ITER-8 is a roguelite, mining/tower defense game. Developed by fluckyMachine and published by Fireshine Games, ITER-8 was released on March 9th, 2026. Employed by ITER Corporation, players will need to mine upwards in the Pillar in search for essential resources. Various skills and the ever trusty laser help you mine. It is a relatively easy job if it wasn’t for the horrors down below on the surface. Every few minutes, players will need to race down the Pillar to defend the base. Various creatures attack the protective dome surrounding the base and eventually the base itself.
Although mining and tower defense are the main two core features of ITER-8, there’s more gameplay elements to be aware of. There are buildings that can be placed to help defend the base. There’s tech trees that upgrade various aspects. Small light puzzles can be solved, taking the game in a different perspective. And of course, there’s tidbits of story through satellites. Many reviews I’ve seen compare ITER-8 to a game released back in 2022, Dome Keeper. Though I can certainly see the similarities, I don’t think ITER-8 should be passed off as some cheap copy. I had a pretty good time playing this one and could definitely see myself continuing to play. The overall content is a bit limited, but the basics are in place for something quite fun. So, get ready to mine a whole lot of voxels, because its time to discuss ITER-8!
The Pillar & Resources
Before we get into the scary stuff down on the surface, let’s focus on the main job duty— mining the Pillar. The Pillars are large, seemingly floating towers that exist in this universe. ITER Corporation hires you to mine the Pillar for valuable resources, but the game keeps the true nature of those materials deliberately vague. No matter, as a good little worker, players mine upwards into the Pillar breaking a plethora of blocks called voxels which will earn you credits. Credit isn’t too important initially and will come more into play with the roguelite elements that I will discuss later.

Another resource—the orange material scattered around—is uranite. Uranite offers far more value to players. Unlike credits, which the game collects automatically, you must haul uranite back to your base using the drillship’s magnetic field. You’ll spend this resource on upgrades in the tech tree, which I’ll cover a bit later.

As you travel up the Pillar, blue lights can be found. When uncovered, they will shoot a powerful laser down towards the previous light. These are path nodes, and the drill ship can actually travel along them to help speed up the process. When you pass over one, you can even further speed up the process by giving the ship a small boost. This can be done three times before it starts to cooldown. You can carry resources as you fast travel as well. However, make sure to keep a close hold of your resources. They can wedge themselves against walls when too many try to squeeze through a narrow passage. Sometimes they snap back into place after a moment, but other times they fall behind and force you to make a second trip.

Another resource that will need transported back to base are relics, the black cubes with gold lines. Every so often, players can come across gold lights connected by a dotted line on the surface of the Pillar. Players need to uncover all the lights and then are rewarded with a relic. Once delivered back to base, it will reward the player with a selection of a new defensive building to place. Again, this is something I will discuss later.
The last resource to discover are actually in the Pillar’s exterior. As you travel upwards, hallways of light appear leading to the outside. Once outside, the camera shifts to a closer perspective. The little miner gets out of the ship and can mine bricks with a hand-drill. A light blinks on their heads when they’re close to a data cube. You use these to unlock stronger upgrades in the tech trees. You can also solve a small light‑based puzzle on this platform. By guiding the beam of light towards a small structure, players can light it up, shooting a beam of light towards the sky. Players are then rewarded with a selection of a new upgrade. These include drill ship skills, extra resources or passive effects. Players will need to solve two of these puzzles in order to proceed to the next area of the Pillar.

The light puzzles are never insanely difficult, but they can get trickier. Different blocks can be rotated, moved, or hit in order to reveal a new path. The last thing to discover on some platforms are the surveillance dishes. These pick up the texts of other, or previous, employees. These help give a bit more to the lore of the game, though in my experience so far, nothing said is all that ground-breaking or mystery solving. I’d like to think that’s there’s a deeper a story, but I’m not sure if it’s fully fleshed out yet. What I do love is how this looks visually. You can really get a sense of the sheer monstrosity the size of the Pillar is, and seeing ones in the back really makes me wonder about the lore.

