MineAMountain
Verified reference

Items and rewards

A plain-language inventory of the resources and tools visible in the current game loop, with the evidence level stated beside each claim.

What matters first

Crystals become cash. Pickaxe, backpack, and warmth improve different constraints. Runes and radar form a separate boulder-search loop. Do not assume old prices, timers, or drop rates still apply.

Reference table

Item, purpose, and confidence

Crystals

Collected while mining; sell them for cash.

Official game description

Cash

The spendable result of selling crystals; use it on the upgrade blocking your next run.

Official loop + practical inference

Pickaxe

Mining upgrade. It is also used to break boulders in player-demonstrated rune runs.

Official + player footage

Backpack

Carry-capacity upgrade; more room means fewer forced sell trips.

Official game description

Warmth

Supports climbing where the mountain gets cold, especially near the top.

Official game description

Bombs

A mining utility shown in player gameplay. Treat cost and efficiency as version-dependent.

Player footage

Boulders and runes

Mine boulders, collect the rune, then place it on your plot; footage shows timed output and preserved remaining time when picked up.

Player footage

Boulder Radar

Highlights boulders and cuts search time during a rune-focused session.

Player footage

Digging Luck

The game page advertises +1 after liking the game and joining the developer group.

Official game description
Spend rule

Upgrade the thing that ends the run

If mining feels slow, compare pickaxe value. If your bag fills while the route is still productive, choose backpack. If cold stops the climb before capacity does, choose warmth. Keep cash when the next purchase is unclear instead of spreading it across all three.