A normal run starts in the lobby. Pick a class, then join a party at the drill station. The player who creates the party chooses Normal or Infinite. The drill travels on a fixed path. You do not steer it. You keep fuel in the furnace, clear enemies, and break the walls in front of it.
A party is listed as 1 to 8 players. The public game listing read on 19 October 2026 caps a server at 20. Paid items speed a run up. Nothing in the beginner loop requires Robux.
Controls on PC
| Action | Input |
|---|---|
| Move | W, A, S, D |
| Jump | Space |
| Interact | E |
| Equip a tool | Number keys 1 through 0 |
| Use a tool | Left mouse button |
| Store the item under the cursor | F |
To sell, take the item out of the bag with F while the cursor is not sitting on another item, then drag it onto the trading-post sell station with an empty hand. The coin value shows under the name once the item is out of the bag.
First class and first Cores
Classes give starting gear and perks that last the whole run. Miner is one of two classes a new player can take for free on the first join. Miner and Recruit are the Tier 1 classes, each listed at 100 Cores if purchased. The 25 September 2026 ranking puts both in D. They are starters, not the classes you keep for 100 km.
GAMENAME pays 500 Cores from the lobby gift box, enough for a Tier 1 class with 400 Cores left. TRICKORTREAT is also listed at 500 Cores by several 17–18 October 2026 code pages. See the codes page before you spend either reward. Chests, boss walls, and badges are the repeatable Core sources.
Fuel
The drill stops when the tank hits zero. Known fuel items are coal at 25, a gas can at 75, void coal at 100, and a propane tank at 200. Most enemy corpses also burn, with published corpse values from 5 to 35 fuel. Do not drive past coal.
Two depths punish an empty reserve. The Clay boss wall is Void-covered and empties the tank when you reach it. Carry 3 to 7 coal for that wall. From the Crystal Layer down, Fuel Leeches sit in crystal-heavy rock and drain the tank.
What to buy at the first rest stop
Rest stops have a shop, a trading post, a crafting shack, a coin shop, Camp Larry, a teleport, and a quest board. Camp Larry is where players deploy goblins and upgrade damage sources such as guns and the mounted gunner.
Upgrade stops show four cards: three cost coins and one costs Robux. A Common card starts at 100 coins, and each Common buy raises the next Common price by 20. For a first clear, Drill Power is the wall-damage card. Power Drive is the Common card deep-run notes tell you to skip. RPM Overclock and Power Burst matter more once you can afford Epic cards. The full card table is on the drill upgrades guide.
Shop stock is random. Each item has its own chance to appear, the shop refreshes every few minutes, and rarer goods become more likely deeper down. Healing runs from a Bandage at 10% to a Golden Medkit at 100%.
The 19 October 2026 listing also shows three permanent passes: +100 Extra Health for 299 Robux, +5 Sack Storage for 199 Robux, and Skip Card Animations for 99 Robux. They are optional.
Structures beside the track
A structure shows up about every 7 km, usually between a little wall and a large wall. The first dungeon is early in the Grass Layer. One structures note puts it at 3 km, and the dungeons note puts it at 1,000 m. Either way, do not skip the corridors. Loot is scattered through them. The boss room is waves, then a boss, then three chests.
Mistakes that end early runs
- Skipping dungeon side rooms.
- Standing on a Wooden Chest that turns into a Mimic. It chases you and explodes after 10 seconds.
- Hitting the Clay boss wall with no coal.
- Leaving valuables on the drill from the Stone Layer down, where Loot Goblins steal the best item and run.
- Drilling the 100 km wall with no Golden Medkit or Revive Kit. The Wolf Bat fights you there.
- Typing Dig to Earth's CORE! codes. UPDATEHYPE, INDIGO, and DIGGEM5000 are for the other game.
When Clay is comfortable, switch to the 100 km plan. Layer depths and boss-wall health are on the layers pages.
