A wonderfully odd phone game in development

Meet the game

A whole yard of
“what is that?”

Gather the little stuff. Make useful tools. Work your way into some wonderfully ridiculous salvage.

Take a look around ↓
The winding starter yard, loose resources and workbench
Unity editor opening layout · 14 October 2026
01 / Start with your own two hands

Sticks first.
Questionable career choices later.

The current opening lets you gather sticks and stone, build a workbench, craft your first salvage hammer and clear starting junk.

Miner beside the manual stick pickup prompt
Actual Unity Play · 15 October 2026
Workbench deposit and build controls
Actual Unity Play · 15 October 2026
Owned salvage hammer confirmation
Actual Unity Play · 15 October 2026

Opening gameplay verified in development. Clearing starting junk opens physical space; it currently grants no resource drops. Character and equipped-tool polish remain in progress.

02 / A place to get lost in

Follow the rails.
Bring a bigger bag.

Primitive yards, Copper pockets and a Gold side claim branch from the main route.

Road and branching rail routes through the salvage yard
Unity editor rail junction · 12 October 2026
Explore the map →
03 / Meet the mineables

Yes, that one too.

Wood Chucker. Mammoth Skate. A gold donkey. Browse all 25 named resource targets found in the saved campaign scene.

Open the complete catalog →
04 / The stuff around the stuff

Not everything is a resource.

The scenery has its own job: frame the paths, make each yard recognizable and occasionally make you stare.

Salvage piles, foliage and workshop scenery framing the yard
Unity editor scenery composition · archived development view
Painted terrain and vegetation around a clear walking route
Unity editor terrain detail · 11 October 2026

Resource mineables

Named targets tied to the campaign’s resource system. Browse their models in the catalog.

Clearable starting junk

Hammer-cleared clusters that open space. Separate from resource-yielding mineables.

Scenery & infrastructure

Ground, foliage, pile boundaries, rails, roads and loading platforms shape the world. A visible prop does not automatically have a mining action.

Browse the scenery archive →
05 / Local wildlife. Sort of.

Storage has developed an appetite.

The Storage Gobbler has its own wake, eat, unload and stow animation work.

The animated Storage Gobbler awake in an isolated Unity runtime preview
Actual Unity actor preview · transport economy not connected

AI-assisted asset animation preview. Studio render; not a player-operated transport or gameplay walkthrough. Transport integration is still separate work.

More than a pile of funny objects.

The earlier campaign build includes construction, equipment, workers, hauling, processing, combat and offline work. These systems have development test evidence; connecting and polishing the new opening into that full experience remains ongoing.

See what exists and what’s next →

After the demo?

Iron, then broader industrial progression. More materials. More machinery. A yard with much bigger problems.

See the direction →

Updated 16 October 2026. AI-assisted assets. Every image identifies its source type; dated captures show development history, not a released demo.