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Orebound

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Orebound screenshot 1
Anvil Update 4 trailerWatch trailer on Steam ↗

Orebound

Emberforge · Published by Emberforge

Mostly Positive — 78% positive (993 reviews) · 33 achievements

Last updated 27 Sept 2026

Orebound is a dwarven themed factory automation game. Play alone or with friends as you build, mine, craft and explore a voxel generated world! Build your fortress, expand your factory, fight off creatures who dwell beneath the mountains and embark on a journey of greatness.

Early AccessDJCTQ 61 DLC available ↗Co-op

£24.99

Lowest price we've ever recorded

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Price history

3 Sept 2026Lowest: £24.99 · Highest: £24.998 Oct 2026

Action, Adventure, Indie, Simulation, Massively Multiplayer, Early Access, Casual · 2024 · More £15 - £30 games

Dive into Orebound, where you can craft and explore as a dwarf in a voxel-generated world. Build your fortress, expand your factory, and fight off underground threats with friends or alone.

About this game

Explore, Mine, Automate - the world is yours!

Orebound is a voxel, factory, automation game set in a first person open-world. Explore the vast mountain ranges before you, or journey deep into the Earth to find the ultimate Dwarven prize – the Emberstone. Lost in the depths of time, the King has tasked you to scour the mountains to find its location. Using your Dwarven prowess and knowledge to mine, craft and automate through anything standing in your way. Build up or dig down! How far will you go?


Dig Deep and Discover

Journey down into the Earth to discover precious metals and resources to create your very own Dwarven mining fortress! Use your newly found building blocks to upgrade your tools and craft runes to enhance your efficiency. The deeper you go, the rarer the materials but who knows what else you’ll find in the depths of the planet.


Automate Your Way 

Use your salvage to create huge automated factories to bring you a constant stream of blocks. Construct Dwarven drill rigs to mine out the mammoth crystal veins, use belts to connect your machines and refine your ores! Reach the heights of automation technology and live out your Dwarven dreams.


Features        

⛏️ Voxel: Explore massive procedurally generated voxel landscapes; dig far and wide to search for ores all over (and under) the ends of the Earth.

🔨 Craft: Craft a multitude of dwarven items to help you dig deep into the mountains!

🔧 Automate: Build machines to mine and craft items to help you reach your goals!

🌍 Open World: Vast procedurally generated landscapes for you to explore.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Win 10 or later
  • Processor: Intel i5 or AMD equivalent 9th gen
  • Memory: 16 GB RAM
  • Graphics: 1050ti or higher and AMD equivalent
  • DirectX: Version 12
  • Storage: 6 GB available space
  • Sound Card: N/A
  • VR Support: N/A
  • Additional Notes: Requirements may vary upon development milestones.

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Win 10 or later
  • Processor: Intel i7 or AMD equivalent 11th gen
  • Memory: 32 GB RAM
  • Graphics: Geforce 980ti or RX 5600 XT or higher
  • DirectX: Version 12
  • Storage: 6 GB available space
  • Sound Card: N/A
  • VR Support: N/A
  • Additional Notes: Requirements may vary upon development milestones.

Supported Languages

English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Portugal, Russian, Simplified Chinese, Polish
*languages with full audio support

Latest news

  • Patch NotesOfficial

    Autosave Reactivate

    Fellow Dwarves, after a late night and early morning, we have found the issue to the autosave problem and put in a fix. Auto saves are about a 10th of a second on new games, with all the of the various cut outs that get done into the voxel world by the new poi system in the advanced caves and thus have been reactivated. We've also changed the prompt on the exit game (to citadel and to desktop) asking if you want to save, which will bring up the save game screen. Thank you for your patience, and we are continuing on with work on the next patch, but more details to be released later.
    Read full article on Community Announcements (Deathwyrm)
  • Patch NotesOfficial

    Autosave Disable

    Fellow dwarves, we hope you are well and are enjoying the new update. We have sadly found an issue with autosaves not properly saving edits to the voxel world and we have pushed an emergency patch to disable auto saves. We are looking into this solution now, as currently autosaves cause a large hitch when actually saving the world. When this is completed we will push out a patch soon, and then get back to what we were working on before. We apologise for this oversight and thank you for your continued support.
    Read full article on Community Announcements (Deathwyrm)
  • Patch NotesOfficial

    Cave and AI update!

