Key art for Artillery Miner

Game review

Artillery Miner

6.5 / 10

Developer
Alextgr8
Publisher
Alextgr8
Released
9 September 2026
Platforms
Windows
Genre
Incremental
Monetisation
Paid up front, plus one optional cosmetic DLC (Regal Skin Pack); no pay-to-win items found in review sample
Players
Single-player

The short version

Artillery Miner asks players to blast their way through giant cube-shaped worlds with a growing arsenal of guns, fire, lasers and nuclear missiles, mining ores that feed a 400-upgrade tech tree spanning more than thirty weapons, twenty ores and ten-plus worlds. The reception is genuinely warm: "the definition of addictive," "just five more minutes, I swear," and reviewers who describe finishing the whole game in five to ten hours and coming away satisfied rather than worn out. More than one reviewer specifically credits the leap from the free demo to the full release as a substantial improvement rather than the same slice padded out.

That warmth sits alongside a real, reproducible complaint from launch week: several reviewers report a save-and-continue bug that erased hours of progress, with at least one specifically losing a five-hour session. Multiple reviewers separately flag worsening lag in the late game. Neither problem is dismissed lightly by the people reporting it, even when their overall verdict stays positive.

Biggest strengths

  • Widely and specifically described as addictive, with the core cube-mining loop drawing repeat "just five more minutes" comparisons
  • A large, well-paced 400-entry upgrade tree across 33+ weapons, 20 ores and 10+ worlds gives real long-term structure
  • A stated 5-10 hour full playthrough that multiple reviewers say ends satisfyingly rather than overstaying its welcome

Biggest weaknesses

  • Multiple reviewers report a save-and-continue bug at launch that erased hours of progress, in at least one case a full five-hour session
  • Several reviewers separately describe worsening lag and slowdown in the late game
  • At least one reviewer describes the mid-game as a boring stretch that only pays off later

Who it's for: Incremental-game fans who want an unusually visual, physically satisfying mining hook and a game with a real, several-hours-long ending rather than an endless treadmill — and who are willing to manually back up saves until the launch-week save bug is confirmed fixed.

Our recommendation: Try the demo first, and manually back up or export a save if the game supports it until reviewers confirm the continue-button bug from launch week is resolved. The core loop and upgrade tree are worth the price for genre fans once that's settled.

6.5 / 10

Introduction

Artillery Miner, developed and published by solo studio Alextgr8, released on Steam on 9 September 2026 at NZ$10.61 during its launch discount. It's an incremental built around a distinctive visual hook: rather than clicking a static resource node, players blast through giant cube-shaped mining worlds with an arsenal that starts with simple guns and escalates to fire, lasers and nuclear missiles, unlocking ores that feed a 400-entry upgrade tree spanning more than thirty weapons, twenty processable ores, sixteen craftable materials and ten-plus distinct worlds to work through. An idle layer sits underneath the active mining: prestige cubes can be assigned to auto-miners for passive collection and boosting once unlocked. It launched to a strong early reception — 26 total reviews at the time of writing, 23 of them positive.

An unusually addictive hook

What stands out across the positive review sample is how specific and consistent the praise for the core loop is, rather than vague genre enthusiasm. One reviewer calls it flatly "the definition of addictive," describing being hooked "instantly" and immediately wanting to max out every system — weapons, world destruction, processing — while noting the game lets players "decide your own progression" rather than forcing a single optimal path. Another frames it in exactly the terms genre fans use for the best incrementals: "This is definitely one of those 'Just five more minutes, I swear!' games," adding that it works well as background entertainment "while chatting with someone or listening to an audiobook or podcast." A third, more measured review pushes back specifically on the idea that the game is merely grindy, arguing instead that "it just requires you to think how best to up your numbers, and any backtracking is minimal" — a distinction between mindless repetition and genuine optimisation that matters for how the upgrade tree is meant to be read.

The demo-to-release comparison comes up repeatedly and consistently favourably. One reviewer writes simply, "Great game loved the demo! The tech tree has way more expansion and features that we didn't have in the demo!" Another: "demo was great fun. full release is a huge improvement!" A third frames the jump in more atmospheric terms, saying the full release "kinda takes you back to the old NewGrounds days in all the best ways." That consistency across separate reviewers — that the paid release meaningfully exceeds an already-liked free sample — is a stronger signal than any single enthusiastic review on its own, and it also means the free demo is a genuinely representative way for a prospective buyer to gauge interest before paying.

