
Drill into the depths of a meteor crater in this incremental adventure. Mine ores, unlock upgrades and find the cosmic treasure that lies below! Can you uncover what happened to the Moles that came before you?
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.43/day in the week to Aug 30 → 5.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
You are Doug, a mischievous young Mole set on conquering the strange meteoric crater discovered by your Grandpa Digby.
Use the crater's materials to upgrade your drill, transform the ground and get more mining gear in the GIANT skill tree.
The crater is the last known location of an ancient star-nosed tribe of Moles that vanished completely!
The earth holds bountiful ores, relics and secrets of the lost tribe, and it's up to you to dig them up!

Genres
Engagement
Reviews
Themes across 483 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
破壊ブロック数の実績以外は全解除までプレイ インクリメンタルとして押さえていてほしい箇所はしっかり押さえられている良ゲー この手のゲームとしては珍しくプレステージの仕組みはないが、代わりにある程度の深さまで行くとブロックが固くなる代わりに採取量が上がる次の段階が解禁される(ゲーム内では密度と表記される) プレステージ制の面倒な部分であるアップグレード最初から取り直して全部やり直し・・・ みたいなのをうまく解決していると思う 集める素材は深度で出現量が調整されていてただ闇雲に挑戦できる一番高い密度に行き続けるのではなく、欲しい素材に応じて手前の密度に行って集めるみたいなサイクルもあってうまく仕組みを活用しているなと感じた 全体を通しては概ね良かったが、終盤に強いスキルを解放してからゲームクリアまでの期間が短くて気持ちよくなれる期間が短かったのと、フィーバー効果が何をフィーバーさせているのか最後までわからなかったのが勿体ないと感じた ブロック破壊数実績、数がデカすぎて虚無すぎる
Kinda short for the price. 3hours 15 minutes for completing game and 30 minutes maybe farming the last achievement for 100%. Can be rough to understand at the begining compared to others incrementals. Otherwise unique gameplay and nice design. I would suggest to take it ONLY in rebate. For the last achievement heres my strategy - Go difficulty 1 and do like 30 runs of like 1 minute each. You should reach your 300k blocks. 7/10 overall
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German*, Spanish - Spain*, Japanese*, Korean*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Italian**languages with full audio support
Hours played at review time, across 484 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
完全没有任何深度的增量游戏,前期抠抠搜搜,后期技能没有意义,我浪费了人生的4小时
手动收益低,技能设计和数值都不平衡。 不能纯粹挂机,总要点一下没有意义的开始键很烦人。 没什么参与感,就是后台挂着,挂3,5分钟还要手动点下开始。 大后期挂后台切换窗口频频白屏卡死,只能重启游戏,巨烦。 大后期画面非常非常毁眼睛,即便是特效全关,震屏全关。 缺少终局玩法。 流程短,角色丑。 +1,有中文,有成就。
为什么会有增量这种无聊的游戏
爽3小时。没有重玩价值
成长曲线设置不合理,爆炸明显强于其他,感受不到增量游戏应有的爽感。玩起来很一般。
就以增量遊戲來說,成長曲線基本不及格,會讓人卡住就是很奇怪的地方,海龜那款很好解釋什麼是真正好的舒服成長曲線,玩到一半覺得偏累 玩好幾趟點不到什麼東西,不知道設計的在幹嘛
アップグレードが多くて楽しめたが、ちょっと資源を集めるのが大変な気がする。 特に中盤辺りがかなりきつかった。
Another digging incremental game. Fun enough. If you’ve played one before you know the Drill.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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