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Torch & Tomb
A cursor-mining incremental: hover over crates, jars and wandering monsters and they shatter before your torch burns out. Spend the haul on a sprawling skill tree to open deeper dungeons. Eight days into development, a prototype with only a demo build (dungeons 1-3) public so far.
Screenshots
Hover-to-mine
Built on Keep on Mining! as the reference. There is no click-spamming: every target inside your cursor's reach gets hit by a weapon that appears on its own. The difference is what you're mining. It's not ore, it's a dungeon. The only real decision is which to chase first, a static crate or jar sitting still, or a monster wandering across the room without attacking.
When the torch runs out, the run ends
All the tension comes from the remaining torch time. No separate timer, no energy, no daily reset. When the torch burns out the run ends and you head home with whatever you looted. There are 8 dungeons and no clear condition; progression runs entirely through a skill tree (334 nodes), and every dungeon, structure, currency, and active-skill unlock comes from spending on that tree.
Layers of growth
The forge unlocks and upgrades 18 weapons, each with its own power, attack speed, crit, and multiplier. 70 relics drop in a fixed per-dungeon order when you break gold-glowing structures. 4 sigils change the rules outright, and a 16-tier looting crew earns while you're away. Dungeons 7 and 8 only open after 1 and 2 prestige runs respectively.
58 achievements
Cut down from a 68-item draft by my own call: active-skill achievements (explosion, shatter mark) went from 8 to 2, ingot-collection ones from 8 to 4. Some target numbers are still placeholders with no real playtest data behind them yet, so they're due for another look before release.
Only a demo is public
What you can download right now is a demo build covering dungeons 1-3 only. Content for dungeon 4 and beyond isn't just locked, it's physically stripped out of that build's data and assets, with a separate check that no banned id or string leaks into the output. The Steam store page is still draft copy and the App ID isn't finalized, so there's no store link yet.
How it's built
Unity 6 LTS 2D (URP) and C#. Code, design, and all the numbers are entirely AI-written. Art is only partly AI: icons and a handful of structures plus 6 monster types come from an image-generation model, while the rest, base structures, UI, effects, use CC0 human-made assets (Kenney and others). Sound is entirely CC0 human-made assets. My part is setting direction, choosing or rejecting what comes out, and actually playing it to judge feel.
Where it stands
Started 2026-09-21, so this is day 8, though the real work was three days pushed into 98 commits through the last gameplay commit on 09-23. It's a prototype, and only the demo is public.




