The big one
Crafting and equipment are in. Coins are no longer the whole progression — permanent power now comes from gear you craft, wear, and never lose on death.
Please start a fresh world. Saves from earlier builds will read stats incorrectly.
Added
Four working stations
The Dentist, Merchant, Fuel Station and Puke-Through each open a panel showing what they sell, what it costs, and exactly which ingredients you're missing — with a hint about where each one comes from. Anything you can't buy tells you why instead of just sitting there greyed out.
Seven gear slots
Teeth, Stomach, Backpack, Belt, Shoes, Jetpack and Hat. Each piece is a crafted tier rather than a stacking upgrade — a better one replaces what you're wearing, and you can swap back to any tier you own at the station that made it.
- Teeth — bite size, reach, damage, bite speed, jaw strength
- Stomach — how much raw gummy you can carry
- Backpack — bag slots
- Belt — hotbar slots
- Shoes — move speed, jump, air control, gravity
- Jetpack — fuel, climb speed, regen
- Hat — event side-grades
Gear never takes an inventory slot, you never lose it when you die, and other players can see what you're wearing.
Thirteen crafting materials
Dropped by enemies, embedded in terrain by depth, hidden in rare nodes, or taken off bosses. Ordinary loot — gumdrops, jelly beans, licorice, choco coins — is now a crafting ingredient too, so common finds finally have a use beyond selling.
Enemy dens
Find a nest underground, poke it, and fight a short wave-based hunt for materials. Clear a wave fast and the next arrives sooner. Finishing the hunt drops a bonus cache. This is how you farm enemy drops on purpose instead of waiting for wandering spawns.
Death has stakes
Dying scatters your inventory at the death site and marks it on your HUD with a live distance. Worn gear is never dropped. How much stomach gummy you lose is set by the host when the world is created.
World Setup screen
Hosts now choose shared coins, shared stash, stomach loss on death and difficulty before the world is created. These are locked in permanently — flipping shared coins mid-world would strand everything in the bank.
Bite cooldown, with a meter
Biting is on a timer, so mashing the button no longer out-damages a proper set of teeth. A small bar under the crosshair fills as your bite recharges, and better teeth visibly shorten it.
Boss trophies for everyone who fought
Trophies drop one per participating player, judged on who was actually at the fight — so kiting, reviving or clearing adds still earns you one. Joined after the boss died? The Merchant will sell you one at a deliberately painful price.
Smaller things
Drag an item out of your bag to drop it. Items have icons. Gear tooltips list real stat numbers. The Merchant shows your bag alongside their stock so you can sell while browsing.
Changed
- Loot values are no longer absurd. Item value scaled with the square of depth — a deep item was worth roughly 2,200x a surface one, and test saves ended up holding 42 million coins. Depth now gives a bounded bonus of about 6x at the deepest points.
- Depositing gummy pays coins, where it previously paid nothing at all.
- Boss kills unlock recipes, not power. Beating a boss used to hand every player raw digging strength. Now it opens that tier's recipes, and jaw strength comes from teeth you craft and wear.
- "Too tough" actually says so. Hard terrain used to silently swallow your bite. It now tells you the jaw strength you need, and doesn't waste the bite.
- Biting enemies no longer fills your stomach. It's raw dug gummy only — a long boss fight used to fill you up and then quietly stop you attacking.
- Refuelling is a Fuel Station service. Depositing gummy no longer tops up your jetpack for free.
- Cherry bombs are genuinely dangerous. Damage and knockback fall off with distance, and a close hit ragdolls you. They hurt teammates too.
- Undermined scenery disappears. Dig out the ground under a tree and it goes, instead of hanging in mid-air.
Fixed
- Cherry bombs never damaged players. The blast check looked at the wrong object, so bombs only ever dug a hole. Same bug stopped them hurting gummy bears.
- Knockback pushed the wrong way. Bear hits and explosions shoved players toward the world spawn point rather than away from the impact.
- King Gummy Bear spawned minions forever. No cap, no despawn, and they outlived the boss. Now capped, leashed, and cleared when the fight ends.
- Saving reset what your loot was worth. Carrying a deep, valuable item to the surface and logging out brought it back at surface prices.
- Barf bags found in the world couldn't be used — only ones handed to you directly.
- Several memory leaks in items, damage flashes and particle effects. Terrain rebuilding also allocated heavily on every bite, which was the main cause of hitching while digging.
- Dropped loot in unloaded chunks grew without limit. Now capped — and death drops are never cleaned up.
What we'd like you to test
- Does crafting pace well? How many trips does a tier-1 piece take? Earned, or tedious?
- Do dens deliver? Is a hunt worth the fight for what it drops?
- Is bite speed right? Digging should feel weighty, not sluggish. Tell us if it drags.
- Death. Could you find your bag again? Did losing the run's stomach sting fairly or feel cheap?
- Bombs. Is the run-away window fair, or a coin flip?
Known issues
- Gear has no models yet. Equipment applies its stats but you won't see it on your character.
- Materials still take bag slots. The Hub stash isn't in, so carrying capacity is tighter than intended.
- Coin balance is untuned. Prices and payouts are placeholders — expect them to move.
- The old Dentist menu is still there alongside the new stations. It'll be removed.
- Gate 3 isn't built. The castle and final boss are the next content push.
Bug reports welcome — especially anything that felt confusing rather than merely broken.