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MineMogul on Steam

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Design and build a factory deep underground in this physics-based automation sandbox. Mine resources, buy machines and master the chaos as you become the ultimate Mine Mogul!

MineMogul is a automation, building and physics game developed by NoodleForge (Gvarados & Diomonder) and published by NoodleForge.
Released on December 04th 2025 is available on Windows, Steam Deck and Steam Machine in 11 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian and Simplified Chinese.

It has received 4,363 reviews of which 4,188 were positive and 175 were negative resulting in an impressive rating of 9.2 out of 10. 😍

The game is currently priced at 14.79€ on Steam.


The Steam community has classified MineMogul into these genres:


Here is the detailed breakdown of supported languages for MineMogul:

UI Subtitle Audio
English
German
French
Italian
Korean
Spanish - Spain
Simplified Chinese
Russian
Japanese
Polish
Portuguese - Brazil

Media & Screenshots

Get an in-depth look at MineMogul through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: AMD Ryzen 5 3600 or Intel Core i5-10400
  • Memory: 8 GB RAM
  • Graphics: GeForce GTX 950 or Radeon R9 380
  • DirectX: Version 11
  • Storage: 2 GB available space
  • Additional Notes: This game uses real physics simulation for everything. Having a stronger CPU will allow for more physics objects. The Min CPU listed should be enough to support about 2000 objects at once

