Info about I’m a Wizard, But I Dig:

Official game description:
You are a wizard who needs to restock supplies at the nearest castle. Walking around the mountain takes days, so you decide to dig a tunnel straight through.
Collect ores and crystals, create safe paths, trade with the Goose, and improve your equipment. Swing your pickaxe, use your spells, blow up rock barriers, and throw glowing slimes to see in the dark. The mountain hides rare resources, hidden secrets, and surprises — and it’s up to you to create the shortcut.

Release date: Oct 30, 2026

Categories: Mining Simulation, Exploration, Crafting, Cave Exploration, Wizard-themed Gameplay, Casual Game, Single-player Story


- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $2.99 - $5.99
  - Reasoning: The reviews treat the current $6.99 price as borderline or too high for the amount and quality of content. Several users recommend waiting for a sale or say it is not worth the current price, while one frames it as acceptable only below the cost of a large coffee. This points to a fair base-game range below $6.99, roughly $2.99 to $5.99, with stronger support around the lower half of that range.
- Playtime Metrics:
  - Game completion: 2.0h
  - Story completion: 3.0h
  - Session length: 0.5h
  - Endgame: 1.0h
  - Reasoning: The completion quote directly supports a typical gameCompletion of about 2 hours. The main-quest quote gives an explicit storyCompletion estimate of about 3 hours, with the player noting extra wandering. The refund quote describes roughly a 0.5-hour session before stopping, supporting sessionLength = 0.5. The translated endgame quote separates a short run to the end from about an hour of required gold farming, supporting endgame = 1 hour.
- Time-to-fun:
  - Summary: Some players enjoy the game immediately and tolerate its repetition, but others report it becomes boring with nothing to do after the first hour. Unclear tutorials and tedious interactions are the main early friction.
  - Stance: Fun then drops
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: No true progression; leveling only adds energy, mana, or bag space; Slow firing and recovery animation on the best tool; Return stones have an annoying teleport delay; Missing tutorial and quest text; Poor optimization with PC fans at maximum; Ores must be clicked individually
  - Unlock drivers: N/A
  - Conditions: Early game is less of a headache; Enjoyment drops after the first hour; After the tutorial, some players find only a closed door and title screen; Repetition is tolerable for some players
- Player Archetypes:
  - Cozy Casual Digger (buy)
    - Motivation: Relaxation and low-stakes entertainment through simple digging.
    - Playstyle: Casual short sessions; digging and light exploration without optimizing or completion pressure.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Endgame Completionist Critic (no buy)
    - Motivation: Completing objectives and getting enough content value from reaching the ending or 100%.
    - Playstyle: Pushes toward the ending or full completion, tracks length and grind, and expects clear guidance.
    - Experience: familiar
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A
  - Mechanics-Minded Mining Optimizer (sale)
    - Motivation: Efficient tool use and satisfying mechanical depth in mining systems.
    - Playstyle: Switches between precise and mass-mining tools, seeks better inventory flow, and critiques mechanical fairness.
    - Experience: familiar
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Chill and cute experience (weight 0.3): Many reviewers describe the game as relaxing, lovely, and zen-like, with the slime character adding to the cute appeal. The cozy atmosphere makes it a pleasant casual experience.
- Highly enjoyable and engaging (weight 0.26): Players express strong enjoyment, with some saying they loved every second and cannot stop playing. The game is consistently described as fun and engaging.
- Short but worth the price (weight 0.25): Reviewers note the game is short, often completed in about 2-3 hours, but still offer a good experience. Several mention it is worth the small price.
- Satisfying digging gameplay loop (weight 0.23): Digging is highlighted as excellent and the gameplay loop is satisfying, with a proven concept that works well. Mindless mining is enjoyable when you turn your brain off.
- Charming art and atmosphere (weight 0.22): The art style is fun and appealing, perfect for a silly dig-a-hole game, and the world and atmosphere feel unique. The graphics are decent and fit the game's tone.
- Hidden secrets and quirky points (weight 0.17): There is a surprising amount of hidden stuff at home and outside, with cute and quirky points of interest. A late-game goose gives hints, and there are funny hidden secrets.
- Decent and okay overall (weight 0.16): Some reviewers find the game basically okay, with what is available scaling decently enough. The ending is fine, and the principle is nice.
- Responsive updates improved playability (weight 0.15): An update separated the ore-picking button from the digging button within a day, gnome interactions were made clearer, and the game became much easier to play. The developer is responsive to feedback.
- Stable with no major issues (weight 0.15): Reviewers report no crashes, no bugs, and no game-breaking issues; the game ran smoothly. This contributed to a positive experience.
- Niche appeal for specific tastes (weight 0.14): The game is enjoyable for people who like this type of game, with a likable niche concept. It is a pretty fun casual game if you are into wizards and digging.
- Fun weapons and wizard feel (weight 0.1): Later weapons are quite fun and amp up the wizard feel, adding interest to combat. The weapons are described as interesting.
- Cute story and silly plot (weight 0.1): The story is cute and the plot is silly, adding charm to the overall experience. Reviewers find the narrative lighthearted and enjoyable.
- Interesting idea and concept (weight 0.1): The game has an interesting idea and a fun mechanic with a silly little plot. Reviewers find the concept fresh and likable.
- Reviewer completed demo and game quickly (weight 0.09): The demo was completed a day before release, and the game was beaten the same day. This indicates short but engaging content.
- Acceptable repetition on the side (weight 0.05): Repetition on the side is acceptable to the reviewer, suggesting the core loop is strong enough to tolerate some grind. This is a minor point.
- BOBA 2.0 highly recommended (weight 0.05): One reviewer specifically recommends BOBA 2.0 as a very good game. This appears to be a positive standout mention.

