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Deep Space Mining

  • incremental
  • clicker
  • idle
  • sci-fi
  • space
  • resource-management
  • browser
0
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How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. It was built with Cinevva, so it works on a phone or a tablet too.

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Make your own game

Deep Space Mining was built with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.

Remix Deep Space Mining opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.

Read the build brief for Deep Space Mining

Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.

Recreate a browser-based incremental/clicker game titled “Deep Space Mining,” presented as a polished sci-fi command-network dashboard. Use a dark navy/black space background with a subtle blue radial glow and sparse star pattern, glassy blue panels with thin blue borders, rounded corners, soft shadows, cyan/gold/green/red accent colors, compact futuristic system typography, and responsive desktop/mobile layouts.

The top header should show a glowing gold/orange circular planet or star emblem, the cyan eyebrow text “COMMAND NETWORK // 2087,” and the title “DEEP SPACE MINING.” On the right place a SAVE button and a gear/settings button. Beneath it show four resource cards: “ORE RESERVES,” the current ore amount; “MINING RATE,” ore per second; “PER STRIKE,” ore gained by clicking; and “CURRENT SECTOR,” displayed as the selected planet number out of 5. Start with 0 ore, 0.20/sec, +1 per strike, and sector 1/5.

The main area is a three-column dashboard on desktop. The left “PLANETARY NETWORK” sidebar lists five planets as selectable rows with small glowing spherical thumbnails: KEPLER-452B (green/teal, available at 1x production), TRAPPIST-1E (blue, unlock at 1,000 ore, 1.65x production), PROXIMA-C (red/crimson, unlock at 12,000 ore, 2.8x production), ANDROMEDA-7 (purple, unlock at 75,000 ore, 4.8x production), and OMEGA (orange/gold, unlock at 500,000 ore, 9x production). The first row is selected with a gold outline; locked rows are dimmed and show lock icons and their unlock requirement. Clicking an unlocked planet changes the active sector and marks it visited.

The center is the main mining zone: a dark starfield panel with radial blue space lighting. At top show a cyan sector label such as “SECTOR 01 // SURVEYED,” the planet name “KEPLER-452B,” and its description “A stable world with beginner-grade deposits.” Include two small chips reading “COMBO x1.0” and “QUIET SPACE” as decorative/status labels. Center a large glowing spherical planet with a radial-gradient surface, inset shadow, colored aura, a curved highlight, and two thin elliptical orbital rings crossing behind it. The initial planet is a teal/green sphere. The planet itself and a large gold pill-shaped “MINE ORE” button are clickable; clicking either performs one mining strike. Pressing SPACE also mines once (ignore key auto-repeat). Show a small floating “+amount” animation near the planet after a strike, and make the sphere subtly enlarge on hover and compress on click. Under the button display a cyan-to-gold progress bar toward the next planet’s ore unlock threshold and the hint “Click the planet or press SPACE to deploy the mining pulse.”

Mining is an idle/incremental system. Each strike initially gives 1 ore. Passive production initially runs at 0.2 ore/sec. Every click adds to both current ore and lifetime ore, and passive production also adds to current/lifetime ore and tracks passive earnings. Production and click values are multiplied by the active planet’s multiplier. Implement these upgrade systems with levels and escalating costs (cost = ceil(base * 1.19^currentLevel * quantum discount * lab discount)): Ore Pickaxe, +0.95 ore per strike, base 50, max 15; Auto Driller, +0.12 ore/sec, base 100, max 15; Transport Fleet, +8% total production and +4% click production, base 220, max 12; Ore Refinery, +0.7 ore per strike, base 300, max 12; Robotic Workers, +0.08 ore/sec per crew member, base 500, max 10; Mining Satellite, +0.4 ore/sec, base 800, max 10; Research Lab, reduces research costs by 4% per level, base 1200, max 10; and MEGA DRILL, +12% total production, base 2500, max 10. Show the first three upgrades in the right “MISSION SYSTEMS” sidebar as cards with description, level/max, cost, and INSTALL button; a VIEW ALL button and bottom UPGRADES button open a modal containing all upgrade cards. Buttons should indicate ready, disabled, or MAXED states.

Add bottom navigation buttons: “⛏ UPGRADES,” “✦ RESEARCH,” “⌂ COLONY,” and “★ ACHIEVEMENTS.” Each opens a centered dark modal with a close button. The Research modal contains: Advanced Algorithm (500 ore, +25% ore/sec), Quantum Computing (1,500, +50% upgrade power), A.I. Overseer (3,000, offline earnings at 50%), CPS Boost System (8,000, +60% ore/sec), and Wormhole Engine (50,000, unlocks OMEGA and doubles output). Research can only be bought if enough ore; quantum reduces upgrade costs by 8%, multiplies click and production power by 1.5, algorithm multiplies rate by 1.25, CPS by 1.6, wormhole doubles rate and click power and unlocks OMEGA. A.I. Overseer grants offline earnings at 50% of the current rate when returning after more than 15 seconds, capped at 8 hours of full-rate time, with a welcome-back notification.

The Colony modal should show colony level 0/10 initially, an EXPAND action costing 300 * 1.35^level ore, and a crew roster initially at 0. Expanding increases colony level up to 10. Hiring crew costs 60 * 1.1^currentCrew and each crew member generates ore automatically; the base crew contribution is 0.05/sec, increased by 0.08/sec per Robotics level. The Achievements modal should show lifetime ore and strike count plus achievement cards, initially locked, including First Strike (100 lifetime ore), Prospector (10,000), Mining Magnate (1,000,000), Upgrade Master (max 3 upgrades), Tech Pioneer (all technologies), Planet Explorer (all planets), Crew Commander (50 crew), Billionaire (hold 1,000,000), Silent Killer (100 passive ore), Completionist (max every upgrade), Speed Miner (1,000 ore/sec), and Supreme Commander (unlock wormhole). Unlock achievements and planets automatically with toast notifications. Include a RESET MISSION action with confirmation.

Use local browser persistence under a save key. SAVE writes the complete state and shows “Mission data saved”; auto-save is enabled initially and periodically saves. Settings modal provides Sound effects ON/OFF and Auto-save ON/OFF, plus a note that progress is saved locally and A.I. Overseer enables offline earnings. Include toast notifications for purchases, insufficient ore, planet changes, unlocks, research completion, and achievements. Format large amounts with K/M/B/T/Qa suffixes, showing compact decimals. Keep the interface primarily visual and functional rather than adding unimplemented combat, enemies, narrative, or extra resource types. On screens narrower than about 1050px hide the right sidebar, and on mobile stack the main area, turn the planet network into a compact five-column strip, resize the mining planet, and keep the bottom controls usable.

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