Steam Price & Best Deals

User reviews & Ratings

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

108 hours played
March 2026
So imagine Hydroneer, if you will, but with the worst annoyances filed off. And if that doesn't make sense, imagine any other conveyors-and-factories game, only every moving item has actual physics. I can see a lot of Hydroneer's influence on this game. And that's fine, sometimes just refining the formula can get you somewhere nice. Both games have you plop down individual, discrete chunks of conveyor belt as a machine, and both games render moving items (like crafted or mined goods) as physics objects. And, in the end, both games have you accumulating cash which you can use to buy better (or more) gear. You're to build as many and as efficient a factory as possible in limited space to earn as much as possible. But that's largely where the similarities end. Hydroneer would limit you to carrying one item at a time. One item, and one item only. It doesn't matter if it's a coin or a pipe complex, a gram or a tonne, you carry one item. MineMogul does away with that, giving you a classic toolbar and an inventory window. Placeable items, like machines or your collection of 135+ conveyor segments, all go in your inventory. Crafted goods do not. You'll be tasked to put down autominers (these ore deposits are infinite), sort the ore from the dross, smelt and process the metal into finished goods, which you constantly dump into a selling bin. It's kind of like an idle game in that sense, but don't let that turn you off because you do maybe 15 seconds of awful drudgework at the beginning, maybe 60 seconds if you're bumbling about a bit. To give it direction, there's a quest chain you can follow, where you start by building basic things in small quantities, to unlock new machines, and then use them to make more complex goods that sell for greater value. Route the profits into more mines and more factory lines, and you fetch up with spaghetti belts. Managing those spaghetti belts is one of the challenges of this game. A bad line can result in a physics disaster. Unlike other games in the factory genre, ore items constantly have physics. They are concrete, discrete items that sit on the conveyor belts. Jostle them off if you want to. Crama-lama as many items on the belt as will fit. So you're not limited by some arbitrary amount like Satisfactory, you can literally stack things in a great heap and risk them spilling off. Want to merge belts? Just raise one belt a little and have it drop items off onto the other. Easy! The interactions are simple, intuitive, and very tactile. Clearances matter, too! I had one line of rather bulky items get bunged up because I had it pass under another line with insufficient clearance. Whoops. Making it "worse", the machines themselves have a maximum throughput. Try to shove too many items into a machine and your unprocessed goods start building up. They may start falling off your belts. Hope there aren't belts or machines below, because cross-contamination is a very real and possible outcome. Or they'll just start forming a great heap on the floor. Belt-splitters are a thing, but they're not these guaranteed 50/50 things like Satisfactory. The cheapest one is just a triangular wedge, and as I was trying to split a line of metal rods into two, and the rods had a peculiar alignment, they all went to one side anyway. A better splitter had this arm that would wipe back and forth, and... well, better results, but the very positioning of your items matters too. (There's a robotic arm option I could explore, just thought of it as I was writing this.) Regardless, you need to be mindful of how much cramming you do on a line, as too much optimism results in you playing 52 (thousand) pickup to get all those items off the floor. Happily, one of the very first things you unlock is a magnet that can scoop up great gobbets of loose items, which you can just dump into the selling bin. You will get a great ball of items floating about, and bumbling that ball in the wrong place gets you gold ore in your steel mill, say. It's Physics Comedy at its finest. That leads me to how this game prevents a serious issue Hydroneer has: poking the physics nest. Without getting into a super-long essay on the topic, it's possible to hardlock Hydroneer by having too many items get their physics turned on. The solution this game has to that problem is to simply limit how many physics items there are at any given time. It's not an elegant solution, but it IS a solution and you can tune that number based on how crazy you feel at any given moment. But in the end, what you get is a game that makes factory lines very, very tactical, very "real". These are actual items. They don't always play nice on your belts. Alignment and height can really matter. There isn't any narrative to the game, but frankly, I don't need any. I make fac-tor-y! It good! Me chase e-fish-uhh... eff... make work good! Best fac-tor-y! And it's a bit light on content at the moment, but that's fixable with just a few more ores, a few more processes, and finding ways to make compound products would add delightful hours more with relatively little work. This game has pleased me in ways others of the genre have not, much as I did like them. Okay, the animations are absurdly basic, but I can overlook that. I'm not really invested in watching me lightly tap ore nugs with a pickaxe. I'm here to shove the output of 30 lines of output into one and have it fountain my goods into my Endlessly Deep Box of Depositing. Obligatory self-advertising stuff in my profile. If you made it down here, you're the kind of person I like talking to, so I do a stream thing on the regular and I'll talk to whoever, whenever. Drop on by! And if you've got some jonesing for a bit of Satisfactory-type factorywork that skips the plot and gets you straight to making spaghetti, this is a strong contender.
54 hours played
March 2026
MineMogul is a great new take on automation games, and that is coming from someone who has spent far too many hours lovingly untangling conveyor spaghetti in Factorio and Satisfactory. The big idea here is physics-based production, and it genuinely changes how the whole game feels. Resources are not just neat little numbers moving through a spreadsheet with delusions of grandeur, they are actual objects that pile up, clog your plans, and turn bad layouts into industrial slapstick. The best part is that miners just keep mining, even when the rest of your setup is already choking. They do not care. They are not team players. They are tiny ore-summoning goblins, and that creates a fantastic kind of bottleneck problem. Instead of simply balancing inputs and outputs, you are dealing with overflow, backups, and the consequences of underestimating how fast your own mine can ruin your day. That chaos is exactly what makes it fun. When your factory works, it feels earned. When it fails, it fails loudly, messily, and often hilariously. MineMogul takes the usual automation formula and adds enough physical mayhem to make it feel fresh. It is not as clean or predictable as some genre heavyweights, and that will not be for everyone. But if you like automation games and want something with personality, clever ideas, and a bit of cheerful disaster, this one is easy to recommend.
13 hours played
Jan. 2026
Plays like Hydroneer but has a better gameplay loop, inventory system, and has lots of Quality of Life. Very fun.
39 hours played
Dec. 2025
This is the first game I've ever written a review for, because after 17 hours over three days and beginning to see ore belts in my sleep I'm convinced that this dev has hit on something really special in a genre that is becoming more saturated by the day. There have been 10,000 automation games building on what Factorio (or modded Minecraft) started, but the pared down focus this game has on the automation of physics problems using a uniquely satisfying physics simulation scratches an itch so deep in my brain that I barely knew it was there. It's all the most addicting parts of an automation game with a well-designed gameplay loop combined with the endless curious fascination felt by a cat who pushes object after object over a ledge simply to watch them fall. As a longtime addict of the automation genre, this game challenges me to make a mental shift that even other proto physics-based automation simulations (like, as other reviews have mentioned, Hydroneer and the Fallout 4 workshop contraptions) never quite focused on the physics enough to accomplish: the conveyors and machines of your factory are not just pieces in your automation toolkit, but are also physics elements. Once you make that shift, the game becomes a mix of traditional automation gameplay and anticipating/solving physics challenges in creative ways that utilize elements that the devs may or may not have ever intended for that purpose. Even in this very early state with relatively little balancing and progression (this is not yet a game I can sink thousands of hours into, but just a month into early access it might well be the kind of game I can put hundreds of hours in), I can see the potential for this game to grow into a big-name title in the automation genre right alongside Factorio, Satisfactory, and Dyson Sphere Program. The devs are very active with updates and support, and if they can continue to optimize around the technical limitations of the physics simulation (which they have already done a very impressive job with in keeping the game stable to simulate thousands of physics objects at once even on lower end machines) the sky is really the limit for how big this game can grow.
86 hours played
Dec. 2025
Minemogul scratches my brain in all the right ways. Once you get your conveyors up and running, the core gameplay loop becomes optimizing what you have. In-game quests become higher total requirements, which pushes you to rework what you’ve built. I spent around 40 hours completing the current level, but at that point, the game starts to feel more like an idle experience, since there’s no way to speed up how quickly your miners extract resources. Finishing quests also isn’t the end goal on its own. You still need enough money to purchase the in-game trophies (which are static objects). The final trophy costs 9,999,999, a number that feels more like a placeholder than a realistic goal. Reaching that amount would likely take closer to 70 hours, which feels excessive in the game’s current state. The map starts simple but opens up with nooks and crannies to explore. As you play, a secondary gameplay loop also emerges: Offloading resources just to keep the game and framerate running smoothly. I managed to push the number of physics objects to around 4,500 before performance became unbearable, using an AMD Radeon RX 9070 XT. Minemogul delivers exactly what you’d expect from a mining game. Automated miners collect resources, which you then sort, break down, smelt, and combine into rods or pipes before dumping them into the sell pit. There’s a variety of materials: rubies, diamonds, and emeralds for gems, and coal, iron, gold, and copper for minerals. For an early access title, there’s a lot of potential here. I imagine different maps or expanding the production chain with additional crafting requirements could make this a well-rounded title. TL;DR, the game plays very well. It’s intuitive, satisfying, and easy to sink time into.