Though I love the idea of these outside platforms, I do think they feel somewhat like an after-thought. There’s a tech tree just for this section, but I’m not too sure why. In my first run, I made it to the final boss without buying a single upgrade in this tech tree. This might change with increased difficulty levels, but even then, it’s probably the last thing I would upgrade. I do like that players need to solve two of the light puzzles once they reach the height of an area in the Pillar, but this also makes it feel more like a chore rather than a fun little thing I’d want to do for a reward. In fact, I probably wouldn’t do them at all if it wasn’t for the rewards, as they are pretty beneficial during runs. I suppose, in the end, that’s the point.

Heading back inside the Pillar, after you solve the two light puzzles, the next area will unlock. Shortly after unlocking this area however, a boss battle will take place down on the surface. I’ll also discuss these in the next section, but for now, assuming you made it out alive, players can then freely explore the new biome. The Pillar can have a few different biomes, such as an ice-maze or a magma ‘explosive blocks’ type. Though the biomes change, the overall goals stay the same. It is important to note that the Pillar does not stretch to infinity and there is indeed a final boss.
Overall, besides the outside platform areas, I don’t really have much to critique when it comes to mining the Pillar. I think it’s a pretty easy to understand concept that works well. It’s a rinse and repeat idea of travelling up and down the Pillar, delivering uranite to the base and mining upwards. Admittedly, I’d probably even like this alone without the tower defense as a sort of tycoon game, but I do think the two work well together. Speaking of which, when the path nodes start flashing orange, that’s your signal that enemies are approaching the base. At this point, its probably a good idea to start heading back soon to defend.
Defending the Base
In the base, there are three main areas—tech trees, main weapon, and defense building. Arming the main weapon gives a wide view of outside the Pillar. Once the wave of enemies start, a dome barrier covers the base for protection and a thin red line can be seen. The main weapon is almost like a rifle or a rattling gun. It doesn’t need reloaded, but you have decreased accuracy the longer you fire. Short bursts are recommended to make all of your shots count, and they will probably need to initially as the weapon isn’t the most powerful. Different creatures come toward the base on the left or right side. They’re all black shadows with red eyes or appendages, but how they look isn’t all that important. What’s important is of course defending the base from their various attacks.

Some enemies walk towards you and shoot, some stay in the back and launch underground missiles. Some even fly and drop bombs or land directly on the dome. The white line on the ground indicates the dome’s health, with the same being true for the green line on the base (and I believe the red circle in the corner but honestly it was easier to use the green). I do wish the game offered a guidebook that explained what each enemy type does—and maybe fleshed out the lore—because there’s a surprising amount of variety. After you clear a wave, the red lights fade back to blue, and a sense of calm settles over the Pillar again.

To help you defend the base are various types of buildings. Again, these are mainly gained by finding relics in the Pillar. Defense buildings have various functions. Different turrets can target either ground or flying enemies, lasers can heat targets to make other attacks hit harder, and barriers can block incoming projectiles. You can upgrade all of these structures with uranite to boost their strength and effectiveness.
Another important aspect to consider for buildings and base defense is the weather. With a new biome, a new weather effect will occur. Players can see what this effect is before the weather actually occurs, so it will be useful to plan ahead. In the image above, a blizzard was occurring. This meant that any building that had movement (the turrets) froze and were inoperable. This also slows the enemies down, which makes it easier for me to shoot them myself. This idea of a negative for defense buildings and positive for hindering enemies seems to be pretty consistent across the weather types. I also really loved how the weathers looked in this game visually.

The last thing to help defend your base are the various upgrades to purchase in the tech trees. The tech trees can upgrade your main weapon’s fire power, speed and accuracy, while the shield tech tree improves the dome barrier’s strength. The drill ship tech tree improves the drill ship’s speed, laser power, and magnetic field size. Last but least (intentionally ‘not least’), the Operator tech tree improves the outside mining capabilities, such as higher sensor for data or stronger drill. These are the four tech trees that players start with. They require more uranite than they do data, but I was still able to max out a decent bit of upgrades in a playthrough. More tech trees are added with the roguelite purchases made between runs.

