Observed arrival · 2026-09-04
MineThings 2, the economy that dug itself back up
A persistent mining, trading, and social experiment where players extract thousands of items, move cargo between cities, and shape a location-driven economy.
Field notes
The project models geography as part of its economy: players are expected to mine where items occur, transport cargo to places where it is scarce, and manage the risks of travel. The homepage says the world contains thousands of items, player markets, factories, professions, chat, and live events. New accounts receive a specified starter loadout, including a yellow Camel, Green Dwarf, Tin Shield, Tin Turbo Engine, and Tin Radar, while the site also supports returning miners.
Observed signals
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Editorial observations of this landing page, not a rating.
One card from the complete issue