// FIELD NOTE #07 · 2021 - 2026  · 8 min

À la Mine

Game Design

Play as cunning, ambitious dwarves ready to do anything to seize the mine. Tense bidding, territory control, cooperative sabotage and asymmetric endgame : crush your rivals to dominate the mine, or unionize to shut it down right under the owners’ noses. Released March 30, 2026 on Steam, published by Studio Dés Kréatifs.

À la Mine
// SUMMARY · 90s

For the busy

Play as cunning, ambitious dwarves ready to do anything to seize the mine. Tense bidding, territory control, cooperative sabotage and asymmetric endgame : crush your rivals to dominate the mine, or unionize to shut it down right under the owners' noses. Released March 30, 2026 on Steam, published by Studio Dés Kréatifs.

↓ skip to deep dive
role
Game Designer + Producer + Studio co-founder
team
3 to 5 people depending on the phase
engine
Unreal Engine
genre
Turn-based strategy, 3 to 6 players
length
2021 to today
output
Steam release on March 30, 2026, €13.99
// DEEP DIVE · process notes

01

Context

À la Mine was born during a two-week “Board game” workshop, with two initial constraints on the game mechanics. Those constraints became our strengths.

We targeted strategy game enthusiasts looking for medium complexity, with games of about 60 minutes. The design objective : create thrilling moments where players go into a wild frenzy, willing to bet everything on a single bold move.

The project lived several lives. First a school prototype, then a board game in talks with a publisher, and finally, after that collaboration was put on hold, a full pivot to a video game version. To carry this new ambition, we founded Studio Dés Kréatifs, and the project turned into an entrepreneurial adventure as much as a creative one.

02

Process

Balancing and length. Early versions suffered from a snowball effect and games that ran too long. We introduced an asymmetric second phase : players who fall behind can form an alliance (the Union) to push back against those leading the pack (the Owners). This mechanic keeps the stakes alive until the end, and it survived every version of the game until it became one of the signatures of the final version.

The pivot to video game. Starting from scratch meant redefining our design objectives for this new medium, switching project management tools, expanding the team with new profiles, and learning a whole new craft : independent publishing.

Learning to ship a game. Beyond game design, À la Mine exposed me to the realities of a commercial release. Product communication, trailer editing, Steam page management, building a relationship with players upstream via Discord, strategic distribution choices. None of that was in my master’s curriculum.

The structuring technical decisions. Three calls shaped the production :

  • Native Twitch integration : viewers can influence in-game events in real time and the game’s shop, turning every streamed session into an interactive show. A genuine specificity for a strategy game.
  • The Friend Pass : one player buys, their friends can play with them without owning the game. A strategic accessibility choice, lowering the entry barrier for a multiplayer game where finding partners is critical.
  • The fickle multiplayer. For a studio our size, getting stable multiplayer running for 3 to 6 players was one of the most demanding technical challenges of the project.

03

Lessons

À la Mine is the project that taught me the trades around game design : producing, communicating, distributing, negotiating, asking the right questions at the right time. It’s also the project that made me found a studio, which radically changes your relationship with the work.

Living through a full cycle, from ideation through workshop to a Steam release with a medium pivot in between, gave me a concrete view of what an end-to-end indie game production really is. Including its harder moments : the publisher pause, the multiplayer bugs to fix urgently, the failed festival playtests that have to be turned into opportunities.

The studio is still going, the game keeps getting patched and supported, and what’s next is still being written.

// next field note
Albus Factory →