Common complaints:
- Game is extremely short (weight 0.65): Many players report finishing the game in roughly one to two hours, and even 100% completion is very short. The limited content makes the game feel like a demo rather than a full release.
- Weapons and tools feel bad (weight 0.65): Many wands and tools are unsatisfying to use, with long charge times and poor effects. The final weapon is often useless and worse than cheaper options.
- Slime system is frustrating (weight 0.44): The slime gacha machine gives random amounts and colors, and using it again loses held slimes. Slimes are too dim, do not stack, and placement is not neat.
- No tutorial or quest explanations (weight 0.41): The game provides little to no explanation for quests, mechanics, or objectives. Players are left confused and must figure things out through trial and error.
- Ending gated by gold grind (weight 0.4): The true ending requires gathering 10,000 gold after the expected conclusion, forcing repetitive digging. Players find this anticlimactic and rage-inducing rather than rewarding.
- Grindy and monotonous gameplay (weight 0.39): The game requires repetitive grinding for resources and money, with little variation. Many find it boring and unrewarding.
- Floating ore blocks movement (weight 0.39): Mined ore hangs in mid-air with no gravity and acts as a physical barrier. Players get stuck on these floating blocks, especially early in the game.
- Feels rushed and unfinished (weight 0.38): Players describe the game as half-done, like a demo or asset flip. It lacks polish, quality assurance, and individuality.
- Player hitbox causes getting stuck (weight 0.36): The character hitbox is too large or buggy, causing the player to get stuck in small tunnels and on ceilings. This leads to frustration and repeated blackouts when flying.
- Frequent crashes and bugs (weight 0.36): The game crashes often and contains numerous bugs, including auto-save failures. Some bugs are non-critical but still detract from the experience.
- Picking and mining share button (weight 0.33): The same button is used for mining and picking up items, causing unwanted mining and accidental destruction. Players find this mechanic annoying and poorly designed.
- Little content beyond first hour (weight 0.33): After the first hour, the game offers only digging and gold farming with no new mechanics or areas. Many feel it lacks enough content to justify the price.
- Inventory and item management (weight 0.32): Limited inventory space, no sorting, and the need to return to base to switch tools cause frustration. Players want more slots and better management.
- Quest board is confusing (weight 0.28): The quest board is poorly explained, offers vague targets, and can only be used once between rests. Players find it unhelpful and confusing.
- Terrain and lighting issues (weight 0.23): Lighting is too dim, with lamps and glow slimes providing minimal light. Animations and effects are slow and crude, detracting from the experience.
- Poor optimization and technical issues (weight 0.23): The game runs poorly, with high CPU usage and no controller or keybind settings. The interface lacks polish.
- Cave is shorter than promised (weight 0.21): The cave is significantly shorter than the advertised 1 kilometer, ending abruptly after about 100 meters. This feels like false advertising.
- Mana and energy are identical (weight 0.21): Mana and energy are essentially the same resource, and the mana pool is too low to make magic useful. This makes magic feel unimaginative and underpowered.
- No map and easily lost (weight 0.14): The absence of a map and repetitive environments cause players to get lost frequently. Waypoint navigation is unsatisfying.

