Crystals
Collected while mining; sell them for cash.
Official game descriptionA plain-language inventory of the resources and tools visible in the current game loop, with the evidence level stated beside each claim.
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.
Collected while mining; sell them for cash.
Official game descriptionThe spendable result of selling crystals; use it on the upgrade blocking your next run.
Official loop + practical inferenceMining upgrade. It is also used to break boulders in player-demonstrated rune runs.
Official + player footageCarry-capacity upgrade; more room means fewer forced sell trips.
Official game descriptionSupports climbing where the mountain gets cold, especially near the top.
Official game descriptionA mining utility shown in player gameplay. Treat cost and efficiency as version-dependent.
Player footageMine boulders, collect the rune, then place it on your plot; footage shows timed output and preserved remaining time when picked up.
Player footageHighlights boulders and cuts search time during a rune-focused session.
Player footageThe game page advertises +1 after liking the game and joining the developer group.
Official game descriptionIf 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.