Digging Simulator / PLAY TEST FEEDBACK

Playtest was from 02/20/26 to 02/22/26 if you want access to the play test build please message me on social media (links on itch profile page) and I can make it happen for you!

Demo Planned Release: 02/28/2026

About:

I wanted to make something for the people (myself include) who just like to zone out and move some dirt. It’s a low-fi, cozy construction sim where you’re in charge of a three-vehicle crew tasked with digging the world’s deepest hole. There are no timers, no "game over" screens, and no complex logistics—just the satisfying rhythm of heavy machinery.

The Crew:

  • The Excavator: Your primary tool for tearing into the earth.

  • The Dump Truck: For hauling out the payload so you can keep making progress.

  • The Crane: For managing the verticality as your hole turns into a canyon.



The art is chunky, the pixels are big, and the gameplay is meant to be played while you listen to a podcast or just need to unwind after a long day. It’s not a high-fidelity simulator; it’s a digital sandbox about the simple joy of digging a really, really big hole.

Post-Launch Roadmap

I’m planning to keep tinkering with this after release. Here’s what’s on the horizon for the Crew:

Phase Focus Planned Features
01 Stability + FellBug fixes, performance improvements (mobile/low-end PCs), save reliability, input smoothing, “crunchier” digging sound effects, improved hit/impact feedback, small UI cleanup.
02 Balance + Progression Tuning Tune early-game pacing, tighten economy (credits + upgrade costs), reduce “stall” moments, improve reward timing, clearer upgrade descriptions, adjust difficulty/pressure so runs feel earned. Based off feedback.
03 Quality-of-Life Pack Better pause/settings menu, toggles (screen shake, particles), improved tutorial hints, accessibility basics (text size and/or high-contrast UI).
04 Free Content Drips
+
Community (Lightweight)
+
Local Co-op
A few new layer variants using existing systems (hazard pockets, rare ore streaks, bedrock detours), 1–2 new machines/upgrades that reuse current logic, a couple optional challenge goals (no accounts required).

Local “Deepest Hole” records, shareable end screen, run/seed code to share with friends, simple photo mode / screenshot frame.

I had let my daughter playtest it and wish I had add co-op in sooner but in order to stay on schedule I am putting it off as the last feature to ensure the release schedule goes smoothly!   

Wrap + Next step: 

After the final polish pass (fix top reported issues, optimize load times) if preforms well I will get started on a much more in-depth paid version.  With a clear in-game banner pointing to the paid/full version (or supporter pack) in this free version of game once finished.

  If you want to help support development there is a support button up top which is not required at all, but very much appreciated! 


Make sure to follow HERE and add the game to your collection ADD HERE! Thank you so much for all the support!!

Development log

Leave a comment

Log in with itch.io to leave a comment.