Press kit

Description

Dig a mine under a muddy medieval village, pry loose ore, gems and relics, and haul every heavy, breakable chunk home. Sell it, pay off a greedy Baron, build walls, blow things up. Every 10-15 minutes the dead climb out to take it all back. Co-op for 1-4, or solo.

Great-Uncle Aldous has died and left you his plot: a sagging cottage, a dry well and 5,000 crowns of back taxes owed to Baron Tollmire. Under the mud there's copper. Under the copper there's silver. Under the silver, the dead are waking up.

Muddle Ages is a first-person co-op physics game for 1-4 players. Dig down. Drag the loot up. Sell it at Old Gert's scale, build a fort, and hold it when the dead come knocking. Then do it all again, deeper. Your guide is Mortimer, a talking skull with opinions, who can be picked up and thrown at things. He'd help more, but he's mostly forehead.

History

Muddle Ages is made by one person in Lithuania. It began in September 2026 with a technical spike that had to answer one question: can four friends dig the same mine, and throw the same loot around, without the physics falling apart? It could.

Since then the game has grown in waves: sieges and walls that really break, black powder, loot rooms, a talking skull, bosses in the deep, and a village full of opinions. The release date and price will be announced on Steam.

Features

  • Dig your own mine: a fully diggable underground and a Deep Dark that keeps going
  • Loot with real weight: carry, drop, throw and break every ore chunk, gem and relic
  • Haul it home by hand, wheelbarrow, windlass, mine cart or lift
  • Sell to Old Gert, pay off the greedy Baron, buy better picks, powder and lifts
  • Build a fort of walls, gates, traps and siege engines, and watch it break beautifully
  • Hold the line: the dead storm your base every 10-15 minutes
  • Bosses guard the way deeper, and a sardonic talking skull guards your ego
  • Online co-op for 1-4 players through Steam invites, or play solo

Videos

All footage is real gameplay. For the 60-second trailer or high-bitrate masters, write to hello@muddleages.com.

Screenshots

Click a picture for the full 1920 × 1080 version.

  • First person: a fresh dig in the village with a clay vase and a geode in the dirt while one of the dead charges
  • A bomb brings a cottage down in chunks on a crowd of the dead
  • Four friends walk away from a hut exploding behind them
  • A wheelbarrow heaped with a giant geode crossing the village square
  • A two-storey wall bursts apart and flings a friend through the air
  • The crew cheers under a shower of coins after holding off a siege
  • Night: a horde of the dead with candle hats and picks at the palisade gate
  • A pick bursts an iron vein in a torch-lit tunnel as a plague peasant comes down the tunnel

Capsule art

Header capsule: the logo with the crew, a zombie and a giant crystal
Header, 920 × 430
Main capsule: the crew hauling a crystal crate out of an explosion
Main, 1232 × 706
Vertical capsule: a cutaway of the mine shaft with the dead in the walls
Vertical, 748 × 896
Library capsule: a miner with a pick, the dead behind him
Library, 600 × 900

Download the capsule art (zip, 1.7 MB)

Header, main, vertical and library capsules and the 3840 × 1240 library hero, as high-quality JPEGs. PNG masters on request.

Team and credits

The developer
Design, direction, production: everything. A one-person studio in Lithuania.

Credits

  • Engine: Godot Engine, with Voxel Tools by Zylann, GodotSteam and Jolt Physics
  • Characters, buildings, props and animations: Quaternius asset packs
  • Voices and music: made with ElevenLabs; more sound effects made with Higgsfield, plus free CC0 sounds from Kenney and OpenGameArt
  • Fonts: Alegreya and Alegreya SC by Huerta Tipográfica, IM Fell English by Igino Marini (SIL Open Font License)
  • This website's 3D: three.js

AI content

We're a one-person studio and we used AI tools to make much of this game's content during development. Nothing is generated while you play: every picture, model and sound is a fixed file that ships with the game.

2D art: textures, icons, interface art, portraits, illustrations and concept art were made with OpenAI image generation (Codex). The title-screen art, its animated background and the title logo were made with Higgsfield.

3D models: many loot items, props, machines, tools and several creatures were generated from our own concept art, with Higgsfield's image-to-3D tool and with Microsoft's open TRELLIS.2 model running on our own PC, then cleaned up, rigged and fitted into the game. The player characters, villagers, buildings, many props, many of the dead and all the animations come from hand-made Quaternius asset packs.

Audio: the voices, the music and many sound effects were made with ElevenLabs; more sound effects were made with Higgsfield (Seed Audio). Other sounds come from free CC0 libraries.

Store page and trailer: the capsule images and logo on this page were made with OpenAI image generation. The trailer shows only real gameplay; its narration voices and music were made with ElevenLabs.

The game's code was written with the help of AI coding assistants.

About this website: the 3D mine on the home page is built from the game's own models, textures, voice lines and music, so the notes above apply to it too. The website's code was also written with the help of AI coding assistants.

Contact