No.053 / 280Nurture & survive · Gathering & mining

Volumetric Digging

Dig out and fill in the ground freely; gathering is also sculpting.

Prototype complexity
Who plays
Solo decisions
Design focus
Spatial · Creativity · Precision
No Man's SkyNo.053No Man's Sky

01The core loop

Action → feedback → next choice
  1. 01Pick a dig spot
  2. 02Carve and collect
  3. 03Store or refill
  4. 04Use the new terrain

↻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

    A vein lies 10 m down; the player has 4 pack slots, each holding one canister of soil.

  2. T2

    Turn 2 · The player chooses

    They dig a sloped tunnel and dump excess soil outside the entrance.

  3. T3

    Turn 3 · The feedback

    The tunnel forms, a mound builds at the entrance, and 3 slots stay free for ore.

  4. T4

    Turn 4 · The next decision

    The player plans to use that mound to level ground near the base.

How it plays

Terrain is volumetric; tools remove or add material by volume. Digging yields resources and also carves tunnels, ramps and flat ground for building. Storage and tool power cap how much you shift, and the tactile terrain response is the main joy.

What the player weighs

  • Fast rough digging vs. careful shaping
  • Carry soil and fill your pack vs. drop it and stay light

02Start small

Quest · 0/3Prototype complexityContent-heavy 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

No Man's Sky
N

No Man's Sky

P1

The Terrain Manipulator digs, fills and flattens ground, often used for underground bases or reaching buried resources.

ASTRONEER
A

ASTRONEER

P2

Whole planets can be sculpted; dug soil goes into canisters for later filling or shaping, and augments change the tool's behavior.

The difference worth noticing

No Man's Sky uses digging to support exploration; ASTRONEER makes terrain sculpting the heart of play.

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

04What could you combine?

Fusion · Original design proposal · not an existing feature
Volumetric DiggingGathering & mining+

Mix with scene deduction: layers bury an old camp's remains, and digging through strata reconstructs the order of a disaster.

Prototype this combo in Yoroll

→Follow the next idea

Building & space

Snap-Together Building

Pieces snap into place so players think about what to build, not pixel alignment.

Prototype complexity
Who plays
Solo decisions
  1. 01Pick a piece
  2. 02Bring it to a snap point
  3. 03Confirm placement
  4. 04Continue from the new edge
Valheim · Satisfactory
Building & space

Reshaping the Land

The ground is no longer a backdrop; digging, filling and leveling become part of building.

Prototype complexity
Who plays
Solo decisions
  1. 01Read the terrain
  2. 02Dig down or raise up
  3. 03Build on the new ground
  4. 04Handle the side effects
Valheim · Timberborn
Building & space

Building Upward

When the ground runs out, build up; height becomes a new dimension to plan.

Prototype complexity
Who plays
Solo decisions
  1. 01Run out of floor space
  2. 02Raise a platform or floor
  3. 03Solve vertical access
  4. 04Expand on the new level
Timberborn · Satisfactory
yorollGAMEPLAY ATLAS

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

Entries are written by Yoroll editors. Game names and trademarks belong to their respective owners.