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.
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.
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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.
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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.
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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.
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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.
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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
- 8.8s Upgrade 1
- 19.6s Upgrade 2
- 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.
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12 strata
Topsoil to The Core, ore worth 1 → 698,000, behind a sliding four-bay face.
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6 pickaxe rarities
Common → Mythic, rolled with ore; a duplicate is a permanent +5% instead of nothing.
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Prestige
Shards, not resets: sub-linear in earnings, linear in power, gated at +20 shards.
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Daily quests
Three a day, recorded on the actions you already take, paying exactly what the card says.
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Offline earnings
Eight hours at 50%, capped at the sum of the next eight upgrade prices.
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Multiplayer
Six personal lanes in one shared room, replicated swings and a session leaderboard.
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Feel
Trauma-based camera punch, 45 ms hit-stop, pooled rock chips and dust, and a pickaxe that changes with its rarity.
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Accessibility
A reduce-motion switch that follows the platform setting, and a separate screen-shake switch.
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Badges
Five, wired to real progress and verified live in the shipped build.
03 — Gallery
The room, and the posters
The two room images are offline renders of the built place: geometry from the Rojo build, painted flat, no engine materials. They are not screenshots. In game the light is warmer, and there is dust.
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Dig deeper — 12 layers. All pay more. Sell. Upgrade. Break through. -
Forge the rarest — 6 rarities. One mythic. The rarity meter carries one pip per rarity. -
Rebirth — go again. Deeper. Keep the shards. +3% each.
The posters are generated from the game's own tuning data — the layer count, the rarity count and the shard bonus are read from the config, not typed into the artwork. There are no stock images and no bundled fonts anywhere in the project.
04 — Changelog
What shipped
Four milestones, newest last. Each one went to the private playtest and is checkable against the code.
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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.
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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.
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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.
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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.