
Mithril is a voxel mining survival game where the cave never stops changing. Dig with claws, build machines, hold your ground against what hunts you. Then trigger Dormancy and watch a million years of geology rewrite the map. Same base. New danger. The world remembers.
Mithril is a voxel cave mining survival game where the world changes with you.
Dig by hand. Build machines that dig for you. Hold a torch against something that has been waiting in the dark far longer than you have.
Then trigger Dormancy, and watch deep time go to work.
Every piece of rock you take, another has to carry what is left. Take too much, too fast, and it all comes down.
Structural stress propagates through the rock in real time. Support your tunnels with struts, or listen to the ceiling make the decision for you.
The stone is not known for forgiveness.
(Unscripted natural collapse event.)
Dormancy is not a rest. It is a fast-forward.
The engine simulates deep geological time on the cave you are standing in.
Open a path for water and the minerals it carries follow it, concentrating ores along ancient water tables. Channel lava into untouched rock and hydrothermal heat transforms it into new minerals. Leave a tunnel unsupported and it gives way under its own weight.
You shape it. You trigger it. You watch it happen. And then you come back to a place you no longer recognise.
But you will do it anyway. The ore you need does not exist yet.
Same base. New danger.
(Deep time simulation of heat source turning into new minerals.)
The world is not the only thing that changes.
While you play, creatures in the dark watch you. And they learn. Where you dig. What you build. How you fight.
The ones that survive Dormancy come back knowing what didn’t work last time.
Dormancy reshapes the world. The Memory reshapes what hunts you.

Someone else made it this far, long before you did.
He will show you which rock is worth taking, how to keep a roof up, and what to listen for when the stone starts to complain.
What he wants in return, he does not say.
The cave was generated. The geology was simulated.
Depth-layered rock strata across procedurally generated cave systems
Geologically accurate mineral formation, veins, and enrichment
Stalactites, columns, flowstone, crystal growths, lava pools, water systems
Every material has real physical properties that change how you mine it
Every descent is different.

Start with your claws and a torch. Finish with a line of machines pulling ore out of the dark while you work three tunnels over.
Crushers, furnaces, conveyors, storage
Orehands that keep the line moving while you are elsewhere
Build the chain, then build the chain that feeds the chain
None of it survives Dormancy untouched. You do not build the line once.

Online and local co-op for up to four. One of you digs. One of you watches the dark.
Arrives at Early Access launch.
Freeplay leaves out the creatures and gives you the cave, the geology, and the machines.
Arrives at Early Access launch.
Powered by a custom Rust voxel engine driving Unreal Engine 5. Built by a solo developer in Melbourne, Australia.