raxeris
Creator of
Recent community posts
Fair catch on the 200 milestone. The gap between each one was doubling (15, 25, 50, 100), so that last jump cost something like 6.7 quadrillion times the base price. Not a grind, a wall. Dropped it to 130 instead, same first three thresholds, should actually be reachable now.
Export's in too, for both this and Dig To Australia. Little save icon bottom right, copy a code or download it as a file, paste or upload it back on any device.
Thanks, this was a great comment. Pushed an update: a permanent Rig shop (magnet reach, fuel efficiency, dig power) bought with shovels and kept forever, the magnet now pulls fuel cans too, and the drill leaves a wider, cracked-open tunnel instead of a thin line. Details are in the devlog. Let me know how it feels.
Thanks for flagging this! You were right: a quick tap left/right could get swallowed while the digger was still chewing through the block it was in, so it felt like you got stuck. Just pushed a fix. Every tap now moves you a lane even if you let go right away, tap twice to move two, and you can turn out of a block you've only just started digging. Let me know how it feels!
Thanks! Fair point, so I just pushed an update: the trip to Australia is now harder and longer. And reaching it is only the warm-up: hit KEEP DIGGING at the end. Every new Earth is hotter, fuel burns faster, and the rarest oddities are sealed in boulder-and-lava vaults. See how far you get before you have to retire your rig!
Thanks MAWO, and you were right. Late in a run, bombs and magnets were dropping every few seconds, and the kills from a bomb could roll even more bombs. So the whole endgame turned into bomb, magnet, repeat.
Just pushed a fix: bombs and magnets are now rare and on a cooldown, Luck no longer inflates them, and bomb kills can't chain into more bombs. They still show up a bit more often during boss fights, where they matter. The last few minutes should feel a lot tenser now.
Glad you liked the look and the sound. Thanks for playing all the way to the end!
You were right, it wasn't possible. The first bill hit before a perfect run could finish.
Fixed: the first charge now lands later, the phone line connects faster, and the final hold is shorter. A run with zero renewals is doable now, and the receipt calls it out when you manage it. The $4.99 cancellation fee stays, obviously. OMNI+ has to eat.
Thanks for playing, and for the push!
One rule holds the whole thing up: nothing kills you that you couldn't have read. Every wind-up has a hard floor of 0.55s, and bosses never re-aim partway through their tell — reacting late beats reacting early. White core means parryable. Hollow ring means dash it.
Each boss is one idea, not a movelist. Selka's six masks are each an attack — kill a mask, delete the attack. Pin's four strings are its health bar, and cutting one makes it faster. Veyl's room is unlit, and the only light travels with you.
It's early. All fourteen fights work, but balance is first-pass and the art isn't settled. Posting now because I'd rather have it torn apart while changes are cheap — "this isn't fun" is useful feedback too.
Most useful feedback:
1. Which fight made you quit.
2. Which felt unfair rather than hard — what's the difference in how it failed.
3. Anything that killed you before you could see it coming.
4. Did you ever actually press parry, or did you just dash everything?
















































