Drop the pickaxe, dig deeper
Aim, drop, and watch your pickaxe chew through rock. Time perfect strikes, blast a path with bombs, and haul ore up to a village that makes the next drop go deeper.
Aim over the mouth of the shaft, let go, and the pick drops into the dark. It bounces off stone, chops whatever it rests on, and carves its own crooked cavern downward. Every contact costs it a point of health, so each drop is a small, finite life: the deeper it goes, the closer it is to breaking.
You steer the fall. Tilt the phone or drag a finger sideways and the pick drifts that way: around a gas pocket, out from under a rumbling boulder, away from the glow of a lava pool. Let it fall into lava and the pick melts. The drop ends on the spot and everything it carried burns.
Your strikes are timed. A marker sweeps a red, yellow and green bar. Tap in the green and the pick slams down for a perfect strike: at least triple damage and a point of health back. Yellow is a good hit. Red is a miss, and a miss costs health and the combo. Keep the perfect streak going and the ore you collect is multiplied, up to double.
Some rock will not yield to the tool you are holding. A stone pick bounces off gold and tells you so. That is what bombs are for: craft them at the Powder House, throw one mid-fall while time slows to a crawl, and open a path through rock your pick cannot touch. Deeper down, a warden gate seals the whole shaft. Break it before its timer runs out, or the drop ends there.
Whatever you haul up belongs to the village. Stone, copper, iron, gold and gems go into the forge for a harder pickaxe, into the market for coins, and into buildings that change the next run: more health, sharper hits, more bombs in your pocket, richer seams. Progress is gated by material, not by grinding: an iron pick needs iron, and iron is found, not bought. A forged pick does not last forever. After six to eight drops it shatters, and you dig with the tier below until you reforge it.
Ten pickaxes, each drawn differently, show what you have built: whetstone edges, bands on the handle, rune gems in the head. Carve runes at the Rune Altar, build a Launchpad, and take the pick to two more worlds, the light gravity of the Pale Moon and the heavy pull of Cinder.
Everything is drawn from code: hard-pixel lettering, procedural stone and ore, sounds synthesised for this game. No account or login needed, and the game plays without a connection.
Pickfall is free to play with ads. Watch a short video for a ×2 haul, an extra bomb, a second chance when your pick breaks, or double what your village dug while you were away. One in-app purchase, No Ads, removes every ad and turns those bonuses into free buttons.
Drop it. Watch it work.