Preview frame of Dig, Melt, Sell! gameplay

Play in browser

A one-man mine that turns rocks into jewellery. Three taps, one thumb, 50 levels.

How it plays

Three taps. Everything between them runs itself.

  1. The miner chipping ore out of the cave wall.

    1Tap the miner

    Chip the wall. The ore order cycles, so you are always working toward a specific material.

  2. An ore box feeding the conveyor belt that runs into the furnace.

    2Tap an ore box

    One unit drops onto the belt. The furnace crafts it and the ring rides out to the customers.

  3. Three customers waiting along the belt with their orders shown above them.

    3Tap a parked ring

    Rings nobody ordered park in the overflow rack. Send one back around when it is wanted.

The furnace exploding after being overloaded with ore.

Where it bites

  • Overload the furnace and it explodes, destroying everything inside.
  • Let three customers walk and the store closes. Serving anyone refills their patience.

Losing forfeits every coin earned that run. That is what makes the last thirty seconds tense, and it is the natural home for a rewarded video.

Play it

The same game in the browser. It loads only when you press play.

The main menu of Dig, Melt, Sell!

Screenshots

    Videos

      For publishers

      Built to be tested, not just played.

      In the build today

      • Integrated GameAnalytics, 11 named events: level start, win, fail with reason, playtime, upgrades and more.
      • Working Addressables live content updates. Re-tune the difficulty curve on live players with no store release.
      • Live Remote force-update kill switch from the CDN.
      • Shipped 50 levels and a 3-level scripted tutorial.
      • Shipped 5-heart energy, 20 minutes per heart, refunded on a win.
      • Shipped Persistent gold wallet and 5 in-run upgrades.
      • By design No ad SDK or IAP yet, so your mediation stack drops in clean.

      Monetization outlook

      • Rewarded video leads: continue after failure with a run's gold on the line, double the win payout, refill hearts.
      • Interstitials between levels, with the usual first-session grace period.
      • IAP on remove ads, heart bundles and gold packs.