How to play, and which variable actually decides
The game teaches itself in one round. What is not obvious on a first play is which thing on screen decides the outcome — and it is not the expensive ore, it is how long the pickaxe survives.
First, the tool
Before the descent the game deals wooden, stone, iron or diamond — or a cross, which leaves the round without a pickaxe. You do not choose it, you cannot buy it, and the moment you tap does not change the draw. It is the only part of the round that happens before you can look at anything.
What changes between tiers is not the prize but the durability. Because the multiplier grows with every block broken, lasting deeper and winning more are the same thing. A diamond pickaxe does not pay more per block: it pays more because it gets further, and that distinction explains most of the game.
What pays and what only wears down
Dirt and stone are filler: they break, they cost durability and they pay nothing by themselves. Copper, redstone, gold, diamond and emerald each carry their own multiplier, rising in that order. That is the entire per-block pay table you need to know.
There is also a double bookkeeping that confuses almost everyone. A resource block contributes its multiplier; any block at all, filler included, adds 0.1 to the general counter. That is why a long, poor descent can close above a short, lucky one — and why durability is worth more than ore.
The counter and its two ceilings
The active multiplier starts at 1.0x and climbs 0.1 per block to a maximum of 50x per the studio. It is the number worth watching during the round, because it summarises everything that has happened so far without you having to remember which ores appeared.
That 50x ladder top and the x165 win ceiling are different measurements. The first says how high the multiplier can climb inside a round; the second, how much the whole round can pay. Confusing them is the commonest error when reading spec sheets for this game, and it leads people to expect something the title does not offer.
The cells that change the run
A crafting table restores pickaxe health and extends the descent. Certain blocks widen the pickaxe, so it breaks more per stretch. Dynamite, arrows, slime blocks and clustered ore each alter the trajectory or the yield without appearing as a prize on any spec sheet.
And yet they move the result most, because they act on durability. In a game where lasting is winning, what prolongs is worth more than what pays once. Treat them as the real content of the title, not as decoration.
Pickaxe health, on screen
The pickaxe status bar shows figures like 66/100 or 175/400 depending on which tool was dealt. It is the honest scoreboard of the round: while health remains, the counter keeps climbing; when it runs out, the descent ends wherever it is.
Watching that bar instead of the multiplier changes how you read a bad round. A descent that stops in the first third of the shaft was not unlucky with ore: it was a short tool, and that was decided before you released the pickaxe.
What does not exist in this game
There is no skill, no good moment and no bet pattern that moves the expected result. Each round is generated independently and the tool draw does not look at what came before: a run of crosses leaves nothing owing and announces no diamond. The only two variables you control are your stake and when you stop.
That randomness is not a promise the site makes: in any regulated European market the random number generator sits inside the technical requirements the licensing authority supervises. Which is worth knowing mainly because outside such a framework nobody supervises it at all.
Frequently asked questions
Can I choose the pickaxe?
No. The game deals wooden, stone, iron or diamond — or a cross, which leaves the round without a pickaxe — before the descent, at random. It cannot be bought or selected, and the timing of your tap does not affect the draw.
Why does a long descent pay more than one with a diamond?
Because there are two counters. Ore contributes its own multiplier, but every broken block, filler included, adds 0.1 to the general counter. A long descent accumulates many 0.1 steps and can close above a short one that reached expensive ore.
What is the difference between the 50x ladder and the x165 ceiling?
The 50x figure is the highest the multiplier can climb inside a round. The x165 ceiling — x160 in several databases — is the most the whole round can pay. They are different measurements, and confusing them is the commonest error when reading spec sheets.
Does waiting or changing my tap rhythm help?
No. Each round is drawn separately and the generator keeps no memory of the last one. Neither the timing nor the rhythm of your tap changes the tool draw or the contents of the shaft.
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Last updated: September 2026