Six tools, one ladder
From bare shovel to mining laser. Guardians gift the next tool; coins make each one faster. Deeper rock needs better steel.
Something is singing beneath the world — and only one little worm can hear it.
Dig deeper than any worm has ever dared.
The story
Every worm feels the earth tremble. Only Wormy hears the Hum — a slow, five-note song rising from impossibly far below, older than the soil itself.
Armed with a rusty pistol, a battered shovel and a firefly named Pip, Wormy tunnels down through five buried realms: the sunlit Topsoil, the ruins of a Forgotten Empire, the crystal memories of the Deep Rock, the roaring Magma forges — and finally the Core, where the song began and something ancient is waiting.
Along the way he'll wake sleeping guardians, calm creatures the dark has twisted, and learn the truth the First Burrower left behind. Not every battle ends in a kill — some of the deep's monsters just need saving.
One long descent
Each realm is a chapter of five episodes. Dig the whole layer, face a boss on its floor — and its Guardian at the chapter's end, who yields the tool that opens the next depth.
Roots, rain-soft earth and your first monsters. Rescue Pip, earn your pistol and prove a garden worm can be a hero.
A buried civilisation of jade treasuries, war-bells and one very lonely scholar's ghost. Its legions still stand watch.
Spore gardens, flooded vaults and a darkness so thick you'll need a torch. Two of its bosses can't be beaten — only saved.
The world's furnace. Heat cooks the unprepared, fire beetles hunt in packs, and the old forges still burn for someone.
Where the Hum was born. Magnetic storms twist your senses, light behaves strangely — and the final door only opens to five Heart Embers.
You never dig alone
Each realm sends Wormy a guide — rescue them, and they'll light your way, sense buried treasure, and talk you through the dark.





The rogues' gallery
Charging moles, siege-constructs, empresses of jade and geode. Dodge telegraphed slams, shoot exposed weak-points — and when the fight can't be won by force, cure the Sporemother, out-sing the Bone Choir, and stand your ground in the Empress's light.











What you'll do down there
From bare shovel to mining laser. Guardians gift the next tool; coins make each one faster. Deeper rock needs better steel.
A klaxon, a red warning — then the ground around you shatters and a swarm pours in from every side. Clear it for a bounty of coins and bullets.
Heat, spore, darkness, floodwater, magnetic storms — every realm presses differently, and every pressure has a shield, potion or ability to answer it.
Twenty shattered relics, glowing shrines that sharpen your companion's senses, and fifty trapped critters with stories of their own. Complete a realm's relics to earn its legendary skin.
Coins buy muscle, gems buy protection, rare minerals buy the best gear — and everything you haul up is yours to spend between descents.
Twenty-three tracks, one leitmotif: the Hum threads through every biome's music, from sunny meadow strings to the choir of the Core.
Earn every realm's regalia
Field manual
Everything a first-time burrower needs. One thumb steers, one finger shoots — the deep does the rest.
Drag the on-screen joystick to crawl. Push into dirt and Wormy digs it — softer soil breaks in a couple of hits, deep rock takes real tools. You can dig any direction, including straight up.
Every broken tile costs a little stamina. When the orange bar runs low, tap the food button to eat — it restores a quarter of the bar. Run fully dry and Wormy collapses, so keep snacks stocked.
Once Pip gifts you the Rusty Pistol, just tap any monster to fire at it. Each shot costs a bullet, and the rusty old thing misses sometimes — upgrade it with gems until it never does. Boss arenas hand you a machine gun.
Hits chip your green HP bar; empty it and you lose a heart. Tap the Health Potion button to refill the bar. Lose every heart and the run ends — but everything you banked stays yours.
Boulders fall when you dig out their footing — never linger under one. Gas pockets burst and flood tunnels. Deeper down, watch the coloured meters on your profile card (heat, spore, darkness, air) and the screen-edge glow that warns when one runs high. Every hazard has a counter in the shop.
Every hundred metres, a klaxon sounds and DANGER flashes — five seconds later the ground around you shatters and a swarm attacks from all sides. Keep bullets loaded, keep moving, and clear the whole pack for +200 coins and +30 bullets.
Teal-glowing caverns are sanctuaries: enemies can't enter, your haul is banked, stamina and hearts regenerate, and the run will resume from there if things go wrong. You can also carry a Pocket Burrow and drop a checkpoint anywhere.
Between descents (or mid-run from the Store button) spend your haul: coins speed up your tools and legs, gems buy shields and consumables, minerals buy the premium gear. Tools themselves are gifts from beaten Guardians — no shortcut sold.
Each chapter tells its story in five episodes. Descend the layer, reach the floor, beat the boss, warp home, repeat — the fifth boss is the realm's Guardian, and beating them opens the way down and gifts the next tool.
The straight way down is never the rich way. Side tunnels hide treasure chests, gold boulders, relic fragments, shrines that extend your companion's senses — and fifty trapped friends who pay their rescuer well. When your companion glows and leans, follow it.
| Hazard | What it does | Your answer |
|---|---|---|
| Falling boulders | Rigid rock formations drop when undermined — a direct hit costs a heart | Dig beside them, not beneath; |
| Gas pockets | Burst when exposed and flood the tunnel with choking clouds | Open them from a distance and let them clear |
| Heat (Magma) | Builds while you stay deep; at full it cooks a heart every few seconds | |
| Spore (Deep Rock) | Fungal dust chokes you at full exposure | |
| Darkness (Deep Rock) | The screen closes to a shrinking circle of light | |
| Floodwater (Deep Rock) | The lower vaults drain your air; at zero you drown | The Air Pocket ability drops a breathing bubble |
| Magnetic storms (Core) | Dizziness slows you and flips your controls in bursts |
The deep is waiting
Wormy's Descent is in closed testing now and coming soon to Google Play. Single-player, playable offline, made with love by a very small forge.