
Drill Deal is a unique simulator in a fun style that will draw you for hours. It's a building simulator like never before. Feel the thrill of a drill hitting underwater oil fields. Sell the precious substance and make your oil rig more efficient.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Tudo sobre: Drill Deal: Borehole (Alpha) - "Uma boa tentativa de copiar o trabalho da Petrobras. Só que não." (Valxb21) recomendo. **Parte Educacional:** - Embora Drill Deal: Borehole (Alpha) não tenha a intenção principal de ser educativo, ele pode ensinar algumas habilidades úteis, como coordenação motora e tomada de decisões rápidas. A necessidade de ajustar a velocidade da broca para evitar obstáculos e coletar recursos pode ajudar no desenvolvimento dessas habilidades. - Além disso, o jogo também pode fornecer uma introdução básica ao conceito de mineração, mostrando como os recursos são coletados no subsolo e como a profundidade pode afetar a disponibilidade desses recursos. - No entanto, é importante ressaltar que, como qualquer jogo, Drill Deal: Borehole (Alpha) deve ser visto principalmente como uma forma de entretenimento, e não como uma ferramenta educativa formal. **História:** - Bem, vamos encarar a realidade: Drill Deal: Borehole (Alpha) não é exatamente um épico de narrativa. Na verdade, a história é mais fina que papel de cigarro. Você é um mineiro, e sua missão é... cavar! Não espere reviravoltas ou diálogos profundos aqui. **Jogabilidade:** - A jogabilidade é simples, mas viciante. Você controla uma broca e precisa cavar o mais fundo possível, coletando recursos pelo caminho. É como um jogo de Flappy Bird, mas subterrâneo. Fácil de entender, difícil de dominar. **Conquistas:** - As conquistas são o ponto alto do jogo. Elas vão desde "Cave até o centro da Terra" até "Colete 100 diamantes em uma única corrida". Dão aquela sensação de progresso e incentivam a jogar mais e mais. **Bugs:** - Bem, como é uma versão Alpha, bugs são meio que parte do pacote. Às vezes a broca simplesmente decide que não quer mais cavar, ou você fica preso nas paredes como se estivesse em um filme de terror. Mas, ei, faz parte da diversão, certo? **Gráficos:** - Os gráficos são simples, mas funcionais. Não espere uma obra de arte visual aqui, mas os elementos são distintos o suficiente para você saber o que está acontecendo. Afinal, quem precisa de ultra-realismo quando está cavando buracos? **Trilha Sonora:** - A trilha sonora é animada e energética, o que combina perfeitamente com a vibe de cavar sem parar. Não é nada que você vai querer ouvir fora do jogo, mas dentro dele, faz todo o sentido. **Tutorial:** - Sim, há um tutorial, e é bem feito. Te dá as informações básicas de que você precisa para começar a cavar sem se sentir perdido. **Legendas em Português:** - Infelizmente, ainda não tem legendas em português. Mas sério, quem precisa de palavras quando você está apenas cavando, certo? **Nota:** - Levando em conta a diversão viciante, a simplicidade cativante e os bugs divertidos, eu daria a Drill Deal: Borehole (Alpha) um sólido 7/10. É o tipo de jogo que você pode pegar rapidamente para uma sessão rápida de diversão. **Crítica:** - Minha principal crítica seria a falta de variedade. Depois de algumas horas, a experiência começa a ficar um pouco repetitiva. Seria legal ver mais elementos sendo introduzidos ao longo do jogo para manter as coisas frescas.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Drill Deal, sizi saatlerce çekecek eğlenceli tarzda benzersiz bir simülatördür. Daha önce hiç olmadığı gibi bir bina simülatörü. Su altındaki petrol sahalarına çarpan bir matkabın heyecanını hissedin. Değerli maddeyi sat ve petrol platformunu daha verimli hale getir.
Solid game, I spent about 1.5 hours in the game and I basically completed the first level its a extremely addictive game I kept wanting more, to sell 1k gasoline a day, and stuff like that. One thing that could be improved is the platforms you need to be able to destroy other platforms, when i got to the late game and was cranking out asphalt like no bodies business. I made the 2x7 platforms 3 of them so i could expand while waiting for resources for the 9x9 platform, I figured out that I made to many platforms and the game wouldn't let me delete the platforms so I couldn't play anymore all the space was filled, had every single building, research, contract, although i didn't get to sell sulfur which is kinda sad. Morel of the story, Please add a delete button to delete the platforms not the starting one ofc. I recommend this game highly.
