System guide · Mining & Research

Mining, Power and Research in Wall World Strategy

The economy starts with basic extraction and grows into a more complex chain. Mines sit inside the Wall, where miners work excavation points; electricity is its own system; and the research tree improves gathering, cuts costs, strengthens defense, automates work and opens new areas. Mining and electricity were both completely overhauled after the playtest, and the full game expands the research tree with new structures.

9 Listed mining, power and research changes
4 Mining changes
4 Electricity changes
Expanded Research tree in 1.0
Shaft, power and research plan Electricity Colony Research Extra storage Mine Miners Depths · artifacts Unlocks
Schematic: the colony on the surface, a mine shaft going down into the Wall with excavation points, power lines feeding the colony and the mine, and research unlocking upgrades.
Wall World Strategy official Steam screenshot 15
Steam store screenshot 15 of 20 — Steam store
Keep the chain running Keep miners working and resources flowing into storage, keep the power balance positive, and pick research that removes your current bottleneck, whether that is gathering, cost, defense or automation.
Sheet 01

Mines and miners

Wall World Strategy official Steam screenshot 16
Steam store screenshot 16 of 20 — Steam store
  1. Mines are inside the Wall — Mining takes place in mines dug into the Wall itself. The Demo Update fixed a rare camera glitch when leaving the first mine and repaired sounds inside them.
  2. Miners collect automatically — Since the Demo Update, miners pick up mined resources on their own when they are available, so you no longer need to chase loose output.
  3. Empty points — Miners used to fly around excavation points that had run dry; the demo fixed that, which makes an exhausted point easier to spot.
  4. Extra storage — Additional storage buildings hold surplus resources. A demo fix makes sure their amounts save and load correctly.
Linked changes
Sheet 02

Electricity

  1. A separate system — Electricity works as its own system next to resources. It received a complete overhaul between the playtest and the demo.
  2. Rebalanced in the demo — The Demo Update improved the electricity system again and refined the power balance, so numbers from the playtest no longer apply.
  3. Domes draw on it — Bugs when switching off the small energy dome were filed under power fixes, a reminder that defensive structures are part of your power plan.
  4. Expand power with the colony — Every new production and defense building adds to the load. Grow generation together with the colony instead of after shortages appear.
Linked changes
Sheet 03

The research tree

  1. What it improves — Technologies improve resource gathering and processing, reduce costs and raise efficiency across the colony.
  2. Defense and automation — Some technologies strengthen defense against external threats, others automate key processes or speed up infrastructure building.
  3. Opening new areas — Research can also expand your ability to explore new areas of the Wall, which ties it to robo-spider expeditions.
  4. Bigger in 1.0 — The release reveal confirms an expanded research tree with new structures; individual technologies and their costs have not been listed yet.
Linked changes
Sheet 04

Where the economy leads

Resources, power and research feed the rest of the colony. These are the three biggest consumers.

Expansion Buildings and roads Every structure needs resources to build and a road connection to work. Building →
Supply Food and supplies Supply disruptions lower colonist efficiency and can lead to riots. Colonists →
Exploration Depths and expeditions Robo-spiders bring back materials, samples and artifacts from beyond the colony. Robo-Spiders →
Sheet 05

Economy elements at a glance

The mining, power and research elements named in official posts, with where each is described.

ElementWhat it doesDescribed in
MinesDug into the Wall; mining overhauled after the playtest.Demo (June 2026)
MinersWork excavation points and collect resources automatically.Demo (June 2026)
Extra storageBuildings holding additional resources.Demo (June 2026)
ElectricitySeparate power system, overhauled and rebalanced.Demo (June 2026)
Research panelInterface panel for research, refined in the playtest.Playtest v0.3.0
Research treeGathering, costs, defense, automation and exploration upgrades.Steam store page
Expanded treeNew structures added to research in the full game.Release 1.0
DepthsResources, forgotten technologies and rare artifacts.Steam store page
Sheet 06

Every mining, power and research change so far

Nine listed changes cover these systems: overhauls announced after the playtest, fixes in the Demo Update and the expanded tree for 1.0.

Playtest v0.3.0
  • Reworked — Complete overhaul of mining gameplay announced for the demo
  • Reworked — Complete overhaul of the electricity system announced for the demo
Demo (June 2026)
  • Improved — Electricity system improved
  • Improved — Mining gameplay improved
  • Fixed — Miners automatically collect mined resources when available
  • Balance — Power balance refined
  • Fixed — Bugs when switching off the small energy dome
  • Fixed — Miners flying around empty excavation points
Release 1.0
  • Added — Expanded research tree with new structures
Sheet 07

Where mining and research connect

Economy plan

The Core Colony centre; roads and stairs connect every building to it.
Building Roads, foundations, stairs and storage. 10 listed changes.
Zyrex Defense Waves, concrete walls and energy domes. 4 listed changes.
Colonists Morale, food and supply; riots when they fail. 1 listed changes.
Robo-Spiders Scouting, extraction and risky expeditions. 3 listed changes.
Mining & Research Mines in the Wall, electricity and the research tree. 9 listed changes.
Modes Scenarios across biomes, difficulty settings, Sandbox Mode. 4 listed changes.
Updates Eight official posts from announcement to release date.
Release November 11, 2026 on Steam for Windows and macOS.

Sources