Beardy the Digger is free-to-play — free to download and play, with optional paid editions and DLC compared on this page. Developed by White Ink. Published by White Ink. Released on 10/22/2019. Available on PC. Genres: Adventure, Indie, Simulation, Free To Play.

Free-to-play doesn't mean free of frustration - this 40-level gnome platformer has enough trap variety to keep casual players honest, but some rough control decisions keep it from punching above its weight class.

I'll be straight with you: Beardy the Digger is the kind of game you measure in lunch breaks, not weekends. It's a 2D side-scrolling platformer built around one tight loop - collect diamonds across hazard-filled levels, survive long enough to unlock the next world, repeat. Solo developer Dyatlov Pavel of White Ink kept the scope honest at 40 levels split across two worlds, and that compression actually works in the game's favor for the first hour or so. The hazard design spans lava pits, poisoned darts, and timed obstacle sequences, with some levels cutting the visibility down to the cone of a helmet flashlight. That last touch is a decent idea that adds genuine tension to otherwise familiar platforming. The structure has a light gatekeeping mechanic: you cannot simply barrel into World 2. The first twenty levels must be cleared in a flexible order, but you need to hit a diamond quota before the second world unlocks. It is not a demanding threshold, but it nudges you toward thorough play rather than rushing exits - a smarter design choice than it first appears. Each level also has multiple viable paths, and the game quietly rewards the cleaner, more complete route. Potions with unpredictable effects show up mid-level and add a small variable to otherwise static puzzle layouts. These are modest ideas, but they give the game more texture than a bare collect-and-exit format would. Here is where my spreadsheet instincts kick in and the problems surface. The control scheme assigns movement to WASD and the pickaxe swing to R, a pairing that community members flagged almost immediately as awkward under pressure. The settings menu is non-functional as reported by players, so you cannot remap or adjust anything. Gamepad support is partial at best - one player noted having to manually configure a Steam controller layout just to get acceptable results. For a 2D platformer where reaction timing matters, that is a meaningful friction point. There are also reported bugs around achievement tracking, incorrect diamond counts between worlds, and a level-select glitch that opens the wrong stage. Given that the game has fewer than 25 Steam reviews and is running a near-dead concurrent player count, the odds of a patch landing are slim at this point. The honest framing here is that Beardy the Digger is a free solo experiment from a solo developer, built in Unity with a Lightweight Renderer Pipeline that keeps system requirements genuinely minimal - any modern machine handles it without complaint. The pixel art is clean enough, the atmospheric audio does its job across the level environments, and the game's comparison to classics like Dig Dug is not entirely unwarranted in spirit, even if it doesn't match that pedigree in execution. The 73% positive rate on Steam's 23 reviews is about right: it works, it just has obvious rough edges that nobody has gone back to sand down. If you have zero cash to risk and thirty minutes of curiosity, the price of entry here is exactly right. Anyone expecting SteamWorld Dig depth should look elsewhere. Diego, Scout Team

Beardy the Digger
AdventureIndieSimulationFree To Play

Beardy the Digger

Oct 22, 2019White Ink
GamerScout Says

Free-to-play doesn't mean free of frustration - this 40-level gnome platformer has enough trap variety to keep casual players honest, but some rough control decisions keep it from punching above its weight class.

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About Beardy the Digger

I'll be straight with you: Beardy the Digger is the kind of game you measure in lunch breaks, not weekends. It's a 2D side-scrolling platformer built around one tight loop - collect diamonds across hazard-filled levels, survive long enough to unlock the next world, repeat. Solo developer Dyatlov Pavel of White Ink kept the scope honest at 40 levels split across two worlds, and that compression actually works in the game's favor for the first hour or so. The hazard design spans lava pits, poisoned darts, and timed obstacle sequences, with some levels cutting the visibility down to the cone of a helmet flashlight. That last touch is a decent idea that adds genuine tension to otherwise familiar platforming. The structure has a light gatekeeping mechanic: you cannot simply barrel into World 2. The first twenty levels must be cleared in a flexible order, but you need to hit a diamond quota before the second world unlocks. It is not a demanding threshold, but it nudges you toward thorough play rather than rushing exits - a smarter design choice than it first appears. Each level also has multiple viable paths, and the game quietly rewards the cleaner, more complete route. Potions with unpredictable effects show up mid-level and add a small variable to otherwise static puzzle layouts. These are modest ideas, but they give the game more texture than a bare collect-and-exit format would. Here is where my spreadsheet instincts kick in and the problems surface. The control scheme assigns movement to WASD and the pickaxe swing to R, a pairing that community members flagged almost immediately as awkward under pressure. The settings menu is non-functional as reported by players, so you cannot remap or adjust anything. Gamepad support is partial at best - one player noted having to manually configure a Steam controller layout just to get acceptable results. For a 2D platformer where reaction timing matters, that is a meaningful friction point. There are also reported bugs around achievement tracking, incorrect diamond counts between worlds, and a level-select glitch that opens the wrong stage. Given that the game has fewer than 25 Steam reviews and is running a near-dead concurrent player count, the odds of a patch landing are slim at this point. The honest framing here is that Beardy the Digger is a free solo experiment from a solo developer, built in Unity with a Lightweight Renderer Pipeline that keeps system requirements genuinely minimal - any modern machine handles it without complaint. The pixel art is clean enough, the atmospheric audio does its job across the level environments, and the game's comparison to classics like Dig Dug is not entirely unwarranted in spirit, even if it doesn't match that pedigree in execution. The 73% positive rate on Steam's 23 reviews is about right: it works, it just has obvious rough edges that nobody has gone back to sand down. If you have zero cash to risk and thirty minutes of curiosity, the price of entry here is exactly right. Anyone expecting SteamWorld Dig depth should look elsewhere. Diego, Scout Team

Tags

singleplayerachievementscloud-savestier:sub-5Pixel Art PlatformerDiamond CollectionHazard GauntletHelmet Flashlight MechanicTimed Obstacle SequencesSolo DevPartial Controller SupportTwo-World StructureQuota Gating

Steam Deck & Linux

Steam Deck Playable

Valve rates this game Steam Deck Playable.

System Requirements

Minimum

OS
Microsoft® Windows® 7 (64 bit) or newer
Memory
2 GB RAM
Storage
200 MB available space
Graphics
Compatible with Direct X 11.0
Processor
64 bit dual core processor

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Game Info

Developer
White Ink
Publisher
White Ink
Release Date
Oct 22, 2019

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Frequently asked questions about Beardy the Digger

How much does Beardy the Digger cost?

Beardy the Digger is free-to-play — it costs nothing to download and play on PC. Any optional editions, DLC or in-game add-ons are listed in the price table on this page.

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What platforms is Beardy the Digger available on?

Beardy the Digger is available on PC.

When was Beardy the Digger released?

Beardy the Digger was released on 22 October 2019.

Who developed Beardy the Digger?

Beardy the Digger was developed by White Ink.