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Dig, haul, deposit, repeat
Each day the underground world refreshes, and each day the quota grows. You start with a shoddy pickaxe, dig down through layers where a block near the surface is worth a few coal and a block far down is worth hundreds, then haul everything back before nightfall. Anything still in your bag when the day ends does not count, so the real decision is always the same one: one more vein, or the trip home? Ores sell for wildly different prices, coal is pocket change and a diamond pays thousands, so once the quota is safe you can chase the expensive stuff. Filling the quota early and spending the rest of the day mining for gold is where the good runs come from.
A corporation of billions
You do not have to do all the digging yourself. Hire employees, promote them into specialised roles, and watch your workforce climb from a handful of miners into the hundreds, thousands and eventually billions, each role bringing its own bonuses and equipment. The game keeps running smoothly with absurd headcounts, and a well-staffed operation can carry a run almost on its own. Between workers, bag capacity, movement upgrades and tools, every day is a spending decision: dig faster, carry more, or fly. Balancing how much you can extract against how much you can actually bring home is the heart of the game.
Lose everything, start again
Miss a quota and the run ends, no carried-over perks, back to the first pickaxe. That sounds harsh, and it is the reason runs stay tense, but each attempt is short and the maps, professions and tools are randomized, so the next run plays out differently. Clearing day 15 is the first finish line, day 25 is the true ending and unlocks a new mode, and beyond that an endless mode waits. Easy to learn, harder to master, and built for one more go.