Gameplay feedback:
- Wands are core mining tools (weight 0.43): Players use various wands, such as laser and vacuum wands, to mine and manipulate terrain. These tools are essential for progression.
- Tool upgrades require grinding coins (weight 0.41): Progression involves saving currency to purchase better digging tools, stamina, and inventory upgrades. The grind can feel repetitive.
- Daily quests guide with compass (weight 0.34): A daily quest board assigns random targets and provides a compass pointing to the selected point of interest. This helps direct players toward goals.
- Ending requires excessive gold grind (weight 0.34): Players report that finishing the game demands collecting 10,000 gold, forcing a long farming session. This gate feels like padding and detracts from the experience.
- Casual mining with zen pace (weight 0.32): The game offers a relaxed mining experience with a focus on digging and exploration. Its casual nature appeals to players seeking a stress-free game.
- Ore must be clicked individually (weight 0.3): Collecting ore requires clicking each piece separately, which becomes tedious. This mechanic slows down mining and feels unnecessarily granular.
- Confusing dual resource system (weight 0.22): The game has both mana and energy that function similarly, confusing players about their purpose. Later, resting shifts from stamina to mana spending, adding to the confusion.
- Slimes serve as lights and gacha (weight 0.22): Glow slimes act as light sources and are obtained via a gacha machine, adding RNG to lighting. This can be frustrating due to randomness.
- Floating gems block movement (weight 0.18): Environmental gems and stones float in the air and physically obstruct the player, causing navigation issues. This can lead to getting stuck or having to dig around them.
- Placeable platforms and floors (weight 0.18): Players can place wooden floors and platforms to assist with navigation and mining. This adds a building element to the gameplay.
- Short completion time reported (weight 0.15): Some players can beat the game and earn all achievements within a few hours, indicating limited content. This may not satisfy those seeking a longer experience.
- Limited inventory requires trips (weight 0.15): The inventory is small, forcing frequent returns to the surface to sell resources. This breaks immersion and adds busywork.
- Weapon switching is cumbersome (weight 0.15): Players can only equip one weapon at a time and must return to base to change it, disrupting gameplay flow. This limitation makes adapting to different tasks frustrating.
- Quest icons use pictures only (weight 0.14): Quests are presented with icons and drawings but no text, requiring players to interpret visual cues. This can be unclear for some.
- Goose hints and gacha draws (weight 0.14): A goose provides hints late in the game, and a gacha machine dispenses slimes. These features add whimsy but are minor.
- Tutorial uses visual sheets (weight 0.12): Mechanics are explained through drawings and scrolls rather than text, which can be confusing. Some players prefer clearer instructions.
- Multiple currencies and merchants (weight 0.12): The game includes gold, dust, and a traveling merchant, adding economic depth. However, some players find it overly complex.
- Secrets and hidden doors (weight 0.11): There are hidden secrets and a sealed door to discover, encouraging exploration. These elements add mystery to the game.
- Keyboard controls and movement (weight 0.11): The game uses keyboard controls, including a sliding movement scheme and Q/E for items. Some players find the controls awkward.
- Buggy teleportation and stuck spots (weight 0.1): Bugs can teleport players to nonsensical locations, and the character can get stuck on terrain. These issues disrupt the experience.

