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The Hole

maffin.the_hole

Dig a hole. Start with a teensy baby hole, end with a megastructure where you cant reach the bottom after 10 minutes of falling.

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About

The Hole


Grab a shovel and start digging. There is no bottom.

You get a plot of land and a shovel. Dig down, fill your backpack with what you find, sell it, and use the money to dig deeper, faster and wider. The hole spirals down forever, and your plot grows with it.

Dig

  • Carve a spiral ramp into the earth, one chunk at a time
  • The deeper you go, the more your finds are worth
  • Ladders and lanterns appear as your hole gets deeper, so you can always climb back up
  • Crack open **geodes** buried in the walls for rare gems

Build an operation

  • Sell your haul at the warehouse and buy upgrades
  • Widen your path so vehicles fit
  • Every vehicle you buy adds a new garage bay to your warehouse
  • **Wheelbarrows** carry your loads up to sell, and **diggers** mine the dig front for you
  • Group vehicles into **convoys** that drive down and work together

Dig with friends

  • Every player gets their own plot, side by side with everyone else's
  • Watch your neighbours' holes grow and their vehicles drive around
  • Your progress is saved, so your hole is waiting when you come back

How deep can you go?

Live dedicated servers

1 online

The Hole player count history

1h tracked

Updates

2 updates
The Mining Crew Update Grass now grows across the surface around the pit, thinning out at the rim and staying clear of the spiral. 19 changes

Added

  • Grass now grows across the surface around the pit, thinning out at the rim and staying clear of the spiral.
  • A day and night cycle now sweeps the sun across the sky, so the surface shifts through warm daylight, golden dusk and moonlit dark while you dig.
  • Warm lanterns now hang down the pit walls, lighting the descent so a deep hole glows against the dark instead of falling into flat black.
  • Fine dust now drifts through the inside of the pit, catching the lantern light like motes in a shaft.
  • A loading screen now covers startup instead of showing the world assembling itself.
  • Diggers are a new vehicle you can buy at the garage: instead of carrying ore they mine the pit themselves, digging a chunk and then hauling the spoil back to sell. Pair one with a wheelbarrow in a convoy and the digger keeps the wheelbarrow fed for a hands-off mining crew.
  • Convoys let you group vehicles that then drive as one: lay them out side by side on a grid, and their lengths and widths combine, they move at the slowest one's speed, and they head back to unload together.

Improved

  • Geodes now glow softly in their gem's colour, so they read as jewels set into the pit walls and catch the eye in a deep, dark shot.
  • Digging a chunk no longer stutters the game on big holes: the terrain rebuild runs in the background and the next chunk is prepared while you dig, so the ground updates the instant a chunk breaks.
  • Haulers now drive real two-way traffic: everyone keeps to their own side of the path, and a faster hauler overtakes a slower one whenever there is clear room alongside for the whole pass - the wider the path, the more can run abreast. A hauler now needs a path twice its width (a lane each way) before it heads out, so oncoming traffic always has a clear lane.
  • Vehicles can now be sold at the garage, freeing the bay to buy a different one in its place; each bay keeps its own price, so an early, cheaper bay stays cheaper to buy back into.
  • Wall ladders are now built from stacked copies of the ladder at natural size instead of a single mesh stretched over the whole wall, so the rungs stay evenly spaced however deep the hole gets.
  • Big pits now stay round: the terrain adds more segments per turn as the hole widens, so the outer rings curve smoothly instead of facetting into long straight chords. Small pits are unchanged.
  • Digging the wide outer rings of a big pit now breaks into smaller, more even bites instead of one oversized chunk per swing, so the dig pace stays steady from the rim in toward the centre.

Fixed

  • Pit wall textures no longer stretch, smear into flat colour strips, or run backwards as the hole gets deeper: the walls now tile evenly the whole way down.
  • Pit walls no longer show sawtooth steps where an old, deeper dig meets the current one: those hand-offs now land exactly on mesh seams, so the walls run clean and continuous.
  • Returning players now spawn exactly where they left off: the saved position is applied after the world finishes loading, so the load-time resizing can no longer drag it out of place.
  • Vehicles no longer queue uselessly behind one parked at the dig front when there is room beside it: a digger or hauler now pulls into a free lane and works alongside instead of waiting its turn.
  • Vehicles now reload in the lane they were actually driving in, so a saved game restores them on their own side of the path (or mid-overtake) instead of dumping them all onto the centre line.
The Geode Update Geodes: seeded gem pockets embedded in the pit walls. Crack one (dig into it) before the spiral carves it out from under it, or it crumbles to dust for nothing. Gems don't auto-sell - sell them yourself at the register… 16 changes

Added

  • Geodes: seeded gem pockets embedded in the pit walls. Crack one (dig into it) before the spiral carves it out from under it, or it crumbles to dust for nothing. Gems don't auto-sell - sell them yourself at the register with F.
  • Hole Depth upgrade at the toolchest (key 4): each level makes every circle of the spiral dig deeper. Like Path Width, the pit re-digs from the top - you only pay for (and earn from) the newly deepened material. Depth is capped so the pit bottom stays walkable - widen the path to unlock more.
  • Fall impact: big drops now hurt - a bone-crack, a slower and less responsive few seconds, and a queasy camera sway that fades. No health lost.
  • Extra haulers: buy more wheelbarrows, each parked in its own garage bay with its own capacity and speed upgrades.
  • Ladders now run the full depth of the pit - every ring down to the bottom, not just the level you're digging.

Improved

  • Haulers take a much cleaner route now - out of the garage, alongside the warehouse, and straight down the spiral to the dig site.
  • The warehouse grows a new bay each time you buy a hauler.
  • Vehicle capacity/speed upgrade prices now scale with the vehicle's purchase price.
  • Prompts (load, sell, upgrade, buy) now open when you look at something, instead of just standing near it.
  • The toolchest and garage bays are now proper pop-up shop menus: press E to open one, then click the upgrades you want (number keys still work too).
  • The warehouse and haulers snap into place on load instead of sliding around.

Fixed

  • Digging in a large, deep pit no longer causes a frame hitch on each breakthrough - the terrain's material-blend layers are rebuilt far more efficiently and no longer all on the same frame the chunk breaks.
  • No more lost materials on a nearly-full backpack: a dig whose yield wouldn't fully fit is blocked instead of silently dropping the extra. Exception: with an empty backpack you can always dig (only the overflow is lost).
  • Deep ladders no longer stick out of or sink into the pit walls.
  • Hauler capacity upgrades now show the correct capacity.
  • Multiple haulers queue up instead of piling into each other.

Media

01
Minesweeper thumbnail
Minesweeper maffin.minesweeper

Standard minesweeper. Click a field, let it tell you how many mines it is friends with. This is my test project to get started.

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