DRILL & KILL
In-game screenshot · work in progress
In development · PC · Well, Actually Games
Mine it. Fortify it. Get out before the planet kills you.
A veteran deep-space mining crew lands on a procedurally generated hostile world sitting on a rich deposit. Build an automated extraction operation, fortify it against the native life the planet itself generated, and pull out as much as you dare. Every drill that bites deeper pays more — and wakes more of the planet.
- Status
- In development
- Release
- Coming soon
- Platform
- PC / Windows
- Steam page
- Coming soon
Straight from the build
Real screenshots from the current development build. Work in progress: what you see will change, and placeholder pieces are still being replaced.
On the ground
One planet, one operation. Mine by day, hold the wall at night.
Between worlds
The strategic layer. Between landings you chart a route, read the planets and choose where to risk the crew next.
The crew
Heroes are named veterans. They level up, pick up traits and flaws, carry gear, and each one brings calls you can use in a fight.
The planet generates both the economy and the enemy
And the economy is what provokes the enemy. Drill & Kill is a mining, automation and defense roguelite about one question, asked again on every world: how much do you reinvest in surviving here, and how much do you take for the future?
Worlds The planet is the puzzle
Every world is generated: its terrain, its deposits, its landing zones and the life that lives there. What the planet generates changes what you build and when you leave — never just how it looks.
Greed One more cycle
Staying longer pays more and costs more, and the game shows you both. At minute twenty, “one more cycle” should be a genuinely hard call.
Industry An operation you can read
Rigs, power, haulage, silos and shuttle pads. Automation is about throughput, routes and exposure, not belt puzzles: from the strategy camera you can point at the bottleneck and at the asset most likely to be hit.
Ecology The planet answers
Attacks aren’t on a timer. They are the planet responding to what you do — how deep you dig and how big you grow. Learn why it came, and change what you do because of it.
Crew Veterans, not units
Your crew matters through expertise, posts and history. You choose who lands, who mans the lab and who holds the wall — and losing one hurts.
Retreats Every planet is temporary
Get the haul off-world, upgrade the crew and the company, then land somewhere worse. Failure is partial: after a bad run you still have something, and a story.
“Dig deep and you get paid. Dig deeper and the planet gets to know you.”
What the roughnecks say
Straight answers
When does it come out?
Coming soon — we’re not naming a date until we can stand behind it. The Steam page comes first, and it will be linked from here.
What platforms?
PC (Windows) first. Anything else gets announced only once it has been tested.
What kind of game is it?
A roguelite run on a procedurally generated planet: you build and automate a mining operation, defend it through the night, and decide when to leave. Between planets your crew, ship, research and company carry on.
Will it be translated?
Yes — the game is built for localization from the start. The list of languages will be announced with the Steam page.
Who is making it?
Well, Actually Games, an independent studio in Texas building systems-first strategy games. It is the studio behind Voltwood.
Does this website collect anything?
No — no analytics, no cookies, no third-party requests.