The last thing to discuss with defending the base are the boss battles. After unlocking a new area, the next wave you face will be a boss battle. On the initial difficulty, they’re pretty easy to take down. However, as the difficulty ramps up, they prove to be a tougher challenge. It is helpful to remember which attacks they will throw at you so that you can be prepared.

Overall, I thought that the tower defense aspects were fine. It’s perhaps not the most varied or stimulating of combats, as its mostly just moving your gun around and shooting, but the roguelite purchases help make things more interesting, whether this be with new base weapons or increased difficulties. I think strategic planning takes more of a focus with placing down defensive structures rather than all-out combat. Since enemies can’t destroy them, they stay reliable in most encounters outside of weather events. I still prefer the mining over the tower‑defense sections, but the defensive side isn’t poorly executed. If the game focused solely on tower defense, I probably wouldn’t stick with it; thankfully, the two systems complement each other well.
New Employee Roguelite
If you do perish while defending the base, ITER Corporation readily replaces you with a new employee at a new Pillar. As the new employee, your onboarding bonus is in the form of the previous employee’s credits. The credits are where the actual roguelite elements come into play. Players can spend credits to purchase upgrades across four different classes of operators—explorer, miner, technician, and trooper. Starting as an explorer, players will need to purchase up to a certain point on the other classes in order to unlock them. This will also unlock a new difficulty setting which increases the health of enemies.

Players can change their loadout as well. In this section, players are able to change their operator class, change the difficulty, and also change their secondary weapon and base device. I haven’t mentioned it yet, but during gameplay you’ll see two objectives listed in the top‑left corner. Completing them rewards you with a secondary weapon or a new base device. You can fire the secondary weapon alongside your main one, and each comes with its own unique effects. Base devices give powerful passive effects to your runs. You can only equip one secondary weapon and two base devices and will need to complete objectives in order to unlock more.

The last thing you can purchase here are simple decorations to style out your base and lobby area. These will require you to complete a certain number of runs first before you can purchase them. After you’ve made all your purchases, its time to head back out there and repeat the process once more.
Personally, I prefer a roguelite over a roguelike so I am glad that they went with this route. My second playthrough felt different than the first thanks to the things I’ve purchased in the lobby. I like that each new class introduces a new difficulty setting, and I appreciate that the game never forces you to change either one. You can play however you prefer, but it does leave me wondering what the larger purpose is. After you’ve made a few purchases, cleared some objectives, and completed a handful of successful runs, does an overarching goal finally reveal itself? I don’t want to harp on the game’s lore again, but if a bigger narrative exists, I imagine it has to tie into that larger goal somehow. One negative Steam review claims that the game ends in 6 hours but I’m still not sure what this “end” looks like.
Conclusion
Overall, I liked it. I had a fun time and can definitely see myself coming back to this one every so often. One full run took me around 2 hours to complete. For me, I probably won’t ever spend all day playing, but a run or two here and there certainly. Gameplay elements are simple and easy to understand, and therefore easy to pick-up and play any time. ITER-8 isn’t without flaws and could use with some more polishing and content, but I think what is here is pretty good. I’d happily recommend it to fans of the genre, especially to those who have played Dome Keeper before.
Speaking of Dome Keeper, as mentioned, a lot of the Steam reviews claim that this is basically the same game with small additions. I haven’t played Dome Keeper myself, but even if the two games share similarities, that shouldn’t push players away or count as a negative—and thankfully, not all the reviews that mention it treat it that way. I would encourage you to not just pass this off as a copy and instead try to view the game on its own. Watch a gameplay video to see how things are. Read more reviews like this beyond what’s on Steam. At the very least, maybe add this one to the Wishlist and watch out for content updates. I’m hoping that fluckyMachine continues to make improvements and builds on what already is a pretty decent game.
Thank you for reading my ITER Corporation announcement!




















































































