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rated 4.49 / 5 stars
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Adventure - RPG

Credits & Info

Jul 3, 2012 | 5:39 PM EDT

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Stranded 5 Points Complete the tutorial to begin your journey.
Lost and Found 10 Points Find all the lost items.
Modular Design 10 Points Pimp out your ride with all possible modules.
Upgrade Started 10 Points Upgrade one of your sub-systems.
Midpoint 25 Points Complete 10 Objectives.
Unearth 25 Points Uncover all the buried items.
Game Complete 50 Points Find all the Alien artifacts to complete the 'story'.
Upgrade Complete 100 Points Upgrade all sub-systems to their maximum levels.

Author Comments

Explore and mine minerals! Visit alien planets and mine for the resources you need to upgrade yourself and your ship. Features procedurally generated levels and an object-based crafting system for upgrades. Find 18 artifacts to unlock all story pieces and finish the game, or keep playing to get all the upgrades.

Inspired by MotherLoad, this is an RPG-like spin-off. You won't be disappointed!

Arrow keys or WASD to move
Double press on Up key for double jump
Space or Shift - press and hold to dig
Enter - teleport
Space - enter ship
x - close tutorial window

Updates in v 1.43:

- add split option for resources
- bigger item capacity for higher upgrade levels
- fix some bugs
- lowered some item prices

Updates in v1.44

- lower Fragile Frame price

- fix: now you can also get small lava globule from lava pockets
- bugFix: you no longer die when a gas geyser explodes using dynamite
- in the Research tab you can see all items now, even objects you don't own yet (should make a lot more sense now)


Added Medals!



Rated 4.5 / 5 stars

Excellent game! I thoroughly enjoyed playing through it, despite it being frustrating when you're like: "Oh yay, new research! GARR SO MUCH RESOURCES NEEDED!", but it was still very enjoyable. I beat the game and I maxed all my sub-systems but I didn't get the medals for them. No matter though. Glean is definitely in my top 10 favourite flash games I've played as it was quite rewarding and addictive as you progressed further and gained more research and upgrades.

The only real part I didn't like was that area of the game when you were unable to go too deep underground, despite needing what was down there to upgrade and not having the necessary research to get the other upgrades you need. It really slowed down because there were those 1 or 2 things you REALLY had trouble finding.

Anyway, good game! Keep on making awesome stuff!


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Rated 5 / 5 stars

I really enjoyed this game. The level-generator provided well-traversable maps, and the optics improvents made it a lot easier to find the necessary resources.
The game is very repetitive, but it is something you should expect from a game of this type.

As long as one thinks ahead and always tries to bring dynamite/teleport pads, the player will never get stuck. Otherwise, the chances on getting stuck are quite low to begin with.

I did not like the way the inventory-capacity was represented. I would rather have seen numerical quantities here, and numerical quantities of each resource gained when dug.

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Rated 5 / 5 stars

This game is awsome and the way you ended the game leaves the possiblity of a sequel!

@utley: you need to find all the artifacts (6 at around every depth interval of 50) to backtrack to their planet of origin to complete the game.


Rated 5 / 5 stars

Graphics: 11/10 - Most spectacular graphics I have EVER seen in a Flash game. Bravo sir.
Gameplay: 9/10 - The way you implemented RPG elements and an intricate, tear-jerking back story s incredible! Although, it is EXTREMELY repetitive.
Concept: 8.5/10 - Incredibly well thought and very original, although a little odd since you don't really get the whole "Robot left behind" thing until you get near the end.

Overall: 10/10 Simply can't give it a lower score than that. Not possible.


Rated 4 / 5 stars

I like the variety or the things you can mine. (Minerals, crystals, archeological artifacts, gases, ect...)
The graphics are very nice and despite the worlds being fairly desolate (that I've seen), the whole thing is very graphically appealing.
The geology seems on par and some research seems to have been put into it though I am far from an expert on this.
The story really has that "lost, alone, and trying to find a way home" feel I think you may have been going for.
The music is nice and adds into the whole theme well (except maybe the more urgent aboriginal drum background song, it felt out of place after all the others, sort of like the background music off Halo:Reach during either "Winter Contingency" or the intro to "Sword Base").
The crafting

1. The heat system, while realistic, was irritating at times. I wouldn't say "get rid of it" but making it a little less of a hassle or having a casual mode where I don't have to deal with the thing would be nice.
2. The lack of climbing ability. Seriously, this is one of the first things you would put on a robot designed to drill holes. Instead of using massive amounts of fuel to boost around (which is expensive and inefficient tbh), they would throw some strong brace arms that could climb around and hold it in place while it gets at mineral deposits. To late to do much about it now I believe, but it is something I dislike none the less.
3. The boosting inconsistency. While true this adds an element of strategy to the game, the fact that it can put out enough thrust to go a ways up but somehow can't keep doing this with the remaining (more than enough) fuel. It doesn't appear to be due to heating problems and it isn't really much to do with fuel (on account of the fact that it can still "glide" for a while and can do the same boost once it lands) and if you hold space it can somehow keep the bot pinned against the roof while it drills up, only stopping when it cant drill anymore (you could say that the drill is pulling it up as well but it's still if-y to me).

Small suggestions:
Some of the animation work is off and could use tweaking. The first jump is instant but it shows the bot readying for the jump and then acting as if it is jumping after it already having a good second of air time. I would suggest either putting a delay on the jump so that the jump is synchronized as it springs up or altering the animation so that it doesn't take that second to crouch down and then jump. I would also add alternate drilling animations for drilling sideways while mid-air.

I would type more but the things that I know I'll think of later aren't coming to me right now so I'll just post this and hope they aren't to important.

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