Wishlist the game on Steam!
Release date: 2026 March 30
A minesweeper game where you can use your magical abilities to deal with pesky odds. Save your concentration resource to speed up the process or get rid of tiebreakers. Mine your way through without disturbing the spirits.
The mine is haunted by all the lost souls that were buried there. It will take a toll on your sanity to stay in these tunnels for too long, and it's difficult to stay focused on your task when your mind is being clawed at. Good thing you know how to handle those spirits!
With your sanity decreasing by the second, you can't afford to waste time with obvious mining that will drain your focus and put you at risk of making speedy mistakes. Use your Cascade spell to speed up the trivial mining!
Do not let probabilities ruin your progress. Use your Seer spell to remove bad luck out of the equation!
Dig through the mine, clear increasingly difficult levels. Use your powers to get obstacles out of the way.
The odds are in your favor now. You are the minesweeper. Do not let the mine sweep you!
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Steam page - Wishlist the game and check out the demo there! |
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Itch page - Check out the game and demo here as well! |
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Ending - If you are not going to play/finish the game but are still curious about the ending: spoil yourself, watch it here! |
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Source code, Godot project, and assets - If you're curious about how the game was made, want to download the assets, or use some parts of it for your personal projects. |
Fun Facts
Buried Spirits is the first game I released, but it was not the first game I tried to make.
The story behind it starts with the 10 years I spent losing my soul as an office drone working a stressful job. At first I wanted to make a game that satires this kind of stressful office life.
The idea was to make a clicker game where you are in an office, and you have tasks to complete by repeatedly clicking them before their deadlines. And the office environment was doing everything to distract you and make you mad, with phones ringing, coworkers picking up the phone and talking to clients, which added even more tasks and deadlines to complete!
In that game, the player could use their computer to complete their tasks. And since I wasted so many work hours playing Minesweeper at my job, I saw it fit to include a minesweeper minigame in that pc.
That was the birth of Buried Spirits!
And later when I was reaching the end of the game's development I realized two things.
First, I had troubles tying everything up together because of my inexperience making games, I wasn't sure how to tie all the mechanics and gameplay loop together to make a fully finished game I could release. I needed to go for something smaller and easier, more achievable.
Second, is that I just could not stop playing my Buried Spirits minigame when I was testing it. So I went and made it into a full game instead! Thus, came to be the Buried Spirits Minesweeper game :)
Have some screenshots of that office game, maybe one day I'll pick it up again and finish it!
About the demo
- The demo playtime is about 30% of the full game, depending on how good you are at minesweeper
- As an experienced minesweeper player, it personally took me 2 hours to play until the end of the demo, and close to 7 hours to beat the full game
- I consider the demo to be pretty generous in terms of features, content, and gameplay. If you do not like the demo, then you have no reason to get the full game other than to support me, because you're not gonna get much more from the full game that you didn't get from the demo besides more level :p
Tips and Tricks
- When spending spirits with necromancy, it's better to increase your level as much as you can first
- When you cannot increase your level anymore, dump your excess spirits to increase your sanity
- The Cascade spell will always look for cells to ward first. Before using the Cascade spell, place the obvious wards first to save some concentration on it.
- For the last difficult levels, I recommend alternating striking rocks and using the Seer spell: reveal a random rock with Seer to avoid capping concentration, then strike a couple rocks to regain the concentration you lost on the spell. Repeating this pattern slow and steady will help you complete the level on the long term.
Ending
I know not everyone got 10 hours to spend on a minesweeper game, and I respect yall got better stuff to do, it's a very niche genre after all :p
But I'm still proud of what I created so I wanted to share the ending regardless of whether you're going to play the game or not!
Plus the characters are going to be recurring in my other games and it sets up the context for my next game, Ignition to Extinction!
So, if you're not planning to play or complete the game: spoil yourself, watch the ending!
I appreciate your interest regardless~ <3
In case this wasn't obvious, there is a lot of venting from me and my experience working IT customer service in that ending and this whole game design <.<
Source code
You can find the game's source code and its entire Godot project with assets on Codeberg here.
If you plan to reuse the code or assets, make sure to check the licensing details in the LICENSE.txt file, and on the licensing section of my website.
Noteworthy points about this game's code and architecture:
- It's my first released and published commercial Godot project so there is a lot of messy parts <.<
- I didn't know the engine had a built-in randomizer for sound effects, so I made my own... my bad ;_;
- The scenes/main/game_screen directory has most of the scenes rendered on the main gameplay screen.
- The main game view is 3 scenes cameras on top of each other: The tunnel scene, the game grid scene, and the player hand and torch scene. The Game grid uses an orthogonal camera.
- Most of the minesweeper game logic code is in the game_grid.tscn scene.
- The buried_spirits.tscn scene handles the level transition logic and spawning/ending scenario.
- The buried_spirits.tscn scene mainly uses the animation player to make things happen on screen: most of the gameplay loop use cases are played through the animation player which itself uses the method track feature to call methods from other scenes at the right times during animations. I know it's very spaghetti and not easily modular, every tiny change forces a lot of re-checks, but it is what it is, what's done is done, at least I got experience now to make things better on my next projects.
- The madness effects (tunnel texture moving, rocks rotating, cave sounds, etc) wasn't actually supposed to happen in the early stages of the game when your sanity drops to zero. It was only supposed to happen after you have started absorbing enough spirits via necromancy, and the more spirits you have absorbed, the more intense it should get. But I messed up and couldn't debug my own shit, so it happens earlier than it's supposed to ;A;
- You might think the office scene that appears at the end of the game has way too many parts and details modeled for how much of it is shown in the game. That's because that office was repurposed from another game, I modeled this entire room for the other project I mention at the beginning of this section, and kept it whole here.
Art
Art I made for the game that I wanted to display.
- Left click to strike rocks
- Right click to ward rocks
- Click the amulet in the top right corner to use one charge of it and reveal a random safe rock
- You can click cells with dimmed numbers to reveal their neighbors
- If you experience performance issues, you can disable the CRT effects with the button at the top of the arcade cabinet
The source code and Godot project of this minigame can be found on Codeberg here.











