Crazy Digging Holes

Dig down. Haul up. Sell. Repeat.

Play it

The loop

Every layer of your pit is a floor of nine tiles. Break all nine and the floor drops: the rock recolors, the ore gets worth more, and the pit terraces out another step. Break a tile and you are holding ore — climb the ladder, walk to the mining cart, and drop it in. When the cart fills it rolls itself along the rail to the depot, sells the whole load, and comes back empty.

You start with one hole, no diggers, and no money, so the first ore comes off your own pickaxe.

Deeper pays more, but climbs slower

That tension is the whole game. A layer of gold ore is worth roughly a hundred and sixty times a layer of topsoil, but by then the ladder is long and every trip up eats the profit. So you buy a second, shallower hole to run alongside it — or you spend gems on an Elevator, which makes the ride flat no matter how deep the pit gets.

The layers

LayerOreValue
1–2Topsoil, Clay$2 – $4
3–4Sandstone, Shale$7 – $12
5–6Granite, Copper vein$20 – $34
7–8Emerald, Ruby$60 – $105
9–10Diamond, Gold seam$185 – $320

Past the gold seam the whole table starts again, richer each time. There is no bottom.

Gems

From the Emerald layer down, ore drops gems as well as cash. Gems are never bought and never sold — the only way to get one is to dig deep enough to find it. They pay for the late perks and for every upgrade past level 10, which means a shallow hole can out-earn a deep one in dollars and still never produce a single gem.

Buried treasure

Some pits have something in them. A treasure spans several layers and stays completely hidden until a swing happens to strike it — then a silhouette shows in the wall and you watch its exposure climb as you dig. Treasure rock takes three times the swings, so finding one slows you down before it pays you. When the last of it comes free it rides the cart to the depot alone and sells at a large premium.

Crew and perks

Hired diggers run exactly the loop you do, and each one claims a different tile, so a crew works the same face at once. Only one climber fits on the ladder at a time, though, so piling diggers into one deep hole jams the shaft — that is what Second Ladder and the Elevator are for.

Perks install per hole and are permanent: Shored Walls, Second Ladder, Rail Spur and Floodlights for cash; Elevator, Ore Chute and Drill Rig for gems, plus a mine-wide Depot Sorter.

XP

Cash and gems are bought. XP is earned, and only from your own swings — diggers never earn it. It slowly raises how much you carry and how fast you move, on top of anything you have paid for. It is what keeps you worth controlling once the mine mostly runs itself.

Your progress is saved

Everything is stored on the server as you play. Buying, hiring, upgrading and installing all save the moment you tap them; digging saves every few seconds and is flushed the instant you switch tabs or close the page. There are three named save slots plus a rolling autosave, and resetting is refused outright until at least one slot holds a save.

One thing worth knowing: until you claim a username, your mine lives only in this browser. Clearing cookies loses it.

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