GORGED
Dig to grow. Grow to cut off. The tunnels you carve are the terrain everyone else has to survive.
Free, no download, nothing to install — nine countries and nine diggers, against nine bots. Playing against other people is in testing and not switched on by default yet.
The game
A cut-off game played with a shovel
You drop into a shared arena as a digger. Eating makes you longer. Being longer makes you a wall. Every other digger down there is doing the same thing, and the map is not a map — it is whatever the ten of you have carved out of solid rock so far.
There is no shooting and no dodging. You kill by forcing rivals into something solid: your own body, or the wall of a tunnel that has not been dug yet. Which means the arena is not a stage you fight on. It is the weapon.
Two inputs. Forever.
Steer and boost. Drag to steer and a second finger to boost on a phone, mouse and space on a desktop. No ability bar, no cooldowns, nothing to memorise before your first run.
Boost costs body.
Doubling your speed spends the length you ate for, and you cannot spend past a hard floor. Every chase is a trade against your own size.
Death is a doorway.
No defeat screen, no placement summary, no confirm button. You die, your remains feed whoever was there, and you are in a fresh arena in under a second.
The arena
Endless for you. Not for the arena.
Arenas take joiners for a while, then lock. After the lock, nobody new arrives, the bots forfeit the field, and a death is a permanent removal. The pool can only get smaller.
Once the ground has been chewed through, it starts coming back. Rock caves in at random and an outer edge closes on a fixed clock — and both are lethal to touch. The finale hands walls back to a field that spent the whole round destroying them, and it is over inside two minutes.
One player gets a win out of that. Nobody gets a loss, because you were already somewhere else.
The crew
Nine diggers, and every one of them is a trade
A cave salamander that outruns anything in water and crawls everywhere else. A fungal network that grows faster than the whole field and can never boost. An acid ooze whose trail kills anyone who touches it, including the ooze. There is no upgrade here — the crew is a set of different games, not a ladder of better ones.
You earn them in the campaign: one player, nine bots, no network needed, and the only mode you can pause. Before every run you pick how hard the field is, from a rung where nothing is hunting you to one with five cutters and an apex — and the rung multiplies what the run is worth. Only a win banks it.
Career totals are ranked against everyone else's, and your device does not compute the number. When a run ends the game sends the seed and every input you made, and the server replays the whole run to find out what happened. Nothing on the wire is a score, so there is nothing on it to forge.
Read on
How to Play →
Controls, the five ways to die, and what actually happens over a run.
Systems →
The nine diggers, the arena's four phases, and how the campaign board works.
Strategy →
Boost economy, wall-forcing, reading tails, and surviving the collapse.
About →
Who makes this, how it is built, and where it currently is.