
Dig. Dash. Detonate.
Race for leaves in a collapsing underground arena. Dig shortcuts, sprint past rivals, and blast worms back to their nests. Every leaf scores immediately—but every tunnel can trigger a chain reaction.
Up to 4 players • Friends or bots • 3-minute rounds Play in your browser on desktop or mobile.
WaveDash link:
Your next shortcut might bring the ceiling down
Dig through solid earth or move faster through existing tunnels. Opening up the ground can trigger cascading collapses, reshaping routes and sweeping worms down with the falling dirt.
Grab leaves before your rivals do. Each leaf earns a point immediately, and the highest score when time runs out wins.
Watch the ceiling and watch what your opponents are digging.
Two sprints. One bomb. Make them count.
Sprint to snatch a leaf or escape a collapsing tunnel.
Drop a spore bomb to blast open the terrain after a two second fuse. Any worm caught in the explosion returns to its own nest including you!
Your points stay safe, but your position in the race can change in an instant. Return to your nest to refill your two sprints and one bomb, or use your own explosion as a tactical trip home.
Jump into a match
With friends: join the online lobby. The host starts the round.
Playing alone: add bots to the lobby and start playing.
First time: try Practice / Learn to get comfortable with digging, collapsing terrain and abilities.
On mobile: turn your phone sideways and use the on-screen controls.
Controls
Action Keyboard
Move and dig Arrow keys / WASD
Sprint Space
Place a spore bomb E
Open the menu Escape
Mobile: use the on-screen joystick and Sprint / Bomb buttons.
About
Created by PendragonNL for Defold Game Jam 2026, with the theme Chain Reaction.
Built with Defold, with online multiplayer powered by Nakama. Music and sound effects were created using Strudel.
Thanks for playing! Share your favourite moment or tell me what could feel better in the comments.
AI disclosure
This game was made as an experiment in AI-assisted development. AI wrote most of the programming and helped write the Strudel patterns used to create the music and sound effects. I directed the game design, tested the results, and guided the iterations.
No AI-generated visual art is used.