A short one, all from playing 2.1 on my own phone. Nothing here changes the economy; it's the lamp, the taps, the bottom of a band, and one chatty line. It's with Apple now and will show up as an update when it clears.
FIXEDThe helmet lamp stays put. Every perk glow used to freeze the miner for a moment while the lamp kept moving, so the light slid off his head; and on opening the app the miner showed his starting gear for a second before the real gear loaded. Both fixed.
FIXEDTaps land. When ore was breaking fast, the shop and Settings could redraw under your finger and eat the tap, and the page jumped back to the top. The screen no longer redraws while your finger is down, and only the tab that shows the changing number redraws at all. Scroll stays where you left it.
FIXEDThe bottom of a band tells you what's left. It used to show an old thank-you note that read like the end of the game. Now it shows the depth still to dig before the next Delve opens, then the coins needed, then the button. The Delve tab shows the same meter instead of a full bar.
IMPROVED"That's not supposed to be up here" has a leash. The miner says it the first few times a Prospector strike comes up, then only now and again. The strike itself, the glow and the callout, still happen every time. And it no longer fires when there's no Prospector's Luck involved at all.
FIXEDPerk sheets say the right caps (Haggler 11 stones, Prospector 5), and the Settings version line reads once instead of twice.
IMPROVEDGem pickups now say "coins". When you grabbed a gem, the pop-up showed a big number with no unit, so it looked like you'd found a billion gems. That number was the coins the gem sold for. Gems turn into coins the moment you pick them up. The Overview tile now reads "Lifetime Gems", and you can tap it to see this Delve's count. Thanks to the player who wrote in about it. Keep the feedback coming, bugs or ideas for making the game better. I read every one.
v2.1August 28, 2026
Mastery, and the whole way down
A quick one after 2.0, mostly from playing it myself. The deep bags never filled, one perk at a time felt thin, the bottom of a band read like the end of the game, and The Vault could lock the screen up. All of it is fixed.
FIXEDThe Vault could freeze the game. If you picked The Vault in 2.0 and the Delve tab stopped answering taps, this was it: interest was being worked out on every game tick, dozens of times a second, and each time the whole screen redrew itself, so your finger never had anything to land on. This one got fixed the same night it was found and is the reason 2.1 went out fast. The interest is unchanged; the screen just doesn't redraw for every coin anymore. The "hold off on The Vault" warning is lifted.
NEWPerk Mastery. Five Lodestones in one perk masters it: every stone then counts about triple. Ten stones makes it a Grandmaster. Spreading stones still works; stacking them is the strong play now.
IMPROVEDTwo Lodestones per Delve, every Delve, and three for a Perfect Delve. If you had already Delved, you get the Lodestones you would have had: as many as your Delve number (up to six), added to your bank.
IMPROVEDBags fill again. The Diamond, Netherite, Prismatic and band packs were so big they never filled, so auto-sell never had anything to sell. They now hold about a day of digging at the gear that owns them. Your ore is untouched; a bag that was fuller than its new size just waits to be sold.
IMPROVEDAfter a Delve, auto-sell comes back at 20M instead of 50M, so the first nights of a run aren't wasted. Your unclaimed goal rewards are collected for you right before the reset, so nothing is left on the table.
IMPROVEDSome perks now have a top. The Vault, Prospector and Gem Magnet stop at five stones, Haggler at eleven. If you had more stones in one than that, the extras are back in your bank.
IMPROVEDGems come easier once you've Delved: better odds while you play, and a few turn up on their own while you're away.
NEWHelmets past 100% double-roll. Every ore upgrades a tier, and the part over 100% is the chance it upgrades twice (a 120% helmet: 80% single, 20% double). The shop says exactly that now.
NEWUnknown ore. A deep strike can now surface ore from a band you haven't opened yet. It shows as Unknown Ore until you get there, and it counts double for depth and research, so a lucky strike into the unknown moves you along faster instead of slowing you down.
IMPROVEDA lucky strike at the very top of the mine, where there is no better ore to find, now pays a second ore instead of nothing. The helmet is never dead.
IMPROVEDThe bottom of a band now tells you where you are: which band of six, what the next Delve opens, and how much Delve cost is still to dig. The counter shows all eighteen zones, the way down lists every band by name, and goals you can claim are shown up front with what they pay.
IMPROVEDPast the last band you can keep Delving. Each lap pays two Lodestones (no Perfect bonus on a lap). Haggler and Rich Veins go higher.
v2.0August 19, 2026
The Deep Delve
The bottom of the mine was never the bottom. 2.0 adds a prestige system: finish the known mine, then Delve past it. You start over at Pebble Path with perks that stay forever, and every Delve opens a new band of ore nobody has named yet.
