clicker Ore end to end and fixing what's broken. Every system, every screen, every edge case I can reproduce. This isn't the flashiest thing I could be doing, and I know it. But a clicker game lives or dies on trust — if your numbers behave strangely, if a save doesn't load the way you left it, if an upgrade doesn't do what it says on the tin, nothing built on top of that matters. So I'm clearing the foundation first. If you've hit a bug, now is the single best time to tell me. Reports that come in during this pass go straight onto the list I'm actively working through.


🌍 Next Up — Localization

Clicker Ore in your language. Right now the game is English-only. That's a wall for a lot of players, and it's the next one coming down. I'm building a proper localization system into the game rather than patching translated strings in one screen at a time — which means once the groundwork is in, adding a new language becomes a matter of translating text instead of rebuilding menus. Every piece of UI text, every upgrade description, every tooltip goes through it. I'll share the language list once the system is in place and I know what I can support well. Half-finished translations are worse than none, so I'd rather ship fewer languages properly.


⛏️ Planned — The Next Wave

These are confirmed features, in the order I currently intend to build them. Order can shift if something turns out bigger or smaller than expected.

🎲 Luck

A new Luck button in the panel — and a reason to check back in during the day. Every 6 hours, Luck goes live. When it does, you get a spin, and the first spin is always free. If you like what you're seeing and want to keep going, you can spend Diamonds for extra spins — but you never have to. The free spin comes back around every six hours no matter what. What's on the line is the fun part. The prize pool is built out of rewards and boosts you can't pick up anywhere else in the game — not just a small pile of currency, but things that actually change how the next stretch of mining plays out. The goal is that hitting a good spin genuinely shifts your run, and that checking in is worth doing even on a short break.

🗿 New Environment & the Golem

A brand-new area to dig into — and you won't be digging it alone. The new environment introduces the Golem: an automated miner that breaks ore on its own and keeps earning while you focus elsewhere. It's built to support your income rather than replace your clicking, so the goal is a companion that makes active play better, not one that makes it pointless. New environment, new ore, new progression to chase.

⭐ Pickaxe Star System

A new dimension of progression for the tools you already love. Levels tell you how far a pickaxe has come. Stars will tell you how far it can go. The star system adds a second axis of investment on top of pickaxes — a reason to keep pushing a favorite tool well past the point where it currently stops being interesting, and a meaningful choice about where your resources go.


🔭 Long Term — What I'm Exploring

Real ideas I want to build, with no timeline attached. Consider this a look at where my head is at, not a commitment. Your feedback genuinely shapes which of these move up.

  • 1v1 — direct player-versus-player competition. Two miners, one comparison, a clear winner.

  • Clan Events — group up, dig together, and take on goals that are too big for one player.

  • Inventory System — a proper home for what you collect, and the foundation any item-based feature (drops, gear, trading) would eventually need.

  • Player XP & Levels — an account-wide progression that belongs to you rather than to any single pickaxe. Everything you do in the game feeds it: mining, upgrading, prestiging. Your level becomes the one number that says how far you've come as a miner, with rewards and unlocks tied to climbing it.


Tell Me What You Think

This roadmap isn't set in stone, and the ordering below the top two sections especially is still very much up for discussion. If something here excites you, say so. If something you were hoping for isn't on the list, say that too — with a one-person team, player feedback is the fastest way for an idea to get moved up. Drop your thoughts in the comments below, or head over to the Discussions tab — I read everything. Thanks for mining with me. — Tiny Depth Studio

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Game update13 Sep 20261.7.16 Update Notes — September 13, 2026NEW - Added a region panel: you now switch between the main mine and the dungeon from a single panel. - Added promo codes: type a code into the Promo Codes tab under Settings and claim your reward. - Added a chest to the store: it drops enchantment dust or a piece, and the card lists every reward with its chance. - Added sorting to the inventory: sort your items by tier or by number of affixes,…Major update6 Sep 20261.6.13 Major Update — September 6, 2026NEW - The enchantment system is here: enchantments fitted to your pickaxes, suits and pets raise your damage, critical hits, gold gain and heat resistance. - Enchantments come in four tiers: Common, Rare, Epic and Legendary; higher tiers mean both stronger effects and more properties on a single enchantment. - Every enchantment rolls its own values the moment it is crafted and never changes aga…Community30 Aug 2026About the Upcoming Balance Change — August 31, 2026In the update I will release within a week, I am making a serious change to the game's balance. I am doing it knowing it will affect the progress you have built, and I want to apologise for that first. I make this game on my own, so I am writing these lines in my own words. Looking at the data since launch and at what you have reported, I saw one thing clearly: some numbers did not add up. Some…