
Digging down is an incremental/management game with an engaging story and idle elements. You begin in a nondescript underground complex with no memory of prior events. Uncover the complex floor by floor, utilizing resources found and learn the secrets of this place.
Modeled estimate, not a reported figure. How we estimate →
Media

About
About
Digging down is an incremental/management game with story and idle elements. You begin in a nondescript underground complex with no memory of prior events or even your identity. Uncover the complex floor by floor, utilizing resources found to become more efficient and learn the secrets of this place.
Gameplay
Your primary role is managing resources, making upgrades and collecting materials as you passively progress throughout the game. Floors yield you Resources, increase your Money gains and provide Intel and combat encounter opportunities. All of those are, in the end, used to make the process of digging through the floors faster by researching Upgrades, boosting your Drill and leveling up your team!
You're assisted by a hologram companion who provides you with help, tutorials, updates, story pieces and assists you with progress a little bit.
Throughout the game you'll also discover breadcrumbs of the story behind this place. The game features 4 different endings. Reaching an ending also unlock New Game+, which allows you to replay the whole thing faster.
Features
Variety of active resources
Passive gains, rewards activity but relaxed gameplay is also viable
Option of limited offline progress
Lore and uncoverable plot
4 different endings
New game+ allowing for faster reaching and hints towards reaching different endings, and extra lore snippets
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, French, German, Spanish - Spain, Polish, Portuguese - Brazil
Reviews
As per expectation set by the developers, the game is short. One could probably finish the game in a day (or less) if playing actively. The game itself is simple, and the experience is linear. Progression is mostly just "numbers go up", with little variation on upgrade selection (or "builds"). There isn't a grandiose story to be had, but the snippets of lore seem thematic to the game's minimalist presentation. [spoiler]Starting a New Game+ introduces an in-game feature where you can adjust the game speed to make it faster (even more for every new game+). Nothing changes much with the game itself should you do this, but it is a handy way to try and get all the story endings.[/spoiler] UI seems to be reliant on scrolling (options: mouse wheel, arrow keys, pg up/down, home/end) so some folks might find that awkward. There are no IAP's, thus what you've paid for is what you get. Probably good for keeping yourself busy for a couple of hours should you need the distraction.
I'm not far along in the game at all, but... I mostly got it because I really like Idle Wizard. So far, it looks pretty cool! Nice graphics, cool little back story. The interface is nice. It appears to ride that fine line between being complex enough to be engaging, without being overwhelming, and not being too easy & basic, so as to be boring. It seems like the bulk of negative reviews about ALL idle games comes down to its either too long/too short... But that's neither here nor there. Whatever tho- if you like idle games, you'll like this, I believe. And, if you're into Idle Wizard, Id say buy it to support the dev, if nothing else. Plus, you get some Idle Wizard swag, as well... p.s. I really liked the fact that Idle Wizard had Linux support (hint hint) :-) EDIT: Less than 24 hours after posting this review, the Dev got in touch to point out that he had set up a Linux port! Thanks so much!
I wish I could honestly recommend this game especially given the love I shared for Idle Wizards. This looks and plays like a mobile game given a steam port. My problems: 1. upgrading takes forever and honestly this feels like it's done specifically to force players beyond the refund period of play. 2. upgrades don't feel impactful to your ability to automate. At least where I'm at two hours in this game feels like it wants all your attention all the time and no. It's not worth it. 3. upgrading takes forever and honestly this feels like it's done specifically to force players beyond the refund period of play. 4. Wires. A constantly mounting debuff that not only stunts progress but if it covers a junction piece even once you end up with an end piece that won't connect anywhere. You're better off ignoring this entirely. 5. upgrading takes forever and honestly this feels like it's done specifically to force players beyond the refund period of play. 6. The fighters don't feel like they grow in any meaningful ways. They do more damage. that's it. 7. Did I mention upgrading takes forever and honestly this feels like it's done specifically to force players beyond the refund period of play. Oh yeah, the soundtrack while nice at first seems designed to make you turn the sound off about an hour in. Animations are stiff two to three frame affairs that feel like the bare minimum. Same with the story as of floor 70 ish. At every turn this game has told me to stop playing and do something better and I kept trying to find something to root for. Maybe if I leave it on overnight. Edit: The auto collection upgrades for money and intel don't work the way the tooltip tells you they do! Unless it is present or adjacent when they move onto the tile they will not auto collect the resources. Also if auto attack moves the bots out of collection range combat is resolved first and any autocollection that is now out of range is missed. Scavenger algorithm doesn't work as displayed and at level two says within 2 floors. only targets same floor and 1 floor above and below. A better auto combat function would be nice. It's not going to happen but a guy can wish. Fixing the tooltips that blatantly lie to the player would be nice. Adding actual tooltips to the resources so that you know what you're trying to reach for the next resource. Actual meaningful upgrades and better animations of the Bots. Permanent cleaning of Wires minigame spots. Otherwise the random rerolling of the underlying structure makes this pointless busy work as the buffs are extremely inconsistent and underwhelming even at 20+ active nodes. Bubbles is the same as above but even less intuitive and as above the buff is underwhelming to the point of being useless. If I wanted to wait a week for progress I'd still be playing Idle Wizard, but I thought this would be a well made short experience that respected my time. Even at the $3.29 +tax that I paid I feel ripped off. Edit 2: Oh boy, it doesn't get better a day in, the "Story" as it is feels like an AI prompt at best and Grok's insane ramblings at worst. Even the Idle Wizard unlockable skins aren't worth the price of this game. It was once said, "If you don't have anything nice to say, don't say anything at all." That moves us to this point where saying nothing didn't fix it so time to be blunt as ♥♥♥♥. DO NOT BUY THIS GAME. It is not worth the money nor the time investment.