NEWDelving, TinyMine's prestige system. Reach the bottom, hold the delve gold, and Delve Beyond. Research, goals, depth and perks stay. Coins and gear reset.
NEWThe Delve Pass ($1.99, one time): respec any perk, any time — trade a level back for its Lodestone and try another build. Bought in the app; restorable from Settings.
NEWLodestones and perk cards. Every Delve pays Lodestones. Spend them on any of nine permanent perks from the new Delve tab: Silver Tongue, Rich Veins, The Vault, Night Shift, Gem Magnet and more. Pick what suits how you play.
NEWPerfect Delve goals. Each Delve deals four run goals in the Goals tab. Finish them all before you Delve and it pays one extra Lodestone.
NEWSix new bands of ore below Prismatic Brink, one per Delve, each its own place: a buried moon, an ember furnace, a starfield in the stone, the event horizon, a bright aether drift, and voidglass at the bottom. Each has its own gear set for the miner, with its own shine.
NEWPerks tell you what they did: coins fly from where the value came from to where it lands, with the amount named. Auto-sell shows its work the same way now.
IMPROVEDThe Delve flow was tightened: one explainer, one confirm, and an arrival straight into the new run instead of the title screen.
v1.0July 17, 2026
TinyMine comes to iPhone
TinyMine started as a tiny browser game I made for friends. Now it's a real app. Same little miner, same cave, and the same deal as always: no ads, no accounts, and your save stays on your device.
NEWTinyMine is on the App Store. The full game is included with your download.
NEWHaptics. Little taps when you strike ore, break through, and spot a gem. I'm really happy with how these feel.
NEWA tip jar, if you're feeling kind: Supporter or Deluxe Supporter. These aren't items or boosts — just support for more development. There's also a $0.99 Auto-sell Early Unlock (everything it does is earnable in-game), and Restore brings purchases back on a new phone.
v1.0 (13)July 10, 2026
Goal tuning, depth warnings, and a lot of polish
A batch of quality-of-life work from the last two days. Goals pace better, the mine warns you before you leave things behind, and the miner himself got some overdue pixel care.
NEWYour bag finally shows off. Upgrade your bag and the miner's satchel changes with it — tin through prismatic, in every animation. I drew the pixel masks for this by hand, frame by frame, because the bag and the shirt are nearly the same brown and no amount of clever code could tell them apart.BeforeAfterA gilded bag on a fully gilded miner. Before, the bag stayed leather-brown no matter what you carried it up to.
NEWDepth warning. Going deeper can close out goals you haven't finished, so the mine now asks first. Stay and finish, or descend anyway — your call.
NEWBag-full alert. If you want, your miner can let you know when the bag fills up while you're away. Off by default, toggle in Settings.
NEWGem buzz. A little flutter in your hand the moment a gem shows up on the path.
NEWDiscovery light. When your helmet spots a lucky ore or a gem, the headlamp brightens and casts a proper beam toward the find until the moment passes.BeforeAfterThe old glow vs the new beam. It now starts at the lamp glass and follows the helmet on every animation frame.
IMPROVEDGoal tuning for the early ores. Tin, copper, and iron goals now finish before you'd naturally move on — tin tops out at 250 and copper at 1,400. Anything you already mined past pays out the moment you open Goals.
IMPROVEDCave ambience now plays out of the box. The old sound effects are retired for now, since the haptics carry the feel better. Cave sounds keep their own toggle in Settings.
IMPROVEDThe headlamp finally looks lit. Warm glass instead of cold grey, and a little glare on the helmet brim as he walks.BeforeAfterCold grey glass vs the new warm lamp.
IMPROVEDNew app icon: the miner himself, standing with his pick over his shoulder, cut straight from the game's own sprite.BeforeAfterOld icon (with the purple fringing around the edges) vs the new one — the miner as he actually appears in the game.
FIXEDFilled in missing pixels on the miner's helmet and outline that let the cave show through on some animation frames. The little lamp glare on the helmet stays — that one was on purpose.
FIXEDUpgraded helmets now color the whole helmet. A shaded patch used to stay brown on a few frames.BeforeAfterUpgraded helmet before and after: stray brown pixels along the seams are gone and the whole helmet takes the tier color.
FIXEDEvery ore sprite got the same audit: a few chipped border pixels restored, no stray colors anywhere.
IMPROVEDThe app now reads simply "TinyMine" under its icon on your home screen.
FIXEDUpgraded gear no longer colors the miner's hand. For a moment at the top of the mining swing, the fist was picking up the helmet's color — it stays skin-colored now.
FIXEDRemoved a phantom second hand that appeared for a single frame of the mining swing, floating near the helmet. It turns out it had been in the art since the very beginning — once you see it, you can't unsee it. The helmet behind it got properly redrawn too.
Thanks for playing. If something feels off, the support page is the fastest way to reach me.