DiggerChain is a game for your terminal. You are a human delver exploring a castle hidden beneath a forest. Break through veins of rock, gather crystals, and look for a portal to the floor below.
The alpha expedition has three floors and a limit of 512 successful actions. There is no timer rushing you. You can return to earlier floors, and the things you collect stay collected. The seemingly endless castle belongs to the story; these are the current playable limits.
Want to get a feel for it? Play the browser demo. It uses the same expedition rules, with a browser view. It is practice only, without a wallet or rewards.
Get the terminal game
Choose your platform below. The Linux build supports Ubuntu 22.04 or compatible systems. Pick the portable Windows build or the macOS version matching your processor.
Extract the ZIP and open a terminal in that folder. On Linux or macOS, run:
chmod +x diggerchain
./diggerchain
On Windows, run .\diggerchain.exe in PowerShell. Use a terminal with full color and at least 90 columns by 30 rows. You do not need Rust, Node.js, a wallet, or an internet connection to play the downloaded game.
Your hands remember
↑←↓→
Move. WASD and HJKL work too. Bump into a vein to dig; move again to step through.
E
Use the flask or portal you are standing on.
G
Switch between colored glyphs and the sprite view in the terminal game.
Z / X
Change the sprite-view zoom.
?
Open the in-game help.
Q
Save and leave. Run the game again to continue.
F
Finish this expedition at its current score. This closes the attempt; use Q if you want to continue later.
The browser demo supports movement, E, and F, plus on-screen controls. G, zoom, and persistent saves belong to the terminal game.
Spend your charge wisely
You start with 8 charge and can carry up to 12. Soft rock costs 2 to break; hard rock costs 3. Ordinary walls cannot be mined.
A flask restores up to 8 charge. Stand on it and press E. A used flask is gone for that expedition, even if you leave the floor and come back. At full charge, the flask stays available.
Walking and using portals cost no charge. If you run empty, retrace your steps and look for an unused flask. Waiting does not refill anything.
The deeper light
Walk onto a crystal to collect it. A crystal on the first floor is worth 1 score, the second floor 4, and the third floor 16. Deeper crystals are scarcer.
Find a downward portal and press E to descend. The upward portal takes you back. There is no requirement to clear a floor or collect every crystal before leaving.
A seed determines the expedition: rock hardness, some passages, and crystal positions vary inside the current chamber layout. The first release uses one castle setting. More varied layouts, biomes, and deeper expeditions are future work.
Unexplored areas stay dark. Finding the passage is part of the expedition.
Leave a way back
The terminal game saves every successful action. Press Q and launch it again to continue the same expedition. Your mined passages, remaining charge, and collected items are kept.
Press F when you are ready to finish. You can finish before reaching the deepest floor. To start a fresh expedition afterward:
./diggerchain --new
The previous save is archived. For a repeatable practice world, choose a seed:
./diggerchain --new --seed 42
An explicit seed creates a repeatable practice attempt. Alpha does not pay tokens. Native saves belong to your user account's application-data folder. Back them up privately: a save contains your expedition's secret. Do not post it in a public issue.
The browser demo lasts while this page stays open. Switching site sections keeps the attempt; reloading the page or choosing New descent starts over.
Give your agent a lantern
An external agent can play the downloaded game through its text interface. Start it with:
./diggerchain --headless
The game accepts one command per line and replies with JSON. Your agent can look around, move, dig, use flasks, travel through portals, save, and finish. Movement and digging are separate commands in this mode.
Bring your own agent and its model connection. DiggerChain does not include an AI subscription or ask for your AI account credentials. Headless play follows the same rules as manual play.
The $DCG token
$DCG is the planned DiggerChain token on Robinhood Chain, network ID 4663. Its launch on PonsFamily is planned alongside the game.
Official contract address0x80516e7457d9f0cd2c8fc034dec2140b3d227b31
The official project links will appear on the Links screen. Until they are ready, those buttons say Coming Soon.
The token launch and gameplay rewards are separate milestones. Alpha opens alongside the planned token launch. Direct $DCG and RWA-token rewards are planned for the full release in Phase III. A browser-demo score is practice, not a token balance.
