Yearn for toil.
Yearn is a multiplayer idle mining game. You smash clusters. Your miners vacuum loose ore. Together you sink through shared caverns, hire a guild, and turn rocks into rings, pickaxes, and a Forgemaster who never stops leveling.
— Contract of Indenture
The loop
- You fall into a mine. A miner greets you, you name yourself, and you sign a Contract of Indenture.
- You land at depth 10 (not Origin) so new players are not dumped into a crowded hub. There is no tunnel back at first — break clusters and make one.
- You smash clusters and veins. Miners harvest the little crystals on the floor.
- Convert copper → silver → gold. Hire more miners from cluster wreckage. Appoint a Forgemaster.
- Assign jewelers and blacksmiths. Find reagents. Craft rings and pickaxes. Walk into amber tunnels to go deeper.
- Caverns rot. Mine veins to keep them standing. When a cavern dies, everyone is dumped back to The Origin.
You smash the big stuff
Clusters, prismatic cores, and veins are player-only. Miners will not touch them. Auto-target (gather circle) only grabs regular clusters — veins you choose yourself.
World →Miners smash the little stuff
Loose copper, silver, and gold crystals respawn on the floor. Your guild walks, mines, and hauls. Equip pickaxes on unassigned miners only.
Miners →Yield is multiplicative
Ore paid = base ore × your yield × (miner yield, if a miner hit it) × the cavern’s yield. Luck does not change ore amount. Luck changes drops and tunnels.
Yield math →Currency
There are three ores. They are not automatically worth each other. Conversion is a deliberate click (copper and silver icons in the backpack).
The game converts as much as it can with integer division. There is no reverse gold → silver conversion.
Productivity (ledger and character sheet) is copper-equivalent per minute:
UI amounts under 1,000 show two decimals. Larger amounts use K / M / B / T. Internally the server stores integer cents (×100) and does payout math with BigNumber, rounded half-up to two decimals.
Systems map
The World
Shared depth rooms, cavern HP, tunnels, clusters, veins, prismatic.
Mining & Ore
Hit damage, HP, base payouts, conversion, what a smash actually pays.
Yield & Luck
Forge × reagents × guild × room. Luck compression. How drops roll.
Miners
Hire costs, XP curve, level-ups, equipment slots, miners-for-hire.
Guild & Forge
Forgemaster prestige, apprentices, jewelers, blacksmiths, caravan crew.
Reagents
Drops, bag passives, transmutation, tags, veins.
Crafting & Salvage
Rings, pickaxes, alloys, magic, mastery, moratorium.
Controls & UI
Keys, panels, Steam, the Golden Ledger.
How numbers are decided
Live ore payouts are not calculated on your machine. The server keeps a cache nicknamed the Gospel: it precomputes your yield multipliers about once a minute, then multiplies them onto every smash.
- Character sheet and grind panel read that cache.
- After a craft, hire, or salvage, the cache can sit stale for up to 20 seconds before it rebuilds, and a full rebuild is on a 60 second beat. Old numbers stay visible until then.
- If a panel in the game disagrees with this wiki, the server payout is the real number.