Employees & Workers Guide

Hire Miners and Handlers in Ore Factory Squad, manage off-site worker contracts, payroll, and squad coordination for the full Steam release.

Staff in the Full Release

Ore Factory Squad launch content includes hiring Miner and Handler employees plus sending workers on off-site contracts — systems beyond the introductory demo levels. Employees automate slices of mining, hauling, or handling work so four-player squads can focus on shaft expansion, conveyor debugging, and city contract turn-ins instead of every manual ore stack.

Staff costs cash flow — hire only when contract margins cover wages and machine upkeep. The launch overview notes more than sixty resources across three production lines; employees accelerate mid-game throughput when belts already run reliably without constant babysitting.

Compare demo limits on demo vs full game before expecting employee UI in the trial build.

Miner vs Handler Roles

Miners extend underground output — assigning them near active ore faces or lift stops reduces idle time when human players shift to building or driving. Handlers focus on surface logistics: pallet staging, bin transfers, or prep work near warehouse loading zones depending on unlock tier.

Co-op groups should not duplicate employee assignments with human roles — if one player is dedicated logistician with forklifts, handlers complement rather than compete for the same aisles. Voice callouts from voice chat settings clarify who owns manual versus automated tasks each session.

Tool and machine upgrades still matter — employees amplify throughput; they do not replace Modular Mining Lift planning or smelter rows from automation guide.

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Off-Site Worker Contracts

Launch announcements describe sending workers on off-site contracts — parallel income streams while your main squad operates primary dig sites. Accept off-site jobs only when domestic contract queues have slack; starving home smelters for distant payouts stalls progression.

Use contract priority tool to rank on-site versus off-site rewards per hour. Foreman tracks timers on both boards so miners underground are not surprised by sudden cash drains from failed remote jobs.

Off-site mechanics pair with multi-property maps — trucks and city warehouse links from city and warehouse guide still centralize verification for many delivery types.

Payroll and Reinvestment

Employee wages consume the same contract cash pool as machine purchases and deed loans teased in pre-launch Discord messaging. Reinvest profits in order: lift upgrades and core smelter rows, then first hires, then property expansion on Forest or Construction Site deeds.

The Steam introductory -25% sale ended July 30, 2026 — see launch sale page for historical pricing. v1.0.5 fixed Handler employees stuck near Miner vehicles; reassign handler zones after updating if staff idle post-patch.

If cash runs negative after hiring sprees, pause off-site contracts and accept easy Copper jobs until payroll stabilizes.

Co-op Management Tips

Host save owns employee roster — guests cannot unilaterally fire staff without squad agreement. Rotate who configures employee zones each session so every player understands handler paths when debugging stuck ore.

Achievements tied to production totals still progress with employee output — check achievement tips for squad routing without duplicate grind.

Future patches may rebalance wages — bookmark updates hub after v1.0.1 balance notes.

Frequently Asked Questions

Are employees in the demo?

Demo focuses on early manual mining and basic automation — full hiring systems appear in paid release.

What is the difference between Miner and Handler?

Miners skew underground extraction; Handlers skew surface handling and logistics support.

Do employees replace co-op players?

No — they supplement automation. Four-player squads still benefit from human builders and drivers.

What are off-site worker contracts?

Parallel jobs sending hired workers away from your main dig site for separate payouts per launch announcements.

Can I fire employees to recover cash?

Roster management UI follows full-game economy rules — verify in-game after v1.0.1 balance tuning.

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