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Overview
Features & Capabilities
User Growth & Download Statistics
- By:
- Roofdog Games
- Rating:
- 4.80 (861)
- Version:
- 67.2.0 Last updated: 2026-07-16
- Version code:
- 888306925
- Creation date:
- 2021-08-30
- Compatible devices:
- Size:
- 349.12MB
- URLs:
- Website ,Privacy policy
- Full description:
- See detailed description
- Source:
- Apple Apps Store
- Data ingested on:
- 2026-07-18
- Compare stats and ranking:
- Pocket Mine 3 - Dig & Collect vs Pocket Mine
- Pocket Mine 3 - Dig & Collect vs Pocket Mine 2
- Pocket Mine 3 - Dig & Collect vs Dig Rare
Ranking
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Contact the developer
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User Reviews
Pros
- Engaging, simple core gameplay that remains fun after years.
- No forced ads; monetization is fair and optional.
- Rich content variety: many modes, events, miners, and cards.
- Active, responsive developers and supportive community.
- Clean, story-light presentation focused on gameplay.
Cons
- Monster mechanics are frustrating and unbalanced.
- Crashes and data loss or progress rollback during crashes or reinstall.
- UI/visual clutter and busy startup screens.
- Energy/stamina is too limited, slowing event progress.
- Long-time players miss an original/classic mode and want an option to play that style.
Recent reviews
I really love the game, I played the first one, I think the second one, and remembered it so fondly that I came back to see there was a third one. My personal big objective was to unlock level 40 of upgrades, and since completing that, I find that I don’t strive for much anymore. My personal game play style would love some element of an endless mode. In the endless mode you could still use your own load out and cards, but I think it would be cool to have some type of global leaderboard for almost every type of stat that all of the events focus on, like:trying to rack up a score based on things like: ores, depth, types of boxes hit, keys found, keys used, artifacts found, and stuff like that. And because it’s endless I thought of two types of ways that artifacts could be brought in with no weird system that takes away from striving for other artifacts. The first would be something like allowing any artifact from any thing to be picked up based on luck, which would cause a randomized spread of artifact pick up. Or, literally just create artifacts based on something like the alphabet, where it’s a finite amount, but people could collect as many as possible and never stop, and then have a leaderboard for that.
Another thing I noticed was that, after getting sets of artifacts maxed out, you just collect infinite amounts of the same ones. I think a leaderboard of lifetime artifacts could be cool, and even leaderboards for who has the most legendary ones too, but I think they should be able to be traded in for craft tokens or something. Because after searching for the last couple I need, I don’t know what to do with all the random other ones, they just sit there as numbers on my screen.
If you read all of this, thank you so much for creating such a wonderful game that shaped part of my childhood, and some of my adulthood now. I love the game and thing that adding some things like this could really freshen up the vibe for seasoned players. (I’m not seasoned but this guy in my crew is competing to get top idol spot and tbh I think he would enjoy adding some new features with idols).
Love you!!
by Cr*****, 2026-01-13
I recently went back into my archived game library and rediscovered the original Pocket Mine. I remembered how much I genuinely enjoyed it because of how simple and fun it was. You just tapped, dug, and discovered—there were work cards that added to the adventure without overwhelming it. It was straightforward, relaxing, and addictive in the right way.
Fast-forward to 2026. After being out of the loop for years, I saw that Pocket Mine 2 and Pocket Mine 3 existed. I never played the second one and jumped straight into the third. Coming directly from the original, the difference was immediately noticeable—and not in a good way.
Pocket Mine 3 feels cluttered with unnecessary additions that completely wash away the simplicity that made the first game special. The startup screens are overloaded with graphics and visual noise, making everything feel busy and unpleasant to look at. Instead of enhancing the gameplay, it feels like the developers just kept adding more features for the sake of adding more, which ended up bogging the game down and making it less fun.
Monsters didn’t need to be added. The original recipe worked perfectly as it was. This honestly feels like New Coke—you messed up the formula. Go back.
The graphics themselves don’t feel like a true upgrade either, and some of the menus and screens look overly decorated, almost like a scrapbook put together by elementary school kids. The game still has traces of the fun elements from the original, but it doesn’t feel like the same experience.
I really think the developers should include an “original style” or classic mode for OG players who come back. This isn’t the game I loved—it’s a different version entirely, and I’m not sure I like it nearly as much as the original.
by Yo*****, 2026-01-07
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