Clicker Ore · published
Worker System
Five worker slots have been added — workers mine for you while you play. Each worker generates income on a one-minute tick, the income collects into a pool, and you claim it whenever you like.
Worker slots unlock automatically as you reach certain floors (250 / 400 / 600 / 800 / 1000). No purchase or diamond cost is involved.
You assign a pickaxe to each worker; the pickaxe's damage increases that worker's income.
A pickaxe can only be used by one worker at a time.
A single standalone "Collect" button claims every worker's pending income at once. It turns green as soon as there is anything to collect.
Each slot shows income per tick and the amount accumulated since your last collect separately. The worker's name, description and lifetime total are shown in its tooltip.
On Prestige, worker levels and pending income are kept. Only pickaxe assignments are released.
Pickaxe Selection Panel
A new selection window handles assigning pickaxes to workers. Pickaxes you don't own are hidden, pickaxes already in use by another worker are dimmed, and hovering one shows who is using it. To remove a pickaxe, use the X button on the slot itself.
Dynamic Currency Display
The currency display in the top bar can now be cycled with the forward/back arrows, so you can keep whichever currency you want on screen.
Other additions
The Prestige rewards panel now has a title.
A "Give Up" option was added for tasks.
Bulk action buttons (x1 / x10 / max, and "buy all / upgrade all") were unified into one consistent system.
Buy, upgrade and skill costs for pickaxes, suits and pets can now each use a separately configurable currency. As a result, the icon shown next to a price always matches the currency you actually pay — previously some screens always displayed the gold icon.
Upgrade prices on the Prestige page now show their own currency icon as well.
Worker upgrade cost was reduced to a single formula that scales with slot order.
Worker income no longer loses fractions when collected — small amounts now reach your balance.
The Dungeon Entry description now shows the key icon in the correct place within the sentence.
The unused Instagram button was removed from the main screen.
Fixed purchased pets and Infinity items disappearing when the scene reloaded (language change, Prestige, and similar).
Fixed an error that occurred when a price update arrived before the store panel had ever been opened.
Fixed the "Upgrade All" button showing the wrong total price for workers.
Bulk action buttons now refresh when the relevant values change; they no longer display stale prices.
Fixed the collection bug that kept worker statistics permanently at 0.
Tooltips no longer stay open for the wrong source, and the error that occurred while a panel was closing was fixed.
The "gain per minute" text on the elevator panel was not localized; this is fixed.
Ore break effects were rewritten, with a dedicated particle set for each ore type.
All in-game TMP icons were gathered into a single atlas, and icon/text alignment issues were fixed across more than 40 UI elements.
Sprites were reorganized, and hundreds of unused materials and demo files were removed from the project.
All tooltips were moved to a single system, giving more consistent behavior and fewer UI errors.
Every player-facing English string was audited for whether it actually describes what the underlying code does. Each corrected string was updated in all 16 translation languages as well.
"Farm Mode" → "Auto Floor" (the button already moves you to the next floor)
"Heat Check Mode" → "Auto Suit Upgrade" (the button upgrades suits)
Leaderboard: "Hit" → "Clicks", "Hunter" → "Bosses", "Highest Click Damage" → "Total Damage Dealt" (the score was already measuring total damage), "Highest Click Count" → "Most Clicks", "Highest Boss Killer" → "Most Bosses Defeated"
On the screen shown when you lose to a boss, "Boss Win!" → "Defeat!" (the screen now reads from the player's perspective)
Task names were brought into a consistent noun-label style: "Upgrade Pickaxe Times" → "Pickaxe Upgrades", "Click Times" → "Clicks", "Reach Depth Meters" → "Depth", and so on.
The "Use Skill" achievement is now "Skill User I / II / III" — all three tiers previously showed the same name, and the tier is now visible.
Cumulative damage tasks now say "Deal" instead of "Reach", and the unit on the DPS achievement was corrected.
The Ore Stone description now points to the Trader instead of a crafting system that doesn't exist in the game.
The unreachable "buys" branch was removed from the auto suit description.
The offline earnings screen now credits your pickaxes instead of "your heroes".
Fixed Russian time formats, German element names, and the Spanish worker name.
The "Value:" label is now "Amount:".
The game was migrated to Unity 6.
Unused plugins (Odin Inspector, SRDebugger) and demo content were removed; project size is noticeably smaller.
A large amount of dead code, unused panels, and duplicated systems was cleaned up.