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Miyuki

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A member registered 26 days ago · View creator page →

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Hello everyone!

I have just released the first public Alpha of Mud & Ivory, a 2D dwarven tower-building and management game.

Your dwarves work underground: mining, farming mushrooms, crafting materials, hauling supplies, cooking, and keeping the settlement alive. Above them, you construct a Victorian-inspired tower where residents and businesses pay rent—provided their rooms are accessible, desirable, and structurally supported.

The current Alpha includes:

  • Underground mining, farming, storage, and production
  • Worker needs, jobs, hauling, and crafting queues
  • Residential rooms, shops, services, tenants, and dynamic rent
  • Structural engineering with load walls, footings, trusses, arches, and braces
  • Accessibility and desirability systems
  • Guided early-game tutorial and contextual side quests
  • Safe demolition, structural upgrades, and save slots

This is an early Windows Alpha, and I am looking for fresh players who have not learned the game from its development history.

I would especially like to know:

  1. Could you follow the tutorial without outside instructions?
  2. Did workers reliably perform reachable jobs?
  3. Did accessibility and structural restrictions make sense?
  4. Was the early economy enjoyable and reasonably paced?
  5. Did anything become stuck, disappear, slow down, or behave unexpectedly?
  6. At what point did you feel confused or stop playing?

Even a short session and a few honest sentences would be useful. You do not need to complete the tutorial or prepare a formal bug report.

The graphics are currently AI-generated development placeholders. Bugs, balance problems, and rough presentation should be expected—that is exactly what this Alpha is intended to uncover.

Download Mud & Ivory Alpha 1:

https://miyuki-dark.itch.io/mud-ivory

You can leave feedback in this topic or on the game page. Screenshots, reproduction steps, and descriptions of confusing moments are especially helpful.

Thank you for helping the first tower rise—and for telling me what the dwarves manage to break!

Hi folks, what is the best way to plan and keep track of the tech tree and material processing system when I am building a colony sim with lower tens of different materials and a large number of processing buildings? Is there some good software to visualise that?
What do you use, some generic flow chart software, a technical description with some visualisation system, or just the old way, paper and pencil, and then convert it?

Hi folks, I'm looking for an artist who would like my game idea and would like to join.

Working name is Mud & Ivory, and I think it will be a good name for such a game. It is a hybrid between a tower-building simulation like Project Highrise and a dwarf colony sim.
Where the goal is to build the highest tower with luxury rooms on high floors. But the tower is not built with money, but by dwarves living underground, and by real resources they mine and process. The tower is then rented out, and dwarves demand their wages in gold to keep working.

Currently, I have a playable base with the first level of economy and am working on the expansion of the tech tree to be a tree and not just currently simple dirt > bricks and farm mushroom > food, wood processing.
Current state quick gameplay video
It runs in a Godot engine as a tile based 64x64 with some basic free and AI generated assets just to test its playability.

I would like it to look like an animated steampunk technical drawing. Here is an AI concept that is close to what I mean by that. But I am open to better ideas here.
The graphic side is relatively open, needs to be polished up, and rooms and character sizes will probably change in the process.

Economy system is roughly planned (lower tens of different materials and items, produced from multiple raw materials, some of them with multi step processing), and I think about adding heat, water, and waste management systems in the future.

I have it as a hobby besides being a firmware developer with occasional HW design. But it would be nice to bring it into a state where it could be released to the public.