Dude Deep Drill.
Drill six strata toward a buried Heart, dodge lava and mites, and bank your haul before the battery runs dry.
How to play Dude Deep Drill
- Choose Start the expedition. Hold down, or use the direction pad on a phone, and the pod drills into the rock below. Open tunnels are quick to travel; rock takes time and battery, and harder strata take longer.
- Drill straight into ore to collect it. Copper is worth 8 credits, crystal 18, gold 35, amber 50, emberite 75, a relic 90 and voidglass 125 before the ore sorter bonus. The hold has limited slots, shown on the cargo counter.
- Watch the battery bar. The gold tick marks what the trip home along your amber cable will cost, and climbing costs far more than going down. Head back before the bar reaches the tick. Hold Reel or the H key to follow the cable automatically.
- Bank at the surface lift or at a restored dock with E or the Bank button. The haul becomes workshop credits, and any surveys or work orders you completed pay out on the result screen.
- Reaching a dock chamber at the top of a stratum finds it. Restore it in the workshop and it becomes a lift stop where shifts can start and hauls can be banked, which is how the deeper strata become practical.
- Handle hazards: step out from under a boulder or lava pool that starts to wobble, leave gas clouds quickly, and back away from a lit reactive seam. A pulse clears nearby rock, lights reactive seams from a distance and kills mites, but shatters relics and voidglass.
- When your gear is ready, drill through the hard seal at the bottom of the Hollow into the Heart Chamber. Pulse the Warden’s glowing core three times in each of its three phases while dodging its head, falling stone and floor vents. Then collect the Heart and carry it home.
Make your move
On your computer
- Arrow keys or WASD: move and drill. Hold to keep going.
- Space: fire a pulse. 1, 2, 3: use a patch kit, spare cell or recall beacon.
- Hold H: reel home along the cable. E: bank at the lift or a restored dock.
- Mouse: press and hold on the mine to steer toward the pointer.
- P or Escape pauses, M toggles sound, R starts another shift from a result screen.
On your phone or tablet
- Hold a direction on the pad to move and drill, or press and hold on the mine toward where you want to go.
- Tap Pulse to clear nearby rock; tap Patch, Cell or Recall to use a supply.
- Hold Reel to follow your cable home, then tap Bank at the lift or a lit dock.
- Play in portrait for a tall shaft and a thumb deck, or turn the phone for a wide view.
About Dude Deep Drill
Dude Deep Drill is a mining adventure seen as a cross-section of the earth. A small tracked pod with a spinning drill starts at a surface station beside a lift. Moving into rock drills it, so every direction is both a step and a tunnel. The mine is persistent: tunnels you dig stay open between shifts, so a good shaft keeps paying off. The expedition runs two kilometres down through six named strata and ends in the Heart Chamber, where a stone Warden coils around the Heart of the mine.
Each stratum has its own palette, rock hardness and rules. The Copper Shelf is soft loam and copper. Glasswater Strata hides crystal caves and reactive seams. The Old Foundry has straight abandoned galleries, relics and loose boulders. Lanternroot Caves are lit by glowing roots and guarded by mite nests. Ember Reach adds heat that drains the battery and pools of lava that flow when you dig beneath them. The Hollow combines all of it with voidglass, the most valuable ore. It gets darker as you descend, so the survey lamp upgrade and the light from roots, lava and gems matter more the deeper you go.
Two meters keep a shift honest. Battery drains every second, with every tile drilled and with every tile climbed, and a gold tick on the bar shows what following your cable home would cost. Hull takes the hits: gas clouds, reactive blasts, falling boulders, lava and mite bites. If either gives out, the crew tows you home and salvages a quarter of the haul, so a mistake costs a haul rather than your progress. Bank at the surface lift or at any dock you have restored.
Credits buy nine workshop upgrades with four levels each, and every card shows exactly what the next level changes. Supplies ride along: a patch kit for the hull, a spare cell for the battery and a recall beacon that winches you and the haul home. Eighteen surveys set goals from your first banked haul to defeating the Warden, rotating work orders keep credits useful, and every completed survey is a star toward cosmetic pod paints. Nothing is for sale; everything is dug up. A daily mine gives everyone the same fixed gear and a date-based layout with one twist, such as rich veins or loose ceilings, and Free dig removes the battery drain for exploring. Progress is saved in this browser, and the page plays in portrait or landscape.
Six strata and a boss at the bottom
The Copper Shelf, Glasswater Strata, the Old Foundry, Lanternroot Caves, Ember Reach and the Hollow each add their own ore and trouble. Two kilometres down, the Warden guards the Heart of the mine.
A lamp against the dark
Each stratum is darker than the last. Your lamp, glowing roots, lava light and the gold beads on your cable are what you see by, and gems glint even beyond the beam.
Every shift is a return trip
Battery drains as you dig and climb, and the HUD marks what the cable home will cost. Restored docks become lift stops and banks, so each upgrade opens a deeper, richer shift.
A little help for your next high score
- Bank a small haul on your first shift. It completes the First Shift survey, pays for a first upgrade and shows how the return trip works before the battery gets tight.
- Trust the gold tick on the battery bar. It is the cost of following your cable home from where you are now, including the climb, so turn back while there is still a margin above it.
- Restore docks as soon as you can afford them. Starting a shift 600 or 900 metres down saves a long climb, and a dock is also a place to bank without going all the way up.
- Never dig out the tile directly beneath a boulder or a lava pool unless you can step aside at once. Both wobble for a moment first, which is your cue to move.
- Use pulses on reactive seams from a distance. The chain blast opens a lot of rock for free, but keep relics and voidglass out of the radius, because blasts shatter them.
- Carry a patch kit into Lanternroot and below. Mites follow your tunnels and bite, and a pulse clears every mite in its radius at once.
- Upgrade the coolant loop before a long stay in Ember Reach or the Hollow. Heat multiplies the battery drain, and the coolant also softens lava burns.
Good questions
How deep does the mine go, and is there an ending?
The expedition mine is two kilometres deep: six strata and then the Heart Chamber. Defeating the Warden opens the Heart, and carrying it home completes the campaign. The mine stays open afterwards for more digging, surveys and work orders.
What happens when the battery or hull runs out?
The recovery crew tows you home and salvages a quarter of the haul as credits. Your tunnels, restored docks, upgrades and banked credits are all kept, so a failed shift costs only that haul.
Why did a relic or voidglass disappear?
They are fragile. Drilling into them collects them, but a pulse or a reactive blast shatters them. The result screen counts shattered finds separately from what you brought home.
What are docks and how do I use them?
Each lower stratum has a dock chamber near its top. Reaching it finds the dock; restoring it in the workshop turns it into a lift stop and a bank. You can then start a shift from any restored dock and bank there instead of climbing to the surface.
Can I pay to upgrade faster?
No. There is no shop for real money, no premium currency and no timers. Every upgrade, supply, dock and paint is earned with credits you dig up or stars from completed surveys, and paints are cosmetic only.
How is the Daily mine different from the expedition?
The Daily mine uses a layout generated from the UTC date and the same mid-level gear for every player and every attempt, plus one twist such as rich veins, gas season or a short battery. It records your best haul and a day streak on this device and does not award workshop credits.
Does the game work on phones, and is progress saved?
Yes. Portrait phones get a tall shaft with a direction pad and action buttons under your thumbs; landscape works too. Progress, records and settings are stored in this browser, and saves from the earlier version of the game carry over.


