I’m a big fan of the first SteamWorld Dig. I’ve bought and completed it twice, in fact. The “digging genre”, such as it is, has always appealed to me. Ever since playing a demo of Diggers on the Acorn at high school, I’ve been drawn to them – Mr Driller, Miner Dig Deep, and SteamWorld Dig being the headliners.
SteamWorld Dig 2 was a thought-free instant purchase then, but if I’d not bought it the overwhelmingly positive reviews would have made it difficult to resist.
A cursory glance of the game shows little has changed since the first title. You’re a steambot (although not Rusty any more – he’s gone missing), and you have to dig down in a mine. The more you dig, the more you need upgrades to assist. However, after you’ve played it for a bit you realised it’s not just about depth – there’s more to explore here.
Instead of a single shaft, there are a number of separate – albeit linked – areas, each themed. A more powerful axe is less important this time around, with rocket boots and a grappling hook becoming the essential tools for getting around. Larger, more open spaces replace much of cramped mining, but there’s always something, and some reason, to dig.
Smaller rooms, filled with puzzles or navigational challenges, pock the mine and reward you with items that further boost your skills. Cogs can augment your abilities over and above the standard bought upgrades, reducing water use or making your pressure grenades more powerful, for example.
The gameplay is perfect. After every “run”, usually when you’ve found another return tube (which acts as a warp point), you sell your ore and gems, bump your powers up with the money and cogs, then return “just to get to the next tube”. And the next tube. And the next tube. It’s addictive, and soon enough eight hours have passed and I’ve completed the game.
But still there’s more. My completion stats say I’m just 53% done, and Image & Form tell me there’s a whole extra section if I make it to 100. So of course, I’m going to make it to 100%.
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