Performance notes:
- Poor performance on high-end PC (weight 0.12): A player with an RTX 4070Ti cannot reach 60FPS on ultra settings, indicating optimization problems even on strong hardware. Another cluster describes generally garbage performance.
- Save system auto-save failure (weight 0.06): One player reports that the auto-save function failed to trigger, which can lead to lost progress. This is a specific and serious issue for affected users.
- Minor bugs are annoying (weight 0.06): A player encountered a few bugs that were not game-breaking but still irritating. This reflects generally tolerable but noticeable quality issues.
- Some players run smoothly (weight 0.06): One reviewer reports no bugs or crashes and smooth operation, showing the experience is not universally broken. This contrasts with the crash reports.

Recommendations:
- Reviewer does not recommend (weight 0.22): Multiple reviewers would pass on the game or do not recommend it. Some suggest finding something else to play instead.
- Not worth the price (weight 0.19): Multiple reviewers state the game is not worth the money, at least without a discount. Some cite its short length as a reason the price is unjustified.
- Worth the low price (weight 0.19): Several reviewers consider the game worth buying at its low price point or for the price in general. This is a recurring positive value assessment.
- Do not buy (weight 0.16): Several reviewers explicitly recommend against purchasing the game. This includes strong warnings such as calling it close to a scam.
- Gameplay needs major work (weight 0.11): Reviewers say the core gameplay needs a ton of work to feel fun and would require a full rework to be worthwhile. This points to fundamental design issues.
- Wait for a sale (weight 0.1): Reviewers suggest waiting for a sale or buying the game a year later rather than at full price now. This reflects a cautious purchasing stance.
- Refunded or would refund (weight 0.1): One reviewer refunded the game, and another would get a refund if possible. This indicates strong dissatisfaction.
- Only for killing time (weight 0.1): Some reviewers do not recommend the game unless the goal is just to kill time or to play with your brain turned off. This suggests shallow engagement.
- Worth playing despite flaws (weight 0.1): One reviewer finds the game worth playing even though better games exist in the genre. Another would recommend it for its price if it were not full of bugs.
- Definitely recommend the game (weight 0.09): One reviewer definitely recommends the game, and another notes that fans of this kind of game will likely enjoy it. This is a positive endorsement.
- Try alternatives instead (weight 0.09): One reviewer recommends buying Stonewards instead, calling it 1000x better. Another suggests finding something else to play.
- Explore instead of rushing (weight 0.08): Reviewers advise not to bee-line straight for the castle and to take time to explore and follow quest markers. Another suggests skipping the daily quest and going straight through.
- Set a timer for addiction (weight 0.05): One reviewer warns hole-digging game addicts to set a timer and be prepared to refund. This highlights the game's addictive but potentially unsatisfying nature.

Other player notes:
- Very short playtime (weight 0.54): Many players report completing the game in about 1 to 2 hours, with some finishing in under an hour. Even 100% completion takes only around 2 hours.
- Limited content for price (weight 0.25): Players feel the amount of content is limited, ending earlier than expected. Some note only about 3 hours of gameplay for the price, and the wall-digging goal leaves little room for meaningful expansion.
- Unfavorable comparisons to other games (weight 0.17): The game is compared unfavorably to A Game About Digging a Hole and Stonewards, with reviewers saying it offers little beyond those titles.
- Suspected AI-generated assets (weight 0.15): Reviewers believe the game was made with AI, citing an AI disclosure and assets that look AI-generated. This raises concerns about originality.
- Copyright concerns over assets (weight 0.13): Reviewers note the goose honk sound effect is similar to Untitled Goose Game and believe UI design and mechanics are taken from downloaded assets. Some hope the game gets taken down for copyright violations.
- Shorter than advertised (weight 0.11): The cave is shorter than the advertised 1 km, and players cannot walk around and reach 1 kilometer as the trailer suggested. This mismatch disappoints backers.
- Feels rushed or like a demo (weight 0.1): Some reviewers feel the game is rushed and more like a free game or extended demo. The demo is almost identical to the release game.
- Ongoing updates and improvements (weight 0.1): The game receives updates, including button separation and clearer hint interactions, and developers plan to continue updating. This shows post-launch support.
- Content ends abruptly (weight 0.06): Content is short, ending about 100 meters through the tunnel, leaving players wanting more.
- Secrets not worth finding (weight 0.05): The game contains a few secrets, but players feel they are not worth the time to find them.
- Achievement completion time (weight 0.05): Completing all achievements takes about 7 hours, providing some extended play for achievement hunters.
- Main quest length varies (weight 0.05): The main quest takes about three hours to finish with faffing around, and can be done faster.
- Demo available (weight 0.05): A demo is available for players to try before purchasing.
- Full game unlocks all content (weight 0.05): The full game unlocks all content, so players get everything upon purchase.

