Skip to content
VOSKGAMES
← Devlog
behind-the-scenes

Understrata: the first descent

Understrata: the first descent

Understrata is the studio’s second game, and it is a long way from finished. It is the thing I build when RuneClick is stable, and it is far enough along now that I want to start showing it. So this is the first of a running devlog: what the game is, why it is built the way it is, and where it actually stands today.

The short version is that it is a mining game. You drop a rig into one planet and dig. The deeper you go, the richer the ore and the meaner the ground. It takes the part of Motherload (2004) that still holds up, the slow, greedy descent with your fuel bleeding away, and rebuilds everything else around it.

One planet, and it keeps everything

Most games in this shape hand you a fresh world every run. Understrata does the opposite. There is one planet, and you dig into the same one every time. The tunnels you cut stay cut. Drop back in tomorrow and your shafts are exactly where you left them, the strata keep going down, and there is no bottom to hit. You are not re-rolling a level, you are deepening a place that is yours.

That one choice shapes everything else. Progress here is not a number that resets. It is a hole in the ground that gets deeper every session.

Keep the fear

This is the part I care most about getting right. A dig game like this lives or dies on tension. Run the tank dry too far down, or take one hit too many, and the run should end, hard. The most recent take on this idea softened that, and the fear went with it. I am keeping the fear.

So inside a run it is lethal, and honest about it. Empty the fuel or crack the hull and the descent is over on the spot, along with whatever you were hauling. You walk away, the pilot always ejects, but the ore in your hold does not. Bank it or lose it. That is the deal every trip makes with you.

Which is why the extraction decision is really the whole game. You are deep, the hold is heavy, the ore down here is worth a fortune, and the tank is past half. Turn back and bank it now, or push one more layer with the payout climbing and the way home getting longer. Making that call, over and over, is Understrata.

What a bad run cannot touch is what you already earned. Banked credits stay banked, the tunnels you carved stay carved, and the planet remembers every shaft. You can lose a haul. You do not lose the ground you already took.

Where it stands right now

It is playable, and I play it. The core loop is real: drive the rig, drill down through the strata, mine a ladder of five ores that get richer the deeper you reach, haul it back up to a surface town, sell it, spend it on a deeper drill and a bigger tank, and drop straight back down a little further than last time.

The town is a strip of buildings you drive into: a fuel station, a processor to sell your haul, an outfitter for pod upgrades, a shop for consumables, and a town hall for the longer game.

The big recent push was hazards, and that ladder is now complete. Fall too far and it hurts. Lava cooks the hull. Gas pockets rupture when you drill into them. Whole seams of rock go unstable and collapse down the shaft on top of you. Every one of these has a tell you can read and a counter you can bring, because a death you could not see coming is a cheap death, and this game does not do cheap deaths. If it kills you, you will know exactly why.

Under all of it is that persistence again: three separate save slots, each its own planet, and each one stays exactly as you left it.

The ore ladder

Five ores, from the surface down to the deepest rock I have built so far. Shallow ore is light and cheap. The deep stuff is heavy, rare, and worth the wager to haul all the way back up.

Ferrite ore
FerriteSurface
Cuprite ore
CupriteShallow
Argentite ore
ArgentiteMid
Aurite ore
AuriteDeep
Adamite ore
AdamiteDeepest

What is next

Plenty. The near stretch is interface work, then deeper strata that each feel like their own place, and eventually a real reason to be down there beyond the money. I am not putting a date on any of it, that is not how this studio works. What I can tell you is that the devlog is where it shows up first, so if the pitch lands, this is the place to follow along.

There is a lot of game here already, and a long way still to dig.

— Vosk