    Caves and AI Update!Fellow Dwarves! Tonight we are setting a build live that we wanted to finish a little earlier this week but needed some fine tuning. We're happy to announce that the cave update is now live to all players. A new game start will generate multiple types of caves with new and interesting generations to break up just singular flat cave types. Caves now come in all sorts of variations with different rock types, stalactites and stalagmites! Some caves will have rock formations, some will have camp cut-outs. We've also added more interesting areas to discover. We're going to keep on building upon this over the next few months to create a thriving area underground. AI UpdateWe are aware that players are having issues with NPC's and AI. It's something we are putting as our next focus over the coming weeks as the #1 priority. In our efforts to make AI better in our generated world sometimes we have hiccups. To give you all some idea, because we generate the entire world on the fly in Orebound we have to remove and regenerate the world and its navigation at runtime whilst NPC's are playing with you in that world. In most games that world is pre-baked and once loaded 99% of the time you're good to go. But our entire world can be dug out, changed, unloaded and reloaded on the fly and we have to build a system for that so NPC's can navigate and come in and out of. So it's taking some time to perfect this. We're now switching our focus to this issue over the coming weeks to try and finalise a solution. Along side that we're hopefully going to be improving combat interactions as well. Today we are pushing out some fixes and hotfixes to all players that should stop the following; AI Clearing focus when losing sight of target fixed. This was stopping AI attacking after leaving and returning. AI respawning correctly in camps. NPC's were not respawning correctly after the player left and returned. AI will now save health, weapon they have and armoured not nor armour...
    Read full article on Community Announcements (Rikhald Copperbeard)
  • AnnouncementsOfficial

    New cave types ready for testing!

    Greetings fellow dwarves!We are very excited to announce that we have made some extremely good progress on the new cave type formations and they are ready for testing on Thenextupdate branch! To play early add the following into game versions and betas on steam: Branch : Thenextupdate Password : updatenow321There will be five new types of caves that spawn in the world which will be:Ridges caves, with long and thin upward jutting's.Columns cave, with tall thick columns filling the caveFractures caves, great fractures create high peaks and low pathwaysSlanted fractures caves, similar to fractured caves yet with slanted formationsCluster caves, large jagged and flaky outcroppings fill the caverns.All caves now also have a uniqueness to the Stalactites (the protusions from the ceiling) per cave, ranging from smooth and soft, to clustered and spikey. Each cave will be different!Tunnels are also affected by the caves they pass through that have a new geometry, so you will find that also morph a bit to the cave.Along with these new cave types will be a handful of bug fixes:Fixed a bug where foliage would not spawn in the world which meant the player could not find stone or wood anywhere.Changed newly placed splitters to have Overflow disabled by default instead of enabledFixed the Threeway splitter not saving and applying filters properlyFixed T2 fast belts not moving the playerPOIs apply voxel edits to the world to cut out, smooth and add to the landscape.Things are moving ahead very nicely in preparation for Anvil Update 5, and we may end up releasing content in a different order to what we said in the Dwarven Den post, so stay tuned for more information to be coming shortly! Have a good weekend & thank you all for your continued support!
    Read full article on Community Announcements (Dimir)
  • Patch NotesOfficial

    Dwarven Den 2- Anvil Update 5 News, Huge Changes To Caves & New Factory Content!

    Dwarven Den Preview 2!Fellow Dwarves! Grab a mug of ale, a good chunk of bread and cheese, and gather round for another announcement of the Dwarven Den! Where we bring news on the upcoming future of Orebound straight from the halls of our engineers! Road to Anvil Update 5Anvil Update 5 is going to be our biggest and most impressive yet, with major changes to the cave system, expanding the capabilities of Poi's, and a massive content release for factory/automation gameplay. With everything we want to do, we have decided to break up Anvil Update 5 and will be releasing some smaller updates when they are ready, rather than waiting for the big package update.So before we sink our teeth into the bigger details of Anvil Update 5, here is what we have decided to release as standalone smaller updates. Strap in and get ready for a host of dwarven content to come! The Mobility UpdateThe next scheduled update will be the Mobility update! In which we will be adding new methods to traverse the world of Orebound. Which means the release of the Steam powered dwarven vehicle! It will seat two dwarves, come with an inventory, run on steam power and have an attachable drill!Alongside the dwarven vehicle will be pairs of tinkered boots to grant the player improved jump height, reduced fall damage and increased movement speed!This smaller update will aim to release content to improve QoL when it comes to general mobility while playing the game and although we don't have a set date yet, will be the next update coming to Orebound.The Citadel UpdateSometime after the mobility update, we will be releasing another smaller, concentrated update focused around the citadel. The aim here will be to bring more life into this area in the form of:Interactable mini-gamesA "Orebound Manual" to help guide new players and explain aspects of the gameMore rooms and places to exploreGiving all Npc's in the citadel voicelines Sound, particle effects and more Interactables to improve life within the citadel...
    Read full article on Community Announcements (Dimir)

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