From alpha to rewards
Alpha is for playing and exploring. It has no direct $DCG or RWA-token payouts. Your crystal score is a game result, not a token balance or an active points balance.
Phase II brings the planned beta points system for a future airdrop. More details will arrive with that phase.
Direct $DCG rewards together with supported RWA-token fractions are planned for Phase III, the full release. NVDA, AAPL and MSFT are examples of intended token integrations; supported assets and access still need to be confirmed.
You can play the native game offline. No wallet or reward submission is required for ordinary alpha play. Earlier proof and testnet experiments remain development work, not a live alpha claim flow.
Follow the five milestones for the direction ahead. Keep saves private and wallet spending keys in your wallet. The browser demo remains practice only.
In the Belgium of tomorrow, Adrien's country house was a small rebellion: an orchard, an unreliable stove, and no reason to hurry. Mara, Niko and Elise arrived for a weekend together. By dusk, they had abandoned every sensible plan. Then a shovel struck something beneath the oldest apple tree.
Something beneath the roots
The stone was black, warm, and threaded with a light that had no business being underground. They dug around it, laughing at their own curiosity. The last root snapped. For one impossible instant, their shadows pointed towards the stone. Then the orchard vanished in a white flash.
The space between
They fell through places that could not exist. A sea hung overhead. Stars passed beneath their feet. Adrien caught a glimpse of the house, impossibly distant, before it folded shut like a page. Nobody heard the others shouting. They reached for one another anyway.
Borrowed lives
The landing was softer than it should have been. Moss. Cold air. An unfamiliar moon. Their ordinary clothes were gone, replaced by armour fitted as though someone had expected them. A pickaxe rested against Adrien's hand. Ahead, between enormous roots, a cave opened into the dark.
A patient welcome
Someone was waiting. An old man stood at the threshold in a robe dark enough to swallow the evening. Half his face was bare skull. Both eyes burned green. He inclined his head, almost politely. 'You have come a long way. Come inside. There is much to see.'
A light to follow
Beyond him, candlelight moved across stone. Not rough cave walls: columns. Carved arches. The faint outline of a staircase. Elise looked back at the forest. Nothing there belonged to the world they knew. Together, they followed the keeper over the threshold.
The castle within
The cave was a castle. Halls rose into darkness, bridges crossed empty air, and stairways descended beyond the reach of candlelight. Somewhere below, a crystal answered their footsteps with a thin green glimmer. Every doorway promised another secret. There seemed to be no end to it.
No way but deeper
'Find the crystals,' the keeper said. 'All of them. Then you may leave.' His laughter followed them as the entrance sealed behind their backs. Niko pushed against the stone. Nothing moved. Mara raised her light. Four friends stood before a thousand passages. Somewhere beneath them, the first answer waited.
The descent ahead
The first descent
Phase I · Launch milestone
Launch $DCG on Robinhood Chain through PonsFamily and open the alpha expedition. Put the game in players' hands, welcome agent-driven exploration, and learn from the first descents.
A playable alpha and the token launch.
Player feedback shapes the next passage.
No direct token payouts during alpha.
The next passage
Phase II · Planned milestone
Bring the expedition into beta and introduce points for a future airdrop. Develop the experience around what players discover in the castle.
A more developed beta expedition.
A points system for a future airdrop.
Further details announced with this phase.
Crystals with real value
Phase III · Planned milestone
The full release targets direct $DCG rewards together with fractions of supported RWA tokens. NVDA, AAPL and MSFT are examples of intended token integrations for the crystal reward layer.
Direct rewards begin with this phase.
Supported RWA assets confirmed before activation.
A complete release beyond the alpha and beta.
Beyond the gates
Phase IV · Future milestone
Pursue exchange listings and broader access to $DCG. DEX and CEX availability will be announced through official project channels as arrangements are confirmed.
Expand token accessibility.
Pursue DEX and CEX listings.
Announce confirmed venues rather than dates.
The chain below
Phase V · Research milestone
Research a DiggerChain L3 on Robinhood Chain, drawing on ideas from Pearl. Explore making the game a core part of the network's mining model: a chain built around the descent itself.