Emotions:
- Disappointment (weight 0.28): Players are disappointed by the game's extreme short length, often completing it in under two hours with little content beyond digging and gold farming. The progression is unsatisfying, with weak late-game tools, an abrupt anticlimactic ending, and secrets that feel unrewarding.
- Frustration (weight 0.22): Frustration stems from buggy collision and hitboxes that cause players to get stuck, ore floating in midair blocking movement, and frequent crashes that erase progress. The lack of tutorial or clear guidance for quests and objectives leaves players wandering aimlessly, while clunky controls and slow tool animations worsen the experience.
- Annoyance (weight 0.11): Annoyance is caused by awkward mechanics such as accidentally flying and blacking out, clunky ore collision, and the vacuum wand hitting things behind walls. The random light purchase system, daily quest limitations, and having to click to wake up add to the irritation.
- Enjoyment (weight 0.08): Players enjoy the fun digging gameplay, the silly art style, and the casual zen-like quality of the experience. The niche concept and overall fun factor make it a pleasant way to pass time despite its flaws.
- Boredom (weight 0.03): Boredom sets in quickly as the gameplay becomes repetitive after about half an hour, with nothing new to do and no individual interest to sustain engagement. Digging deeper offers no new content, leaving players with little to motivate continued play.
- Contentment (weight 0.03): A cute story and satisfying gameplay loop provide a few hours of decent fun, leaving players content with the short time spent. It is seen as an enjoyable, if brief, experience.
- Confusion (weight 0.03): Players are confused by the daily quest system and cannot figure out how to open the door in the house, while the game's story makes no sense. These unclear elements leave players unsure of what to do or why.
- Hope (weight 0.02): Despite the game's shortcomings, players see potential for more and hope the creator continues to improve and expand it. The desire for the game to become better fuels a sense of optimism.
- Dissatisfaction (weight 0.02): Dissatisfaction arises from a lack of story to drive the game and insufficient content that makes it feel half-finished. Players expected more depth and completion.
- Love (weight 0.02): Some players loved the game and enjoyed every second, finding it an engaging way to pass time. Their affection is clear despite the game's brevity.
- Anger (weight 0.02): Anger is directed at paying for a game that ends with a rage-bait conclusion and at alleged copyright violations and lack of developer effort. Players feel wronged by the experience.
- Craving (weight 0.02): After buying all mining tools, players crave more purchasable content, wishing for additional wands, picks, upgrades, and a bigger mountain to explore. The desire for more stems from having exhausted the current offerings.
- Satisfaction (weight 0.01): The game is described as a fun quick game, providing a satisfying short experience for some players.
- Desire for more (weight 0.01): Players wish the game were longer, indicating they enjoyed it enough to want additional content.
- Amusement (weight 0.01): The game is seen as a funny little cosy digging game, providing light-hearted amusement.
- Affection (weight 0.01): Players feel affection for the game's unique world, atmosphere, and appealing graphics, which create a charming experience.
- Delight (weight 0.01): The cute slime character brings delight to players, adding a charming element to the game.
- Relief (weight 0.01): Updates fixed the shared button and made hints and gnome interactions easier, bringing relief to players who struggled with these issues.
- Spite (weight 0.01): At least one player completed the game 100% out of spite, suggesting a determination to finish despite frustrations.
- Feeling cheated (weight 0.01): Marketing led players to expect a long game, but the actual completion is very short, making them feel cheated by the discrepancy.}