Mining And Achievements
A mining idler where the treasure chests are real Steam achievements and completing a kingdom unlocks the skill to conquer the next.
by 贪玩狗工作室 · 23 Oct, 2024 · PC (Windows)
There is a strain of idle game that treats your Steam profile as a save file, and Mining And Achievements is its most literal expression yet. You dig. Progress is measured in metres, in kingdoms, and in actual Steam achievements, which double as in-game resources: uncover the right treasure and the badge it triggers also trains a mining skill. It is a game about achievements that turns out to be a game about conquest.
The developer, 贪玩狗工作室, shipped it in October 2024 as a cheap Steam download, and on this shelf its nearest structural relative is Mr. Mine, another depth-driven mining idler, though this one bolts the profile-badge economy on top.
What the loop feels like
You mine, surface, sell, and buy a better pickaxe. The oldest loop in the genre, played straight: depth is measured in metres, and deeper strata hide cash boxes worth two orders of magnitude more than the ones near the surface. That's Mining And Achievements.
Then the army arrives. Eccentric weapons and fantastical creatures join your underground workforce, active digging becomes an idle powerhouse, and a completed kingdom's achievement set unlocks the skill that opens the next region. That's Mining And Achievements.
Kingdoms, the workbench and the badge economy
Each kingdom ships its own loot table of buried treasures and its own milestone set, so vertical progression is regional rather than linear: complete one region's achievements, bank the active or passive skill they grant, and the next kingdom's gates open. The merchant's workbench is the economy's other half, converting cash into pickaxe tiers that break harder blocks and reach deeper layers faster.
Two pieces of community strategy carry real weight. First, the currency achievements count lifetime earnings rather than your current balance, so hoarding money actively costs you progress: spend everything the moment you have it. Second, push the depth thresholds early, the marks in the low hundreds and around nine hundred metres where high-value boxes and rare treasures spawn, because they bend the whole income curve for everything after.

The balance of play shifts on its own. Clicking rewards the early hours, the automated workforce takes over once gear costs climb into the hundreds of thousands, and the game quietly becomes something you check between sessions rather than something you dig.
Where it stumbles
The criticism writes itself, and the community says it plainly: this is an interactive achievement dispenser more than a deep idle management game. There is no prestige loop, no active minigame, and little strategic texture once the milestone cascades stop surprising you. Against the genre's deep-system standards it runs out of game quickly, and its appeal rides almost entirely on the satisfaction of the badge itself. Players who want more mining underneath their grind should look at Keep On Mining! or the deeper systems elsewhere on this shelf.
Playing it today
A Windows desktop release on Steam, five dollars and change, with a community hub attached. No browser demo and no handheld version from this developer. If the depth-mining loop is the draw rather than the badges, Mr. Mine remains the fuller free execution.
The verdict
A novelty with a spine. Achievement hunters get precisely what they came for, a badge economy with real mining underneath it, and everyone else gets a pleasant, shallow dig that ends when the cascades do.
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