Wormy, a small brave worm in a miner's hard-hat

Wormy's Descent

Something is singing beneath the world — and only one little worm can hear it.
Dig deeper than any worm has ever dared.

Out now on Google Play — free to play

The story

Follow the Hum

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

Five realms. Twenty-five bosses. No lift back up.

Every realm is a chapter of five episodes. Dig the whole layer, meet a boss on each floor — and at the chapter's end its Guardian, who yields the tool that opens the next depth. Tools are earned this way and only this way; nothing in the shop skips a metre.

  1. 0 m800 m

    Chapter 1 · Topsoil The Waking Roots

    Roots, rain-soft earth and your first monsters. Rescue Pip, earn your pistol and prove a garden worm can be a hero.

    Falling boulders · gas pockets

    • The GnarlclawThe Gnarlclaw
    • Snaptrap, the Bramble TyrantSnaptrap
    • Old Harrow, the Tiller-ConstructOld Harrow
    • Mossback, the Ten-Thousand-Year TortoiseMossback
    • Loamheart, the Green ColossusLoamheartGuardian

    Loamheart yields the Hammer.

  2. 800 m2,300 m

    Chapter 2 · Stone The Forgotten Empire

    A buried civilisation of jade treasuries, war-bells and one very lonely scholar's ghost. Its legions still stand watch.

    Tougher rock · armoured foes

    • The QuarrymasterThe Quarrymaster
    • Tollheart, the War-BellTollheart
    • The Jade EmpressThe Jade Empress
    • Archon Vael, the Last CenturionArchon Vael
    • The Stone ColossusStone ColossusGuardian

    The Stone Colossus yields the Pickaxe.

  3. 2,300 m4,800 m

    Chapter 3 · Deep Rock The Crystal Memory

    Spore gardens, flooded vaults and a darkness so thick you'll need a torch. Three of its five bosses cannot be beaten — only answered.

    Spore · darkness · drowning

    • The Crystal SentinelCrystal Sentinel
    • The Blighted SporemotherThe SporemotherCure her
    • The Bone ChoirThe Bone ChoirOut-sing it
    • The Tide WardenThe Tide Warden
    • The Geode EmpressGeode EmpressHold your ground

    The Geode Empress yields the Drill.

  4. 4,800 m7,300 m

    Chapter 4 · Magma The Forge of the Architects

    The world's furnace. Heat cooks the unprepared, fire beetles hunt in packs, and the old forges still burn for someone.

    Heat · fire trails · eruptions

    • The Inferno GuardianInferno Guardian
    • Emberwing, the Cinder DrakeEmberwing
    • The Slag QueenThe Slag Queen
    • The Star-Smith's EchoStar-Smith's Echo
    • The Magma SerpentMagma SerpentGuardian

    The Magma Serpent yields the Power Drill.

  5. 7,300 m9,300 m

    Chapter 5 · The Core The Song Beneath

    Where the Hum was born. Magnetic storms twist your senses, the Quiet presses in when you're alone — and the last door opens only to five Heart Embers.

    Magnetic dizziness · the Quiet

    • The Coreborn TitanCoreborn Titan
    • The HeartkeeperThe HeartkeeperEarn its trust
    • The Hollow SaintThe Hollow Saint
    • The Maw HeraldThe Maw Herald
    • The Hollow ItselfThe Hollow ItselfSing it to sleep

    Nothing is gifted here. There is no next depth.

Mercy is a mechanic

Five of the twenty-five cannot be beaten by damage at all. Shooting the Sporemother does nothing — she is not the enemy; you clear her blighted defenders and heal her. The Bone Choir is out-sung. The Geode Empress is a test of nerve. The Heartkeeper only lays down its watch once you have proved you can carry it. And the thing in the cradle beneath the Core cannot be killed by anyone — it is kindled, and sung to sleep.

After the ending

Then the world opens

The campaign has a real ending — and finishing it does not send you back to the start.

Beat the Core and every run afterwards is a free run: one continuous dive from the surface to 9,300 m, all five realms in a single descent, no chapters and no gates. Everything you earned comes with you.

The five Guardians still wait on their floors — but they no longer block the way. Fight one for its reward, or dig straight past it and keep going. The only thing still deciding how deep you get is you.

Surface9,300 m

You never dig alone

A companion for every depth

Each realm sends Wormy a guide — dig them out, and they'll light your way, lean toward buried things, and talk you through the dark.

Pip
PipTopsoil · an excitable firefly with a nose for treasure
Professor Stoneback
Prof. StonebackStone · the empire's last scholar, politely deceased
Mort
MortDeep Rock · dry wit, deep pockets, deeper secrets
Cog
CogMagma · a forge-born tinkerer who never stopped working
Echo
EchoThe Core · a voice made of the Hum itself

What you'll do down there

Dig. Fight. Collect. Survive.

Six tools, one ladder — and none of them for sale

From bare shovel to mining laser. Every one is a gift from a beaten Guardian; coins make each one faster, but no amount of money hands you the next. Deeper rock needs better steel, and better steel is earned.

Swarm ambushes

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.

Six pressures, six answers

Heat, spore, darkness, floodwater, magnetic storms and the Quiet — every realm presses differently, and every pressure has a shield, potion or ability that answers it.

Relics, shrines & fifty friends

Twenty shattered relics, shrines that sharpen your companion's senses, and fifty trapped critters — each with a name and a written backstory. Complete a realm's relics to earn its regalia.

A real miner's economy

Coins buy muscle, gems buy protection, rare minerals buy the best gear — and everything you haul up is yours to spend between descents.

An original soundtrack

Twenty-three tracks, one leitmotif: the Hum threads through every realm's music, from sunny meadow strings to the choir of the Core.

Earn every realm's regalia

Wormy in the legendary First Burrower regalia

The deep is waiting

Answer the Hum

Wormy's Descent is in closed testing and coming to Google Play. Single-player, playable offline, no ads between you and the dark — made with love by a very small forge.

Out now on Google Play — free to play

Field manual

How to play

Everything a first-time burrower needs. One thumb steers, one finger shoots — the deep does the rest.

  1. 1

    Move & dig with the joystick

    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.

  2. 2

    Watch your stamina

    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.

  3. 3

    Tap an enemy to shoot

    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. Stand still to shoot: Wormy can't fire mid-crawl. Boss arenas hand you a machine gun.

  4. 4

    Hearts & potions

    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.

  5. 5

    Respect the hazards

    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.

  6. 6

    Survive the swarms

    Every hundred and fifty 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 a bounty.

  7. 7

    Rest at safe caverns

    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.

  8. 8

    Surface & upgrade

    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.

  9. 9

    Follow the episodes

    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.

  10. 10

    Dig off the beaten path

    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 field guide

HazardWhat it doesYour answer
Falling boulders Rigid rock formations drop when undermined — a direct hit costs a heart Dig beside them, not beneath; Impact Shield softens hits
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 Heat Shield, Water flasks, or climb to cool off
Spore (Deep Rock) Fungal dust chokes you at full exposure Bloom Elixir vents it; the Cleansing Bloom ability clears it
Darkness (Deep Rock) The screen closes to a shrinking circle of light Light Torch upgrades widen your companion's flame; the Hum holds the dark off
Floodwater (Deep Rock) The lower vaults drain your air; at zero you drown The Air Pocket ability drops a breathing bubble; Lung Capacity slows the drain
Magnetic storms (Core) Dizziness slows you and flips your controls in bursts Magnetic Shield + Compass Tonics
The Quiet (Core) Dread that rises while you are alone, and saps your stamina at its worst Stay near Echo. It is the one pressure no item answers — only company