Cut the Crust

Private playtest

Roblox · mining incremental

Cut the Crust

Swing at the face, break the rock, spend the ore, go deeper.

Cut the Crust is a Roblox mining incremental. Twelve strata run from topsoil to The Core; a block has a real HP pool, ore pays at absolute values, and every number on the rock is one the simulation will honour. Around the digging: six pickaxe rarities, prestige shards, three daily quests, offline earnings for the first eight hours away, and six personal lanes in one shared room.

Strata
12
Pickaxe rarities
6
Personal lanes
6

Private playtest — not open to the public. There is nothing to join from here yet.

Cut the Crust icon: a bone pickaxe planted through an amber band of ground, with a thin cyan seam beneath it.

01 — The loop

Five moves, one direction

The whole game is one repeated decision: hit the rock in front of you, or spend what it gave you. Down is the only axis.

  1. Swing

    Hold to mine your own rock face. Every hit is a swing the simulation owes you, and every block has a real HP pool, so a deeper stratum visibly takes longer than the one above it.

  2. Sell

    Ore pays into your balance at absolute values. The number printed on the rock is the number you get — no hidden multiplier sitting between the block and the balance.

  3. Upgrade

    Power multiplies what a swing does. Buying the next level is always a readable step, never a wall: the first three upgrades land at 8.8 s, 19.6 s and 32.8 s.

  4. Break through

    Kill a stratum and the face slides to the next one — twelve of them, each worth 3.2× the last and twice as hard. Depth is the reward and the cost at once.

  5. Rebirth

    Past the third stratum, trade the run for shards: 10·√(lifetime ore / 100k), +3% ore per shard, offered only when it would add at least 20 shards. Pressing early buys nothing.

First three upgrades, at the shipped tuning

  1. 8.8s Upgrade 1
  2. 19.6s Upgrade 2
  3. 32.8s Upgrade 3

Cost 30, growth 1.30, pinned by a test against the live config.

02 — Features

What is in the build

Everything here is implemented and running in the private playtest. Nothing is a roadmap slide.

04 — Changelog

What shipped

Four milestones, newest last. Each one went to the private playtest and is checkable against the code.

  1. 0.3.0

    Pacing re-base and honest prestige

    Node HP ×1.9 and ore ×3.2 per stratum, upgrade cost 30 at 1.30 growth — the first three purchases at 8.8 s, 19.6 s and 32.8 s. Prestige became shards: sub-linear in earnings, linear in power, with a floor of +20 so reset-spam buys nothing.

  2. 0.4.0

    Six lanes

    Six personal faces on three walls, four blocks deep, each claimed on join and released on leave, with a waiting queue for a seventh player. One server-side writer owns every block's HP.

  3. 0.5.0

    Session board

    Leaderstats for ore this session, rocks broken and deepest layer, so the PlayerList's free “Here” tab is a working per-server board. No global store yet.

  4. Unreleased

    Feel pass

    Trauma-based camera punch, 45 ms hit-stop on a hit and 70 ms on a break, 48 pooled chips and 10 dust puffs with no per-break allocation, pickaxes painted per rarity, and a reduce-motion switch that defaults on when the platform asks for it.