This game is far too simple while at the same time being very hard to understand. The base mechanics are just wait for the digging while constantly scrolling up and down to try to find money. There are maybe a couple other small minigames, but there is basically zero tutorial and I am still not sure if I understand what is happening after reading all of the built in tutorials/question marks. The game is quite active without being engaging or entertaining. I liked the other game published by this company and thought this might be similar. but it seems to be more complicated with less content.
Well made finite incremental / idle game. Progression has good pacing, active play is rewarded a lot, but is not required to finish the game. You have some strategic choices on how and when to use your ressources. Soundtrack is vibing too. Also very worth to check out their other game "Idle Wizards" which is literally the best idle game on steam.
The game is a strange paradox: confusing yet oversimplified. The navigation is a nightmare—scrolling and clicking feels like a chore rather than gameplay.
This is an exercise in 'bare minimum" game design. There are [spoiler]241[/spoiler] floors to dig down, with only 8 different "zones". A zone means a new background, and a different monster sprite. That's it. Every floor is functionally identical. The 2 mini-games are pretty bare-bones, with no way to automate them, forcing you to engage ad nauseum. There just... isn't enough game here to be worth your time.
honestly if your looking at this game, just get idle wizard instead. everything just feels bad and the systems are not satisfying. not in comparison,
pretty easy to learn
As the game has been updated with some things that I mentioned(read complained about) this review might not be accurate, will give a good review until I get to doing another run, if I ever do. So I finished Dig down (100% which means 5 runs) and it's probably the most incompetently made idle/incremental game I have played so far. Not the worst, because I've played worse, but those were half finished web projects while this game has a price tag above 0 and the other game under Twowizards is actually fun, so I had higher expectations. (For reference I thought it was made bad on purpose because I couldn't fathom that they didn't find the game unfun while playtesting the game, I realise now that is just cope) It combines the worst traits of idle games and active incremental games, expecting you to wait a long time while requiring you to be incredibly active clicking and doing meaningless busy work, which is not unique to this game but most other (good) games offer some measure of choice/strategy so the player can have some fun optimising, this game has basically none of that. It's not even good as one of those 'I'll check this every 10 minutes while I'm working' games because the '10 minutes is more like 5 seconds with predictably lower reward for 'checking in'. The game felt very stingy with upgrades. Quality of life things (the tab to target) should have been base game (with way more unlockable) and the battle/pick up automation while nice should have at least doubled range, if not been revamped to be way better. The game needs more automation overall, especially with the minigames and especially after clearing the game for the first time. The story the game is trying to sell you on is spread so thin that it loses any impact, this kinda helped the game in a paradoxical way, because I was so uninterested that only on the third run did I realise that the entire premise was undercut by the ending, also this might have been a bug, but the logs that hint you on how to get the other endings only open after you've done all but one of them, which makes it basically impossible to know how to do them without someone telling you/or reading a guide, fun. The only thing I liked about the game was the art, I'm a sucker for the art in idle wizard and some of the artstyle carried over, but it is not a prominent enouth element of the game for it to matter too much. In summary: don't buy this game 0/5
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Related
| Headspace | $2.5K | 119 | 91% | $0.99 |
| Run, Kitty! - A Furry Gay Visual Novel | $2.5K | 135 | 84% | $1.49 |
| Digital Meow | $2.5K | 116 | 84% | $1.49 |
| Jessika | $2.5K | 161 | 67% | $1.24 |
| Snake: Road to apple | $2.5K | 126 | 57% | $0.99 |
| Cruel Bands Career | $2.5K | 50 | 90% | $3.99 |
Related
| Factorio | $140.6M | 232.2K | 98% | $35.00 |
| Slay the Spire | $77.4M | 189.7K | 97% | $24.99 |
| The Scroll of Taiwu : Beyond The Dome | $62.2M | 69.6K | 66% | $29.99 |
| House Flipper | $58.4M | 91.9K | 94% | $24.99 |
| Balatro | $55.4M | 195.2K | 98% | $14.99 |
| Prison Architect | $51.1M | 59.6K | 90% | $29.99 |