Arcade › Deep Space Mining
in this game you can, collect ore, build a empire, explore planets, and so much more.
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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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.
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.
Create a browser-based 3D space-mining idle/clicker game titled “Deep Space Mining.” Use a dark sci-fi command interface with a full-screen layout: a top navigation bar, a large 3D mining viewport, and a right-side management sidebar on desktop; on screens below about 900px, make the sidebar a slide-out panel opened with a hamburger button or the M key. In the 3D viewport, show a large glossy blue low-poly spherical planet centered in front of a black/deep navy starfield. The planet should slowly rotate and sit over a dark circular colony ground/floor with a thin glowing cyan orbital ring around it. Include a small stylized mining rover at the planet’s lower-left/front side. Use a perspective camera from an elevated front angle, soft blue hemisphere lighting plus a bright directional light, fog, glowing stars, and a polished Three.js-like low-poly space aesthetic. The mineable planet is the clickable target: clicking/tapping the planet gives ore, and pressing Space performs the same mining action. Each successful click should show a floating gold “+X ORE” popup that rises and fades. The viewport should also show a pill-shaped hint near the bottom reading “CLICK THE PLANET TO MINE ORE.” At the upper-left of the world view, place a translucent rounded HUD card showing the current planet name, subtitle, and chips. Initially show “KEPLER-452B,” “Starter mining colony · Frontier Sector,” “MISSION 01,” “COLONY LV 0,” and “RESEARCH 0/5.” In the top bar show the title “DEEP SPACE MINING,” the current ore total in gold, and the passive rate in green, initially “0 ORE” and “+0.2 / sec,” plus a save button. Persist the game state locally and autosave periodically; include a manual “Mission saved” notification. Implement the idle economy exactly as follows. Initial state: 0 ore, 0 lifetime ore, 0 mining clicks, planet 1 selected, only the first of five planets unlocked, colony level 0, crew 0, all eight upgrade levels 0, all five research projects locked, and 12 achievements incomplete. Passive production occurs every second. Base passive rate is 0.2 ore/sec, plus 0.1/sec per Auto Driller level, plus 0.25/sec per Mining Satellite level, plus 0.05/sec per crew member. Transport Fleet adds 12% to production per level. Advanced Algorithm multiplies passive production by 1.25, A.I. System by 1.15, CPS Boost System by 1.6, and Wormhole Engine by 2. The selected planet’s multiplier also affects the rate. Clicking starts at 1 ore and gains +1 per Ore Pickaxe level and +0.5 per Ore Refinery level. Mega Drill increases click power by 35% per level; Quantum Computing multiplies upgrade/click power by 1.5; Wormhole Engine doubles click output. Planet multipliers are: KEPLER-452B ×1, TRAPPIST-1E ×1.5, PROXIMA-C ×2.5, ANDROMEDA-7 ×4, and OMEGA ×8. Provide a right sidebar headed “PLANETARY NETWORK” with five square planet buttons labeled P1–P5, showing a lock icon for unavailable worlds, and current-world and multiplier stat lines. Planet 2 unlocks at 1,000 ore, planet 3 at 5,000 ore, planet 4 at 15,000 ore, and OMEGA at 50,000 ore only after Wormhole Engine research; selecting an unavailable planet shows an explanatory toast. Changing worlds updates the planet title, subtitle, color, multiplier, and production values. Use these subtitles: KEPLER-452B “Starter mining colony · Frontier Sector”; TRAPPIST-1E “Asteroid field · Resource-rich debris”; PROXIMA-C “Ancient deposit · High yield zone”; ANDROMEDA-7 “Alien world · Unstable terrain”; OMEGA “Motherlode · Endgame sector.” Change the planet color between blue, purple, coral/red, mint green, and pink/red respectively. Below the planetary panel, provide three tabs: UPGRADES, RESEARCH, and COLONY. The Upgrades tab lists these purchases with level caps, exponentially increasing costs using round(base cost × 1.18^current level), and the displayed effect: ORE PICKAXE, base 50, max level 15, “+1 ore per click”; AUTO DRILLER, base 100, max 15, “+0.1 ore per second”; TRANSPORT FLEET, base 200, max 10, “+12% all production”; ORE REFINERY, base 300, max 10, “+0.5 ore per click”; ROBOTIC WORKERS, base 500, max 10, “+0.15 ore per crew”; MINING SATELLITE, base 800, max 10, “+0.25 ore per second”; RESEARCH LAB, base 1200, max 10, “-5% research costs”; MEGA DRILL, base 2500, max 10, “+35% click power.” (The actual rate contribution of robotic workers is +0.05/sec per crew, as used by the economy.) Purchased/maxed items should be visually dimmed; affordable purchases should use gold styling. The Research tab lists five one-time projects: ADVANCED ALGORITHM, cost 500, “+25% ore per second”; QUANTUM COMPUTING, cost 1,500, “+50% upgrade power”; A.I. SYSTEM, cost 3,000, “Auto-collect bonus”; CPS BOOST SYSTEM, cost 8,000, “+60% ore per second”; WORMHOLE ENGINE, cost 50,000, “Unlocks OMEGA · 2× production.” Research costs use the listed values, reduced by the Research Lab effect through the game’s research-cost modifier if implemented; completed projects display a checkmark and DONE. The Colony tab should show COLONY LEVEL 0/10 initially, with expansion costs round(300 × 1.3^colony level), and “Each crew member adds +0.05 ore/sec.” Include a HIRE CREW action starting at round(50 × 1.1^crew), displaying the current crew count; each hire increments crew and increases passive production. Add a COMMAND panel showing lifetime ore, mining clicks, and achievements as a count out of 12, with ACHIEVEMENTS and RESET buttons. The achievements modal should list all 12 with incomplete circles and completed green checks: First Strike (mine 100 ore), Prospector (mine 10,000 ore), Mining Magnate (mine 1,000,000 ore), Upgrade Master (max out 3 upgrades), Tech Pioneer (unlock all 5 research projects), Planet Explorer (unlock all 5 planets), Crew Commander (hire 50 crew members), Billionaire (hold 1,000,000 ore), Silent Killer (earn 100 ore passively with zero clicks), Completionist (max every upgrade), Speed Miner (reach 1,000 ore/sec), and Supreme Commander (unlock Wormhole Engine). Trigger a toast when achievements unlock. The RESET action must require a confirmation modal and permanently clear the local save. Use a visual language of translucent navy panels, thin blue borders, cyan section headings, gold ore/action highlights, green passive-rate and success accents, rounded cards and buttons, Orbitron-style futuristic headings, and a dark blue radial space background. Show toasts for insufficient ore, completed purchases, unlocks, research, colony expansion, crew hiring, and offline mining. When returning after more than 10 seconds away, grant offline ore equal to floor(elapsed seconds × current rate × 0.25), if positive, and notify the player.