In-game screenshot: a mining operation on dark rock. An off-white wind turbine with yellow-striped blades, a lattice drill rig, cargo modules and the domed command hub, venting steam.

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.

Mining claimNo. 1849
Status
In development
Release
Coming soon
Platform
PC / Windows
Steam page
Coming soon
Claim 01 · From the game

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.

Claim 02 · The pitch

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
Claim 03 · FAQ

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.