![]() ![]() However, once the steam punch is acquired, the flushing sound you're hearing is the combat difficulty going down the drain. Combat starts off a bit unintuitive, as the pickaxe has very short range and you'll find yourself getting hurt a bit more often than not should you not immediately get the hang of it. These moments are offset by various consumables, such as ladders or teleporters that can bring you directly back to town. This can be particularly problematic if you mine into an open cavern and find you have no way of walljumping back up. Additionally, you can't jump and mine, so your upward mobility is limited. These can either block your route or, if you're underneath them, instantly kill you, one of the few credible threats in the game. For instance, there are large, Rusty-sized rocks (and larger, Rustier-sized rocks!) that will tremble and fall if you mine underneath them. The primary point of contention will be the overworld map, where the user-created tunnels may cause some problems if mined improperly. DIFFICULTY For fans of the genre, this will be a stroll in the park. The primary enemy is, for all intents and purposes, the cave. There's exactly one boss in the entire game the rest of combat is all about getting the timing right on the pickaxe or simply punching things enough. If you're expecting boss fights, or really any significant combat at all, you're in for disappointment. Any other changes to the route would simply make things harder without actually changing the route. You simply can't enter The Old World without the Drill, and you can't enter Vectron without the Fall Dampeners. Similarly, while there's an achievement dedicated to sequence breaking, it's the only sequence breaking opportunity in the game. Once you've finished with Archaea, for instance, there will only be one reason to ever go back, and the only other reason to go back to The Old World after reaching Vectron is finding metals for a separate achievement. Typically, by the time you've come across a cave, you can complete it. The game stumbles a bit when it comes to other staples of the genre, such as backtracking and sequence breaking. There's always something else to work towards, and by the time you have it, you'll either level up and have more upgrades to choose from, or work into another cave to pick up a new upgradeable ability and start all over again. Due to the shared cash as XP, there is rarely an opportunity to have all upgrades until close to the end of the game. These range from straight upgrades of more health/water/light/inventory, but occasionally there are special upgrades that make steam punches charge faster, steam jumps use less water, or retain more water from a pool. Cash is simultaneously your experience meter, and the more cash you've brought overall, the more upgrades you can afford. At Tumbleton, you can not only replenish your light supplies automatically, but sell your precious metals for cash. Light is replenished whenever you head back to the hub world, which is fairly frequently. Light is a constantly dwindling resource, and once it's out, you'll be hard-pressed to see more than a silhouette of resources or enemies. Water fuels your special attacks and moves, from a high steam jump to a drill to a steam-powered punch. Aside from his trusty pickaxe, there are three meters to watch. The same techniques of making mines are just as valid when facing the final boss as they are at the beginning of the game. Wall jumps and slides form the basis of basic traversal in the mines, and while he eventually gets running, high jumps and double jumps, this basic never changes. Rusty is thankfully particularly mobile even without upgrades. This is where you'll find either good money or new upgrades to continue onwards. This overworld is split up by caves at specified depths in the mine, and these are static, unchanging challenges. These will serve as your XP and currency within the game. Buried in similarly random locations are precious metals, limited only by your finite inventory space. These worlds are procedurally generated, so no guide will help you get further down besides learning the proper techniques. GAMEPLAY The primary focus of the game is on the mine, split up into three sections: Archaea, The Old World, and Vectron. Overall, it's fairly barebones and serves to keep the player moving, but don't expect to remember much once you've moved on. ![]() As his travels take him deeper and deeper, he finds more and more technologically advanced upgrades - and enemies - than steambotkind has seen before. ![]() Noting that it was a strange move to send it to him, Rusty continues to dig down in the mine to uncover the mystery of what Joe found. Rusty has been given the deed to his Uncle Joe's mine, only to find Joe perished while he was on his way. SteamWorld Dig is a partially procedurally-generated Metroidvania-style platformer. ![]()
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