Simulation Games of the 2020s, Part 1 Codexery

A Game About Digging a Hole

A simulation game about digging a hole for buried treasure.

A Game About Digging a Hole

A Game About Digging a Hole is a 2025 simulation video game developed by Cyberwave and published by rokaplay Boutique and Drillhounds. The player is tasked with digging as large a hole as possible in the backyard of a newly purchased house, seeking buried treasure. The game was created in about 14 days and released on Steam on February 7, 2025, selling 250,000 copies within its first week.

Quick Facts

Title
A Game About Digging a Hole
Developer
Cyberwave
Publisher
rokaplay Bou·tique, Drillhounds
Platforms
Windows Xbox Series S/X iOS Android Nintendo Switch
Genre
Simulation video game
Engine
Unreal Engine 5
Released
February 7, 2025

Facts from the source article.

Lore & Background

A Game About Digging a Hole was developed by German studio Cyberwave during a holiday break, using free time to build the game in about 14 days with Unreal Engine 5. The game was originally built around voxel terrain mechanics from Cyberwave's other game Solarpunk, but this was quickly discarded and replaced with technology based on the video game Motherload. The developer then added digging mechanics and randomly spawning ores, resulting in a fully functional game. The game was announced in December 2024 and subsequently wish-listed by over 100,000 people on Steam. A mobile port was announced on August 1, 2025, and the game was made available on Xbox Game Pass in December 2025.

Reader's Guide

A Game About Digging a Hole received generally favorable reviews on Metacritic and was positively received by both critics and players. Critics noted that the game taps into a simple joy and turns a mundane premise into something hypnotic, finding surprising depth in minimalism. The game was praised for striking an exquisite balance between player progression and reaching the end of the story, delivering what it promises. The game sold 250,000 copies within a week of its February 2025 release, and by August 2025 had sold a million copies. Its success led to a mobile port announcement and inclusion in Xbox Game Pass later in 2025.

Origins & Core Mythology

The Legend of Zelda was born from the creative partnership of Japanese designers Shigeru Miyamoto and Takashi Tezuka, with Nintendo serving as the primary developer and publisher throughout the series' history. The narrative heart of the franchise revolves around Link, a brave young Hylian of an elf-like race, and Princess Zelda, whose bloodline traces back to the goddess Hylia. Together they stand against Ganon, a warlord who has transformed into a demon king and seeks to wield the Triforce—a sacred relic capable of granting any wish—to reshape the world in darkness. The Triforce carries a unique rule: if someone lacking a balanced heart of Power, Courage, and Wisdom attempts to claim it, the relic fractures into three triangles that bond with individuals embodying each virtue. While this central conflict anchors most entries, the series has also sent Link to entirely different lands facing different antagonists, broadening the mythological canvas well beyond Hyrule alone.

Gameplay Evolution & the Expanding Toolkit

From its inception, the series has blended puzzle-solving, action-adventure mechanics, and open exploration, with each new entry refining and expanding on these pillars. Early titles presented players with a fixed top-down camera, while later games opened up fully three-dimensional worlds with free-roaming perspectives. The toolkit available to Link has grown considerably over the decades: staples like bombs that double as weapons and door-busters, boomerangs for paralyzing foes, keys, shields, bows, light sources, magical rods, hammers, musical instruments, digging tools, and the hookshot have appeared across multiple entries. Items can be purchased, rented, or earned as puzzle rewards depending on the title. A notable shift arrived with Breath of the Wild and Tears of the Kingdom, where swords and other weapons are no longer confined to dungeons or shops but are scattered across the open world or stripped from defeated enemies. Skyward Sword took a different approach, using motion controls to simulate sword fighting and counter-blocking. Echoes of Wisdom broke the mold entirely by making Zelda the playable protagonist, whose Tri Rod lets her copy objects and enemies to create echoes that solve puzzles or defeat foes—even those not present in the current area.

Pioneering Features & the Genre Debate

The series has repeatedly pushed the boundaries of what video games could offer. The original 1986 title, released on the Famicom Disk System and NES, was the first console game to include a save function, allowing players to pause their adventure and resume later—a feature that became universal across the industry. In 1998, Ocarina of Time introduced a targeting system that let players lock the camera onto enemies or allies, dramatically simplifying combat in three-dimensional spaces. Beyond these technical firsts, the franchise has sparked enduring debate about genre classification. Although Zelda II: The Adventure of Link included an experience system, the series as a whole emphasizes direct hack-and-slash combat rather than stat-driven progression. Miyamoto himself rejected the action RPG label in 1992, calling the games a real-time adventure and expressing a desire to preserve a live, tactile feeling over number-based mechanics. Yet the series' influence on the action RPG genre remains undeniable; in 2012, Dark Souls director Hidetaka Miyazaki named A Link to the Past among his top RPGs, placing it alongside titles like Dragon Quest III, Wizardry, and The Elder Scrolls IV: Oblivion.

Legacy, Scale & Cross-Media Reach

Since its 1986 debut, The Legend of Zelda has grown into one of the most commercially successful and critically acclaimed video game franchises in history, with over 150 million copies sold as of September 2024. The series has spanned 21 mainline entries across every major Nintendo console, alongside numerous spin-off titles. Some installments and re-releases have been outsourced to studios including Flagship, Grezzo, and Tantalus Media, broadening the creative team behind the brand. The franchise's cultural footprint extends well beyond the screen: an American animated television series aired in 1989, and Nintendo has commissioned manga adaptations in Japan since 1997. The games are widely regarded for their consistently high quality, with multiple entries frequently cited among the greatest video games ever made. This combination of commercial dominance, critical prestige, and cross-media expansion has cemented the series as a cornerstone of interactive entertainment, influencing not only game design but also the broader landscape of storytelling in digital media.

Frequently Asked Questions

Who developed and published A Game About Digging a Hole?

Cyberwave is the indie studio that built the game, with rokaplay Boutique and Drillhounds serving as its publishers. It shipped exclusively on Steam.

What is the actual premise of A Game About Digging a Hole?

You take on the role of a homeowner who just bought a property and is determined to carve out the largest possible pit in the backyard to uncover buried treasure. The core loop is all about expanding your excavation and managing the digging process.

When was A Game About Digging a Hole released and on what platform?

The title launched on Steam on February 7, 2025. It is a PC-only release available through the Steam storefront.

How well did A Game About Digging a Hole sell?

It moved roughly 250,000 copies during its first week on the market. By August 2025 cumulative sales had surpassed one million units.

How long did it take Cyberwave to build A Game About Digging a Hole?

The entire game was put together in approximately fourteen days of active development. Despite that very short build window, it became a commercial hit the moment it hit shelves in early 2025.

More in Simulation Games of the 2020s, Part 1 1-24

Spotted an error? Know more?

Reader corrections go straight into our review queue. Suggest an edit · How this site is sourced

Comments

Loading…
Open in the interactive codex →