(Week 186) A NEW CHAPTER!


Treasure game preview

🎒 First 2D Build is Live!

Hey fellow treasure-seekers!

Our first entry in the 2D series is finally here! Last week we announced the split from 3D, and over the weekend we uploaded the new web version for you to play and comment on. Your support means a ton — it’s been a long ride, but worth every step.


Treasure find screenshot

Going Forward

  • Bi-weekly updates here on itch.
  • Play what we post: every progress update is live in the web build.
  • Refactor complete: one 1,700-line file is now split — new rule is max 560 lines per file.
  • Current focus: equipping gear. Cleanup was a necessary evil; now back to gameplay mechanics.


Game screenshot

Why We’re in 2D (For Now)

  • 3D is too costly for an indie.
  • 2D runs and loads much faster.
  • Momentum: quicker iteration means faster features.
  • Gameplay > Graphics: once rules are solid, 3D can return as a sequel with proven mechanics.
  • Unity’s load times slow dev; web code is instant.
  • 2D assets: minutes/hours. 3D assets: days/months.
  • Half the 3D features are already in 2D, with new ones planned.


Gameplay gif

Coming Soon

  • Store: buy, sell, manage inventory & treasures.
  • Gear: buy, sell, trade, upgrade.



🛠 Development Stages

  1. Core ← we’re here
  2. Progress (official playable build)
  3. Release
  4. Beta
  5. Gold (final)



Mobile?

Maybe later. We want the desktop version to shine first, then revisit mobile during Progress or Release based on feedback.



Your Turn

Play the web build and tell us:

  • Backpack layout — grid or list?
  • Should players drop treasures anytime, or only when full?

If you like this direction, please Follow us for updates. Add to your game collection!

You can also check out the original 3D version here:
Can You Dig It Too (3D)

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