No.060 / 280Nurture & survive · Gathering & mining

Dig to the Right Depth

The ore you want lives at a certain depth, so you have to get there.

Prototype complexity
Who plays
Solo decisions
Design focus
Planning · Risk · Discovery
Stardew ValleyNo.060Stardew Valley

01The core loop

Action → feedback → next choice
  1. 01Choose a target resource
  2. 02Descend to its layer
  3. 03Mine and face danger
  4. 04Save a shortcut, return

↻Feedback changes the situation — the next round starts from there.

Walk through one round

A simplified design example. Situations and numbers illustrate the mechanic, not exact rules from a reference game.

  1. T1

    Turn 1 · The situation

    The player needs 5 gold ore found below floor 80; the elevator reaches floor 70.

  2. T2

    Turn 2 · The player chooses

    Start at 70 and push down, hunting for ladders and avoiding fights.

  3. T3

    Turn 3 · The feedback

    Floor 80 unlocks a new elevator stop, the rock color shifts and the first gold appears.

  4. T4

    Turn 4 · The next decision

    After collecting 5, they ride up, and next time can start from floor 80.

How it plays

Resources are layered by depth, rarer and more dangerous the deeper you go. Elevators, shortcuts or warps save reached depths to cut repeat trips. Players decide whether to dive for a specific layer or farm mid-depth safely.

What the player weighs

  • Rush deep for rare ore vs. farm safely shallow
  • Spend time on a shortcut vs. dig straight down

02Start small

Quest · 0/3Prototype complexityCompact prototypeWho plays · Solo decisions

Scope is an editorial estimate for the minimum prototype, not the reference game or a production schedule.

03One mechanic, different implementations

Stardew Valley
S

Stardew Valley

P1

The Mines roughly layer copper, iron and gold, with elevator stops every 5 floors; the harder Skull Cavern supplies iridium and other top-tier materials.

Terraria
T

Terraria

P2

The world splits into surface, underground, cavern and underworld layers, with ore and gem distribution tied to depth and nastier enemies below.

The difference worth noticing

Stardew splits depth into discrete floors with elevator saves; Terraria is continuous and you dig your own shafts.

Case notes are Yoroll editorial summaries; rules may change between versions.

04What could you combine?

Fusion · Original design proposal · not an existing feature
Dig to the Right DepthGathering & mining+

Combine with fast travel: players can build warp anchors at any depth, but deeper anchors cost more upkeep.

Prototype this combo in Yoroll

→Follow the next idea

Gathering & mining

Quotas and When to Quit

Hit the quota and you can leave; stay longer for more, at more risk.

Prototype complexity
Who plays
Solo decisions
  1. 01Take a quota
  2. 02Gather toward it
  3. 03Decide to stay or go
  4. 04Settle rewards and risks
Deep Rock Galactic · Stardew Valley
Gathering & mining

Air-Limited Harvesting

Every breath is a countdown; one more pickup is one step farther from the surface.

Prototype complexity
Who plays
Solo decisions
  1. 01Dive with full air
  2. 02Gather while watching air
  3. 03Decide when to turn back
  4. 04Surface, refill, repeat
Subnautica · DAVE THE DIVER
Gathering & mining

Regrowing Forage Rounds

Resources grow back over time, so smart players plan a timed circuit.

Prototype complexity
Who plays
Solo decisions
  1. 01Harvest regrowing nodes
  2. 02Note regrowth timers
  3. 03Plan a circuit
  4. 04Return on schedule
Don't Starve Together · Stardew Valley
yorollGAMEPLAY ATLAS

Good mechanics deserve a closer look. Good ideas deserve a next step.

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