DELVE hands you a pickaxe, a torch, and a world nobody has dug into yet. Break dirt and stone, follow ore veins down, and build back up: a workbench, a furnace, a bed to mark home. Every layer down gets harder — your starting pickaxe can only bite so deep, and copper, iron and gold bars smelted at a furnace are what let you craft the next tier of tool and keep going. The world remembers all of it. It isn't a fresh run every time you open the tab; it's the same persistent place, one seed, one save, one dictionary of everything you've changed.
Ten minutes make a full day-night cycle. Daylight on the surface is safe enough; night brings prowlers out of the dark and up to your door. Underground doesn't wait for nightfall — it's permanently dark down there, and it stays that way until you carry light in yourself. Deeper still, past the iron and gold seams, a core chamber waits behind a locked-in ring of bedrock. Craft a root totem from iron and gold bars, carry it down, and use it to wake the Root Warden — a two-phase boss fight that's the closest thing DELVE has to an ending, though nothing stops you from digging past it.
DELVE is PLAY GRID's take on the dig-craft-build-survive genre, built deliberately different from the two nearest games already on this site. Voxel Valley is a 3D block world about open exploration — no combat, no crafting ladder gating your progress. Riftwarden is a 2D roguelite where every run is a self-contained gamble: descend between enemy waves, haul ore home, no world persists between attempts. DELVE is neither — it's one 2D side-view world that stays yours across as many sessions as you want, where the point isn't surviving one clean run, it's slowly turning a hole in the ground into something.
How to play
- Move with the left touch zone or arrow keys/WASD; jump with the floating button, Space or Up.
- Aim with the right side of the screen (touch) or your mouse cursor (desktop) — anything within reach gets a target box. Hold to mine it, or switch to place mode (the ⛏/🧱 toggle) to build with whatever block is selected in your hotbar.
- Your best owned pickaxe is used automatically for mining — no manual re-equip needed after placing blocks.
- Open the pack (🎒) to see recipes: some craft anywhere, most need a nearby workbench, smelting always needs a nearby furnace.
- Dying only costs a slice of your ember currency. Blocks, ore, bars and tools are always safe.
Things that are actually true in here
- The whole map is never stored — it's regenerated from your world's seed every time you load, then your saved edits are replayed on top. That's the entire save file: a seed and a list of changes.
- A tool's tier decides what it can break, not what it's called — the starting pickaxe already mines copper; you need to smelt and craft your way to iron/gold tiers for the ore below it.
- Underground darkness has nothing to do with the surface's day/night clock. It's permanently dark past a few tiles of depth, day or night, until a torch or your own body-light reaches it.
- The daily expedition is a separate, small, date-seeded map — nothing you do there touches your persistent world, and nothing in your persistent world carries into it.