Length is treated as a selling point rather than a complaint by most of the sample. Reviewers consistently report finishing the whole game, including 100% achievement completion, somewhere between five and ten hours — one specifically clocks 100% at "roughly 5.5 hours," another reports "~7hours to fully beat," and a third calls it "5-10 hours of chill, just wish there was more, but in a good way." For an incremental, a defined, satisfying ending that reviewers wish lasted slightly longer rather than one that overstays its welcome is a meaningfully positive signal about pacing.

The save bug, and other launch-week rough edges

Set against that warmth is a specific, reproducible technical problem that shows up across multiple independent reviews rather than as an isolated report. Several reviewers describe returning to the main menu after a play session, expecting to find a "continue" option, and instead finding only "new game" with their progress gone. One writes bluntly: "just spent 5 hours playing this game... made sure to save (even though autosave was on anyways) and went back to main menu. only option at main menu was to start a new game and no continue game option." Another reports an identical experience after a five-hour session: "Confused when I didn't see any option to Continue, I selected the New Game thinking it might offer the option of multiple save files. No Dice. Brand new game." A third, shorter negative review reports the same failure within the first half hour of play.

It's worth noting two things about how this bug is discussed that complicate a simple "broken game" reading. First, at least one affected reviewer reports direct developer contact and a resolution: "After initially losing my first save from a minor bug, was contacted by the Dev and asked about my issue and got it resolved." Second, a separate reviewer explicitly frames their negative review as conditional and time-stamped: "Game didn't auto-save when going back to menu. Will change my review if that gets added later. I should be on the latest patch as it was installed hours after the continue button issue announcement was posted" — implying the developer had already publicly acknowledged and was actively patching the issue at the time of these reports. Whether the bug is fully resolved as of today isn't something this review can confirm from outside actual play, and that gap is worth stating plainly rather than assuming either the best or worst case.

A second, more purely technical complaint recurs independently of the save issue: multiple reviewers describe the game slowing down in its later stages. One positive reviewer notes "late game it was quite laggy and did not like my computer" while still recommending a purchase; another separately writes "Great game, gets a bit laggy at the last few levels though," and a third mentions the game starting "to lag abit" later on. A third recurring but more minor thread concerns the controls: more than one reviewer describes early confusion over rotating the mining cube and targeting the correct column, with one otherwise strongly positive review still flagging "peculiar UI choices" alongside real praise for the game's scale and relaxing tone. One reviewer also specifically describes a mid-game lull — "It gets boring in the mid-game but later it pay off" — suggesting the upgrade tree's pacing isn't perfectly even across its full length even for players who ultimately enjoy the whole run.

Verdict

Artillery Miner earns its strong early reception honestly: a distinctive, physically satisfying mining hook, an unusually large and well-received upgrade tree, and a full playthrough length that reviewers consistently describe as long enough to satisfy without overstaying its welcome. But a specific, independently corroborated save-and-continue bug cost multiple players real hours of progress at launch, and late-game performance complaints show up often enough to note as a pattern rather than a one-off. The developer's apparent responsiveness to the save bug is a genuine point in the game's favour, but until that fix is independently confirmed, a cautious buyer should treat the launch-week reports as current rather than historical.

Wanderer callout

The specific save-and-continue failure reported here is exactly the class of bug Wanderer's own persistence layer is built to make structurally hard to hit — writing player state on every significant change rather than relying on a single exit-time save that a menu transition can skip.

Pros and cons

Pros

  • Widely and specifically described as addictive, with the core cube-mining loop drawing repeat "just five more minutes" comparisons
  • A large, well-paced 400-entry upgrade tree across 33+ weapons, 20 ores and 10+ worlds gives real long-term structure
  • A stated 5-10 hour full playthrough that multiple reviewers say ends satisfyingly rather than overstaying its welcome
  • More than one reviewer reports the full release is a substantial improvement over an already-liked free demo
  • The developer is credited by at least one affected reviewer with personally reaching out to help resolve a lost-save report

Cons

  • Multiple reviewers report a save-and-continue bug at launch that erased hours of progress, in at least one case a full five-hour session
  • Several reviewers separately describe worsening lag and slowdown in the late game
  • At least one reviewer describes the mid-game as a boring stretch that only pays off later
  • Early controls are reported as unintuitive, specifically rotating the mining cube and picking the right column to target
  • One detailed positive review still flags "peculiar UI choices" alongside an otherwise strong recommendation

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7.5 / 10
  • Progression 7 / 10
  • Performance 5 / 10
  • Value 7 / 10
  • Originality 6.5 / 10