Brightvein
Pithead · 0 m

Brightvein

Lay rails down a crimson cave, cut stones from glowing veins as the hutch rolls past, and get the load up the hoist before the roof, the firedamp or the water get to it first.

Coming to iOS
First level · 40 m

The hutch only knows downhill

Lay it as you go

Drag track out of the glowing rail end, cell by cell, while the cart is already rolling. Pull back over unused rails to get the timber back.

Height is speed

Drops build speed, climbs spend it and sharp bends scrape it off. Run out going uphill and the hutch rolls back to the lowest point.

Brake or burn

Hold the hand brake to crawl past a vein. Stuck halfway up a ridge? Burn the top stone in the bellows for a kick.

Crystal level · 130 m

Six stones, one closing ring

A vein glows as the hutch comes near and a gold ring tightens on it. Tap as the ring meets the crystal for a clean strike: two stones instead of one, and a longer chain that makes every stone after it worth more. Bring three of a kind to the hoist and the sorting chute pays a little extra.

Old workings · 260 m

The mine pushes back

Tremors

Cracks glow red in the roof a moment before rock falls. Tap them to set a timber prop, or mend the smashed rail after, or leap the gap if you are going fast enough.

Firedamp

Teal gas hangs in the Ember Gallery. Burning a stone inside it blows the rails ahead apart.

The inrush

In the Sunken Vein, flooded workings break through above you, and the water follows the hutch all the way down.

Hoist landing · 400 m

Up into daylight

The weigh house

Every stone is itemised on the weigh-house sheet, with the office's share added for the order you pinned before going down.

Today's Seam & the Deep Shaft

One cave each day that every miner shares, and a shaft with no hoist at all, where the only score is how deep the lamp will take you.

Pit stores

Spend the carats you earn on kit that stays with you: more timber, a deeper hutch, a stronger bellows, a canary, a lens, a gilded coat of paint.

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