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Release date TBA·No Pain. All Game·
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SOMETHING drowned your planet in endless night. Your candle is your only light and your best weapon. Mine the sinister for ore, burn back the pools of living shadows, Whirlwind the darkness out, to finally reach home before the flame gutters out. When the light dies, the Sinister takes everything.

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About SINISTERVEIN

<i>Your planet went dark</i>

SOMETHING caught your little world and pulled it into permanent night. There is no sun, only the heat bleeding up from the planet's core, and whatever light you can carry. You are an orc miner, alone on the surface of the dark, with a candle lantern on your back and a whole crust of ore beneath your feet.

<i>The light is everything</i>

Your lantern is your eyes, your weapon, and your clock. Its glow is the only thing that reveals the world, and any creature caught in it burns. But the flame is finite, venture out and it drains, and as it dies your circle of light shrinks, step by step, until you're standing in the pitch black with nothing left. Every dive is a held breath: how deep do you dare go before you have to run for the torch?

SINISTERVEIN video 1

<i>The dark fights back</i>

The night is not empty. Pools of living oil well up out of the black and slide toward you, invisible until your light touches them. Hold them at the edge of your glow where they burn but can't reach you, and clear a room with an orc rage whirlwind when they swarm. Let your lantern gutter out, and they own the dark.

<i>Greed has a price</i>

Your bag starts small on purpose. Upgrade it back at camp and it grows, tier after tier, until the very last upgrade removes the limit entirely. No more turning back early just because you're full. But the mine doesn't get safer while you're in it, and an unlimited bag is still tethered to a very limited flame. The only cap that ever really mattered was the light in the first place.

SINISTERVEIN video 2

<i>A camp that grows into something stranger</i>

Home base starts as exactly what it looks like: a scrappy mining camp with a torch that never goes out, the one patch of this planet that's always safe. Sell your haul here, spend it on gear, and watch the camp grow with you. A trading post first, and then, once enough sinistervein has come up out of the dark, a base anchored by a portal woven from the vein's own magic. Nobody taught this orc how to open a door between worlds. The ore did.

<i>An orc with a torch and a grudge</i>

This orc didn't buy his gear from anyone. He lashed it together himself, rope and iron and stubbornness. Every upgrade you buy looks like something he'd actually bolt onto a stone axe with his own two hands: a bigger lantern, a heavier pick, a meaner whirlwind. No chrome, no building, nothing that wasn't hammered out by firelight. Watch the look of his gear... and the danger of it darken as the vein's own magic starts working its way into his kit.

<i>No textures. No problem.</i>

Everything you see is shape, colour and light. A clean, all geometry look with no muddy textures anywhere in sight. It's a deliberate art rule, not a placeholder, and in a game about darkness and candlelight it earns its keep: nothing competes with the glow, and every vein of ore reads exactly as bright as it should against the black.

<i>Short sessions, real tension</i>

There's no cutscene standing between you and the mine. Load in, watch your candle catch, and go. A run is as long as your nerve holds out, and the loop resets clean every time you come back for another.

Steam data © 2026 Valve Corporation. Trademarks are property of their respective owners.

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