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Frequently Asked Questions

MineMogul is currently priced at 14.79€ on Steam.

No, MineMogul is currently not on sale. You can purchase it for 14.79€ on Steam.

Yes, MineMogul received 4,188 positive votes out of a total of 4,363 achieving an impressive rating of 9.23.
😍

MineMogul was developed by NoodleForge (Gvarados & Diomonder) and published by NoodleForge.

Yes, MineMogul is playable and fully supported on Windows.

No, MineMogul is not playable on MacOS.

No, MineMogul is not playable on Linux.

Yes, MineMogul 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, MineMogul is playable on Steam Machine, 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.

No, MineMogul does not support VR.

MineMogul is a single-player game.

No, MineMogul does not currently offer any DLC.

No, MineMogul does not support mods via Steam Workshop.

No, MineMogul does not support Steam Remote Play.

Yes, MineMogul 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 MineMogul.

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 27 September 2026 23:39 UTC
SteamSpy data 15 October 2026 07:05 UTC
Steam price 22 October 2026 14:32 UTC
Steam reviews 19 October 2026 06:04 UTC

If you'd like to dive deeper into the details about MineMogul, 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 MineMogul
  • SteamCharts - Analysis of MineMogul concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck MineMogul compatibility
MineMogul
Rating
9.2
4,188
175
Game modes
Features
Online players
165
Developer
NoodleForge (Gvarados & Diomonder)
Publisher
NoodleForge
Release 04 Dec 2025
Platforms