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Hold The Mine on Steam

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Explore and defend your mine against waves of monsters in this innovative roguelike survival game! Collect and manage your resources, discover buildings with unique effects and unleash mighty heroes to hold monsters out of the mine until the sun rises.

Hold The Mine is a dwarves, strategy and auto battler game developed by Hookaria Games and published by Goblinz Publishing and Gamirror Games.
Released on February 17th 2026 is available on Windows, Steam Deck and Steam Machine.

It has received 386 reviews of which 325 were positive and 61 were negative resulting in a rating of 7.9 out of 10. 😊

The game is currently priced at 14.99€ on Steam, but you can find it for 2.05€ on Eneba.


The Steam community has classified Hold The Mine into these genres:

Media & Screenshots

Get an in-depth look at Hold The Mine through various videos and screenshots.

System requirements

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Windows
  • OS: TBD
  • Processor: TBD
  • Graphics: TBD

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

8 hours played
Aug. 2026
Hold the Mine uses a tested mine - upgrade - defend formula (like Dome Keeper) and it does it very well. The gameplay loop is satisfying, progression rewarding, it's easy to do "just one more run" My main wish is for some form of meaningful, tangible meta-progression beyond individual runs. I'd love to see an overworld map where you can expand and upgrade your kingdom, send dwarves on expeditions to new biomes, encounter different enemies, and make decisions that affect the wider world. Perhaps neighboring kingdoms could become allies or rivals, helping or hindering your progress based on your choices. Maybe an idea for Hold the mine 2 hahah The foundation is good. It just feels like there's room for additional layer of long-term progression that could make the game even more compelling
21 hours played
Aug. 2026
The game as it exists now is pretty fun. It's a mix of tower defense/autobattler and mining game like motherload. While there are some buildings to improve your mining, the focus of build crafting is a lot more tilted towards the autobattler side. I've found that the characters have a nice mix of both internal synergies and synergies which hook them in to other characters. It's still early access, so there are still things to improve on aside from adding more content and balancing. I'll provide some feedback here: - The game audio default is too loud. Start it at the lower end and let people adjust from there. Loud noises can be dangerous to eardrums, especially with headphones on. - There should be an option to mute the game in the background. - Keybinding options would be nice. - Option to automatically skip the into cutscene. Also the current skip button only cuts part of the animation short rather than just jumping into the game. - The default camera speed is painfully slow. Thankfully there is a slider, but I think it could probably start in the middle of the bar. - Pan should be on the mouse wheel instead of needing to grab and pull. There isn't really a need for the zoom function. - Need a save and quit button. I don't want to have to leave the game running if I need to leave in the middle of a run just to continue. - The tutorial message kept popping up at the start of every run for a while. Although it seems to have stopped now. - Some kind of combat breakdown would be nice to be able to evaluate how your build is doing. - Some mechanics aren't super clear and don't have an explanation. For example, when something applies the character's "base damage" does that mean no increases effect it? Does that mean it's unable to crit? - When I initially started, I was a bit confused by the controls and it took a minute to figure out how to dig. While it's stated in the tutorial box, it didn't feel clear that you needed to use all of your pickaxes before starting, so upon clicking the button it did nothing. I have now noticed that there is a little feedback with the pickaxes briefly growing, but it is perhaps too subtle. I think part of this is that the button is a much bigger visual draw but doesn't provide any of the feedback. The button should be greyed out or blink red or something or perhaps a red outline around the pickaxe bar. Just something to draw the eyes to the relevant info. - The interface for marking and unmarking dig spots feels a little wonky. I have on more than a few occasions accidentally deleted marks when I meant to drag my mouse to the next block. - I'm not sure how I feel about the way the expeditions work as far as requiring you to use all pickaxes together. There are plenty of situations where it can feel bad to potentially waste pickaxes because you don't know what's in the darkness or because a special block like a bomb will clear away a place you wanted to go, so it would be a waste to dig past the bomb even if you don't really want to dig anywhere else. - I think I would prefer it if you could hold off on choosing things like heroes, buildings, etc until the end of the turn so that you can evaluate all of your options in the context of others you've gotten this turn. It can feel bad to open a thing, pick something, then immediately open up another with different synergies that don't work with the first thing you picked. It encourages leaning into more generic options early since you know you will be able to use them. - This is very much personal preference, but I really hate meta progression that just provides small power increases rather than unlocking variety. (Although thankfully the game also has that.) It's pretty boring to get +1 this or +10% that. It also makes the difficulty options feel weird. I won my second run of the base difficulty, but I got stomped on my first run of the middle difficulty. I don't like wondering whether I lost because I didn't have enough upgrades for the higher difficulty vs my own lack of understanding and I don't like feeling like it's correct to go farm the lower difficulty even when I can already fairly reliably clear it. Also, while some branches of the tree grant fairly generic bonuses, some give more specific power ups to certain builds, such as improvements to status effects. I dislike meta progression which limits the scope of my decisions within a run. I want to be able to just start a run and see what the game gives me without thinking "Well my meta skill tree took bonuses to status effects, so I should look for those and ignore stuff that doesn't work with them." The whole point of a roguelike is variety, so design decisions that limit that run counter to that goal. I've only played for a few hours now, so that's all the feedback I have so far. Keep up the good work, I'm looking forward to how the game progresses through early access.
28 hours played
May 2026
A really promising project! Gameplay is simple, split between an addictive resource gathering phase and a tense auto-battler / defence phase. Whether you succeed or fail, you make progress in a rogue-lite skill tree that improves your future runs. Though the game is already fun and addictive, it has a few rough edges, but it also has a ton of room to grow into something much greater. The dev is actively updating and has plans for a ton of new content and something called "Conquest mode", which sounds like it will turn the game into something even more satisfying. Big recommend!
8 hours played
April 2026
I’m updating this review to a positive because the developer has taken feedback from reviews and made some huge improvements. My main issue with the game before recent updates was that the gameplay became too repetitive after a couple of runs and it lacked progression or meta-progression. It had the foundations of being a fun game but without meaningful meta-progression it became a bit stale after 1-2 playthroughs. Now, after some updates, additions, and patches it’s moved beyond being a foundation of a game and it is really enjoyable. I do think there is still space for improvement with current systems but the fact that the developer is taking so much feedback in and making these already major improvements means a lot. The core game is still the same; you have a mine that you need to protect above ground with 5 Dwarves who battle a wave of enemies each night. Night comes when you complete your mining efforts underground. You start with 3 rounds of mining each with 8 tiles you can dig. You dig 8 tiles, build, sell (if the trader is there), and upgrade your units. Once you’re done your 3 turns, night comes and you battle. It’s a nice little game cycle that isn’t too complicated. You have 5 resources: Runes to upgrade your Dwarves, Coins to buy Gems or items for upgrading Dwarves, and Stone, Gold, and Diamonds for building or selling. The dev has now added one more resource called Mithril which is used for meta-progression upgrades. The mining is fun and exploring the mine itself is rewarding but this also needs to have a bit more expansion in the meta-progression which I’ll get to in a second. Some of the RNG can be frustrating while mining. I’ve had runs where you don’t find building slots till round 3, some where it feels like you’ve found everything and it’s the end after 4 rounds. It’s not a big deal but it is something that feels tangible. The waves and battles are fun, you can get a range of buildings to help with support, to boost your dwarves, towers, and spells. Not much to say here, it’s an auto-battler. Now to the meta-progression. This is the entire reason I’ve changed my review to positive. My biggest gripe in any game is the progression and meta-progression. The explosion of the rogue-type games (lite and like which honestly mean nothing at this point) has led to so many games following the same pattern. This game originally fell into the same trap but it seems like the dev is working hard to change it. It’s definitely a start in the right direction. It still needs a lot of improvement. I played another 5 games and I felt a renewed interest in the game until that last game I played. The meta-progression system or Dwarf Perks adds in almost 60 additional unlockable perks. These include additional luck, rerolls, pickaxes, damage, skills etc. You unlock them by getting those Mithril resources. At first, I unlocked a bunch, I was able to unlock 5 new perks over my 3 play throughs. Then it basically stops. Maybe I’m only playing on Medium so I’m not getting as many resources as I should be, but I really hit a wall. In my last playthrough I got 5 Mithril. There’s no info in the perk system, but it looks like it takes maybe 12 Mithril to get the next perk point? So maybe double the resources for each perk. This is not a good system. I’d have to play at least 2 more runs to get enough to get 1 more perk point. It immediately takes me back to the feeling I got when I first played the game and said, “this is all the content without grinding out the same exact cycle for hours”. Yes, that’s the point of rogue games to an extent but it’s also about constant and consistent progression. You want to feel engaged and active every time you load up the game and not like you’re working a second job. The other thing is the perks need to be a bit better. There is only 1 perk for additional pickaxes. This along side things like bombs at the end of the mining run or additional blocks broken should all be perks. Also, the ability to unlock more slots for dwarves is an essential. Generally, there needs to be more in the perk system, and it needs to be more attainable. I’m still honestly on the verge of a negative review but the fact that the dev is trying and improving is enough for me at the moment.
28 hours played
March 2026
It's a nice, simple game from a solo dev that is very active on his discord. He's completing gameplay patches in a quick manner and he is watchful over the endless leaderboard for cheaters. I like having a leaderboard that tries to eliminate all of the cheaters to keep it fair and legitimate and this solo dev does that. He is also going to be adding bosses in the future so there is something to look forward to as well.

