AutoCraft MineShaft is a complete dungeon-crawling RPG experience built with the DAI Engine, where the mine physically develops around the route you choose.
Begin almost empty-handed in a protected underground Home Room, prepare supplies, enter the MineShaft lift, and descend through a ten-floor campaign of branching routes, authored encounters, equipment progression, environmental hazards, floor bosses, and an escalating journey toward the Heart of the Mine.
The dungeon does not exist as one enormous prebuilt structure waiting for you.
You carve the path by playing it.
Every floor is divided into encounter rooms connected through branching route choices.
Clear a room and you earn a MineShaft Key.
Use that key on one of the available iron gates, and only then is the selected tunnel and next room physically generated. The route you reject remains closed while the route you chose becomes part of the world.
Clear the final normal room of a floor to earn a Boss Key, expose the boss route, and physically enter the floor's final chamber.
Death or a deliberate retreat ends the current expedition, and the MineShaft can carve a fresh route the next time you descend.
AutoCraft MineShaft remains completely player-controlled.
DAI does not move, aim, attack, eat, or change weapons for you.
You fight every encounter yourself using the equipment you recover throughout the mine.
New players begin with only Worn Delver Leggings and no weapon. Your first victories begin building your equipment set, with later rooms providing progressively stronger weapons, armor, ranged equipment, food, and specialized gear.
MineShaft floors use Adventure Mode, allowing the dungeon itself to remain authored while combat and progression remain fully manual.
Between expeditions, you return to a permanent protected Home Room operating in Survival Mode.
The Home serves as the central hub for the entire campaign and includes:
The authored walls, floor, ceiling, farm shell, and lift structure are protected while still allowing the Home Room to function as a practical Survival hub.
The introductory industrial chambers of the mine, overrun by slimes and ending with the Slime Foreman.
Collapsed mining tunnels and lost crews surrounding the Lost Overseer.
Waterlogged worksites, drowned crews, prismarine structures, and the Drowned Surveyor.
Overgrown chambers of moss, webs, venom, and cave spiders surrounding the Sporekeeper.
Abandoned smelting lines, blackstone construction, dangerous heat, magma, and the Furnace Foreman.
Amethyst, calcite, dripstone, resonant chambers, and increasingly important ranged combat leading to the Resonant Prospector.
Derelict machinery, armed crews, redstone infrastructure, and the Chief Engineer.
A hostile breach of basalt, soul sand, fire, magma, and Nether enemies controlled by the Rift Superintendent.
Sculk-infested chambers built around darkness, ancient terrain, and dangerous late-game encounters watched over by the Deep Surveyor.
The deepest level of AutoCraft MineShaft, where mechanics, equipment progression, hazards, and enemy families from the previous floors converge.
Every conquered floor awards a unique Memento representing the boss and environment you defeated.
These are permanent trophies of your progress through the MineShaft, including:
Your unlocked-floor progression is stored independently, so the campaign remains permanently advanced even between expeditions.
At the end of Floor 10, the normal boss structure gives way to a three-phase final battle:
Defeat all three phases to complete the Floor 1–10 campaign and claim the Heart of the Mine, proof that every MineShaft floor has been conquered.
AutoCraft MineShaft is designed around continuing a campaign rather than restarting it after every failure.
The Home Lift always launches your deepest unlocked floor.
If you die:
The reusable Safety Rope provides the same controlled retreat whenever you decide an expedition has gone too far.
AutoCraft MineShaft now owns far more than the dungeon itself.
The experience includes its own AutoCraft MineShaft title presentation, with direct controls for starting a new MineShaft, continuing an existing campaign, and browsing your AutoCraft MineShaft saves.
Entering the experience uses a dedicated mine-themed loading flow followed by a first-descent cinematic before handing control to the player.
In-game, AutoCraft also provides its own:
The result is an experience that begins taking over the presentation before you even enter the dungeon and maintains that identity throughout the campaign.
AutoCraft MineShaft v2.4.6 remains a standalone DAI datapack.
Its dungeon environments, title presentation, loading screens, menus, cinematic, interface styling, world setup branding, and gameplay systems are constructed through DAI and vanilla Minecraft assets.
No companion Resource Pack, custom texture pack, or external image assets are required.
New AutoCraft MineShaft campaigns are created inside a dedicated void world.
Normal terrain generation, structures, lakes, ambient mob spawning, the Nether, and the End are not used to construct the experience.
The Home Room, farm, floor sectors, encounter rooms, tunnels, boss chambers, and progression routes exist because the MineShaft builds them.
This is not a dungeon hidden inside an ordinary Minecraft world.
The MineShaft is the world.
Ten floors. Your route. Your fight. Descend until you reach the Heart.