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One thousand players in the deep

A thousand people chose to dig. Thank you for trusting a small game made by one developer.

Diglords: Vault and Veins just passed one thousand downloads. For a first game made by one person, that number means a great deal, and I want to thank everyone who gave it a try, left a rating, or sent me a note about what they wanted to see next.

I also want to be honest, because not everything was smooth sailing. When I launched, I underestimated how many different phones the game needed to handle. Some devices, foldables in particular, did not display the interface the way they should, and iPad players ran into a layout that was clearly broken. Those were my mistakes, and the community was patient while I learned from them.

Most of the months since launch went into fixing those problems and making the game steadier on every screen. Here is a short look at where that work went.

What changed since launch

  • 1.0.3 Early fixes, and the upgrade shop now shows the total mineral drop chance for each auto miner.
  • 1.0.6 Fixed a critical layout issue for iPad players.
  • 1.1.1 A new mine screen, a framework upgrade to resolve device specific problems, and a raid success rate readout.
  • 2.1.0 The Union arrives. Sell your mine for Union Coins, a permanent progression currency that carries into every future run.
  • 2.2.0 A stability overhaul, a fix for a critical negative wealth bug, and in game alerts when a new version is ready.

There is still more to do on device support, and I keep a close eye on every report. If your phone does something strange, please tell me. It genuinely helps.

Onward, and as always, happy mining.