
Steam news
Full Steam announcements and update articles for this title.
The game's progress speed has been drastically increased and now requires way less maintenance from the player.
The Orb puzzle's bonuses are now permanent. All three effects scale with the total amount of orbs destroyed in the playthrough.
The Wire puzzle no longer randomly changes over time and opens the maximum current amount of slots much more quickly; it also has a free option of rerolling it completely straight from the puzzle's screen. The puzzle is still reset upon reopening the game due to some technical issues with preserving it in a save - will likely be implemented in a later patch. Sorry!
Introduced a new upgrade called Patrol Protocol which allows your Heroes to move on their own. Every couple of seconds all of your Heroes, if they're not currently engaged in combat, will move down a floor, looping back to floor 1 if they reach the bottom. When moving in this manner, they will also collect resources and teleport to enemies within the range that their upgrades allow. This allows for a way more idle gameplay the deeper you are into the game.
Heroes' portraits now have a mild idle animation
Heroes standing outside of combat now have a mild idle animation
Inori gained a couple of new regular messages regarding upgrades. She also started to mention her name from time to time after that one incident of someone calling her Inari. How rude!
Monster spawns are now more frequent and monsters are slower on average - this is to allow for utilizing the Monster amount upgrade properly. Previously, it was next to impossible to spawn the maximum amount of Monsters simultaneously. The amount of Monsters was also slightly increased.
Total amount of Orbs can now be seen in the Orb Puzzle screen
Orbs puzzle Heroes' dps now decays slower
Money gained from Monsters is now slightly higher
Resources types per Floor have been moved slightly earlier, around ~2 floors up. This grants you access to new resource types earlier
Some of the longer Digging Speed upgrades had their research time reduced
Heroes damage upgrades have been slightly tuned up
Research Speed upgrade has had its values increased up to around x1.5 at its maximum level
Sentinel Algorithm now targets the first/upper floor monsters first vs previously targeting the last/lower ones. This is done so that Patrol grabs as many monsters as it can.
Digging Speed upgrades had their values buffed at various point
Floor digging amount required curve slightly lowered on average
Buttons for Upgrade/Resource panels removed from UI due to those panel always being on screen
Wire Puzzle and Orb Puzzle are now highlighted when active
Digging fill bar is now less bright to make values more readable
Upgrades fill bar is now less bright to make values more readable
A new fill bar graphic for the Intel request on the base floor
Monster health bars are no longer clickable
Disabling VFX no longer disables the gradual black fade in/out when changing scenes
Message spam on 240 gradually dies down to no longer prevent access to some of the buttons
Fixed a potential case of saving after the reset flag on game completion was already set, which could lead the save to be in a NG+ state without resetting the progress
Fixed Help buttons being pressed with space (same button as skipping the message with the keyboard), which caused them to be called up repeatedly and getting stuck in a loop
Fixed potentially missing fonts for some of the language on several labels due to outdated fonts
Announcing a collaboration between Idle Wizard and Digging Down!
Upon purchasing (or in case you already have it on your Steam Account) Digging Down you will also gain a couple of extra goodies in Idle Wizard, including:
20 Relics!
A set of Digging Down-themed portraits (or their equivalent in Alteration Sands if you already possess them):
Shaman: Sandstorm; Heretic: Leaden sky; Oni: Bastion; Archon: Indigo; Temporalist: Inori v2; Desolator: insertion agent;
Digging Down now also features a playable Demo, available on the game's Steam page - do try it out if you're on the fence.
The game has also been updated to v1.0.2, which includes new languages and a speed-up of the early game.
Please leave a review for the full game if you like it!
Version 1.0.1
- A new Auto-search upgrade - allows you to jump to currency spawns on the floors by pressing w/s, up/down arrow keys or clicking on the distance marker arrows. The upgrade progresses from money to intel across 3 upgrades.
- Fixed a possible nullreference (error) when changing languages when any upgrade was already maxed
- Made detailed currency tooltips for each currency, describing the ways to obtain them
- Changed the sprite used for the pool upgrade to match the actual graphic on the pool
- Resource pool sprite made a bit darker for improved readability
- Wire puzzle chances of spawning higher quality pieces are now overall higher
- Wire puzzle pieces now unlock faster when you're below max pieces and change slower when you're at max amount
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Digging Down, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Digging Down statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.