A thief has gone down into the crypt for the gold of the dead. He does not fight. He digs.
Collect the last coin and the escape ladder appears. That is when the real race starts, with the guards between you and the way out. And your only weapon is the floor: digging opens a way down where there is no ladder, and it drops whoever is chasing you.
HOW IT PLAYS
Drag your thumb to walk. The control appears where your finger lands and follows the movement, with no fixed arrows to hunt for without looking. Two buttons dig the floor beside you, down and to the side.
An open hole is a trap: the guard falls in and gets stuck. But the floor closes on its own, and whoever is inside then does not get out. That includes you.
There is no shooting, no jumping, and no climbing walls. This is a game of route, not reflex. And the command is remembered: ask to climb BEFORE you reach the ladder and the thief goes up when he gets there, with no need to hit the exact tile.
THREE GUARDS, THREE ANSWERS
The skeleton takes the shortest path, the way you would, and it is slower: run and you can open a gap.
The stray is FASTER than you, but it only chases on its own floor. Change level and it keeps prowling below.
The echo follows where you HAVE BEEN, a few steps behind. Running straight brings it to your neck. A feint loses it.
All of them obey exactly the same rules as you: they fall, climb ladders and take portals the same way. None of them goes where you cannot, and that is what makes the escape fair.
WHAT IS INSIDE
50 free levels, plus 50 in the Catacombs pack, on a difficulty curve: each element arrives after you have mastered the last one.
Relics off the short route, and the cost is always the detour. The cloak takes you off their radar, the hourglass drags time out, the lime powder leaves a hole open forever. None of them gives a permanent advantage.
Lifts that go up and down without stopping: wait on your floor and step on when the platform arrives, because outside it the shaft is a fall. Portals, pairs of cracks that throw whoever enters to the other side of the crypt, and they work for you and for the guards. Dark floors, where the thief's torch is all you have, with a brightness setting because a dark game in the sun is unplayable.
The levels that open each section are hand-designed. All of them pass the same automated test, which only approves a map whose escape is proven.
Every level is a single screen: you see the whole problem at once, fail and retry immediately, with no loading screen. Three visual themes for the crypt, all unlocked, and outfits to change the thief.
OUR SIDE OF THE DEAL
No ads. None, nowhere, and there will never be an ad in the middle of an escape. No pay-to-win: what we sell is new content and looks, never an advantage. Play offline, because no level needs a connection, your progress stays on your device, and the game collects no data.
Inspired by the dig-and-escape classics of the eighties, with levels, art and guard intelligence built from scratch.
English, Portuguese, Spanish, German, French and Italian.
Dig the floor, steal the gold and escape the crypt guards. No ads, ever.