Inspiration
We love management and tycoon sims — the quiet satisfaction of running an operation and watching it compound (Hay Day, Township, idle-tycoon loops). But solo sims can feel lonely and safe. We wanted that build-and-earn loop with the tension and mischief of a social party game, so we put 2–4 players in one shared mine where you optimize your own operation and meddle with everyone else's. Mining gave us a clean, readable economy — ore in, coins out — that's easy to grasp and hard to master.
What it does
DeepCut is a 2–4 player simulation/management game for mobile, played in tight 5-minute rounds. Each player runs a mining operation in a shared mine: dig ore, load it into a cart, haul it along the rails to the smelting house, smelt it into refined crystals, and sell to the merchant for coins. Most coins banked when the buzzer hits wins. Between digs you reinvest coins into upgrades — sharper picks, reinforced picks, bigger carts, faster furnaces — or spend them to sabotage rivals: cave-ins, gas leaks, jammed machines, ore theft. Every sabotage carries a backfire risk, so greed cuts both ways. It's a complete economic loop you optimize under a ticking clock.
How we built it
We worked design-first, paper-first. We locked the core loop and economy, then validated the fantasy and the fun before any art. From there we produced a full pre-production package: a player journey map of one complete session, a mechanics & systems map, mood boards and Fresco-style concept art, a low-poly Blender blockout of the whole world (camp, launch pad, mine, L-rail, smelting house and open-roof tunnels), a rigged stylized avatar, and high-fidelity UI mockups for every key screen — loading, suit-up, launch pad, mining, haul, the in-match upgrades/sabotage menu, sell, and the results board.
Challenges we ran into
Keeping it a true simulation and not a twitch game — every system (dig, haul, smelt, sell, sabotage) had to matter to the outcome. Making sabotage fair: the backfire mechanic took real iteration so it reads as a calculated risk, not a grief tool. Designing a phone HUD that stays readable with ore counters, coins, a timer, and actions all on screen. And disciplined scoping — deciding what's MVP versus wishlist so the design stays buildable.
Accomplishments that we're proud of
A simulation loop that's genuinely social and competitive without leaning on RPG combat. The sabotage-with-backfire hook that makes greed a strategic gamble. A coherent, end-to-end design package — journey map, world blockout, and a full set of polished screen mockups — that proves the game is buildable. And a clean, readable mobile UI that fits five-minute play.
What we learned
A management sim gets dramatically more compelling when players share one space and can affect each other. Readable feedback — ore → bars → coins — is the heartbeat of a good simulation. Adding risk and consequence (backfire) deepens decisions without adding complexity. And mapping the entire player journey before designing screens saved us from building the wrong UI.
What's next for DeepCut
Build the MVP — the core dig → haul → smelt → sell loop plus two sabotage types and a handful of upgrades — and playtest the economy and backfire balance. Then expand: more ore types and deeper, riskier veins, a ranked ladder with weekly leagues, alliance/2v2 modes, cosmetics-only monetization, and live events.
Built With
- adobe-illustrator
- figma

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