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Frequently Asked Questions

Hold The Mine is currently priced at 14.99€ on Steam.

No, Hold The Mine is currently not on sale. You can purchase it for 14.99€ on Steam.

Yes, Hold The Mine received 325 positive votes out of a total of 386 achieving a rating of 7.85.
😊

Hold The Mine was developed by Hookaria Games and published by Goblinz Publishing and Gamirror Games.

Yes, Hold The Mine is playable and fully supported on Windows.

No, Hold The Mine is not playable on MacOS.

No, Hold The Mine is not playable on Linux.

Yes, Hold The Mine is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Hold The Mine is playable and fully supported on Steam Machine.

No, Hold The Mine does not support VR.

Hold The Mine is a single-player game.

No, Hold The Mine does not currently offer any DLC.

No, Hold The Mine does not support mods via Steam Workshop.

No, Hold The Mine does not support Steam Remote Play.

Yes, Hold The Mine is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Hold The Mine.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 22 October 2026 00:01 UTC
SteamSpy data 09 November 2026 13:35 UTC
Steam price 12 November 2026 04:33 UTC
Steam reviews 20 October 2026 15:48 UTC

If you'd like to dive deeper into the details about Hold The Mine, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Hold The Mine
  • SteamCharts - Analysis of Hold The Mine concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Hold The Mine compatibility
Hold The Mine
Rating
7.9
325
61
Game modes
Features
Online players
8
Developer
Hookaria Games
Publisher
Goblinz Publishing, Gamirror Games
Release 17 Feb 2026
Platforms
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