Yearn Wiki

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.

“I, so-and-so, do hereby pledge my eternal service to the esteemed you. I shall mine the deepest veins, carry the heaviest loads, and yearn for nothing but the satisfaction of a good day's work.”
— Contract of Indenture

The loop

  1. You fall into a mine. A miner greets you, you name yourself, and you sign a Contract of Indenture.
  2. 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.
  3. You smash clusters and veins. Miners harvest the little crystals on the floor.
  4. Convert copper → silver → gold. Hire more miners from cluster wreckage. Appoint a Forgemaster.
  5. Assign jewelers and blacksmiths. Find reagents. Craft rings and pickaxes. Walk into amber tunnels to go deeper.
  6. 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).

Exchange6 copper = 1 silver 4 silver = 1 gold 24 copper = 1 gold

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:

Productivity(gold × 24 + silver × 6 + copper) / 1000 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.

This wiki matches live game math. The pages here use the running code.