This is a copy of my post that I wrote to the developers :::: Game Issue + Mechanics Issue : All these issue here have been here from the very first time this game have enter the Steam and nothing has changed up to this day. - Failed contract again because my worker is at the gym and cinema, they need to do that stuff when they have work free and not during working hours because how do we gonna planning how much to sell when your maths doesn't take the training classes into account in the labor lessons. - Production issue : Gasoline 24 hour Balance +548/day : Production +548/day : Production demand +0 day : Contract demand +0 The real production these 24 hour is 320 gasoline just because they are at the gym or in the chinema. This issue have been here from the very first time i place out the gym where they need to do this stuff when they have free from work and when the works start up they strongly need to start to work instantly. - Gym and cinema issue :When we have none worker on the day shift on the gym then none worker should enter the gym at the day time. Instead they should enter the gym on the night time when we have worker there or they should enter the cinema at the day time when we have worker there. Basically they should only enter the gym or the cinema only when we have worker on the shift and when they have free from work. - And we also need an overview of each worker's daily payments to lower the cost of workforce. - It said : When you want to sell new resources to companies,unlock new contracts. Well i did that and unlock heavy oil on the "quick contracts" but now i can`t sell my gas so what is the point developer to take away the gas and offer me heavy oil and the next day you take away heavy oil and offer me to sell gas. Those money i use to unlock the heavy oil i could use to other much more important stuff early gamestages. What you should really do is to open a new selling platform on the "quick contracts" and now we can sell both gas and heavy oil to make it worth it early game stages and then we should have four quick contracts and not three which seems much more reasonable. - Tired people 1 who has been there for several days : Employees 13/16 and still i have 1 tired people. PS: Devastating needs issue deluxe. - They should definitely not go to the quarter to sleep when they start to work or during the work which they also prefer to do. - They should definitely not go to the gym when they start to work or during the work which they also prefer to do. - They should definitely not go to the cinema when they start to work or during the work which they also prefer to do. They walking around on the platform for 12 hour and doing absolute nothing each 24 hours and when they start to work they all gonna do all their "damn" needs every day. We have two extreme important building who need to run 24/7 and one of them is "The Drill" and the other one is "The Refinery" where every worker have 12 hours free from work to do all their needs every day but that do not work at all so why do we gonna give them free from the work developer when ours worker gonna do all their damn needs in the work time every day ? Fix this devastating issue developer or remove the "free from work mechanics" and now we can "really take a big guess" how much we gonna produce each day on each building which make much more sense for everyone. And when their shift start up they all need to go to the workplace "before" the shift start and not spend hour after hour to walk across the "entire" oil platform as some brainless zombies if that make any sense for you. I give this game a fair chance but all i got was frustration deluxe. xxxxxxxxxxxxxxxxxxx - When that said folks this was just a scratch of all those other issue the game had which take years to write down sadly but true. By the way the developer is completely absent, wonder why.
[h1]Before I played Drill Deal: Borehole Alpha, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good[/h1]
Мне данная игра показалась немного сложной, но может быть я понял не все механики данной игры. Видно что у игры есть потенциал и степень проработки тут на достаточном уровне. Идея тоже достаточно свежая.
yes plant, I want you to continue producing solid fuel all the time and not randomly switch to another product (?!?) hey lazy mechanics, the only things that are broken are the power plants, maybe fix them? arghh to lazy, so demolish and rebuild again and again (?!?!)
First; This version is not full game. Little sample before Alpha version. Little interesting concept. Very good thinking and making game. But it hasn`t build re-moving and hasn`t platform breaking.
Spent a solid afternoon with this Alpha. The first thing that jumped out at me was the pleasing aesthetics and a quick but easy to understand tutorial. They've created a solid base for a future management game and I'm excited to finally fill in those gray areas of the tech tree.
Pretty solid Alpha, I like it even as it is.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Related
| House Flipper | $65.8M | 110.8K | 94% | $24.99 |
| Soulmask | $22.2M | 22K | 77% | $29.99 |
| Rhythm Doctor | $13.9M | 26.7K | 98% | $19.99 |
| Awesomenauts | $8.3M | 26.9K | 85% | $19.99 |
| Brotato | $7.4M | 116.7K | 96% | $4.99 |
| Soundpad | $5.3M | 102.9K | 96% | $4.99 |