Cheery Chimp

Chimp Dig

  • Home
  • About Us
  • Privacy Policy
  • Terms and Conditions
  • Contact Us

Chimp Dig

Objective

Dig a path and roll the chimp safely home.

How To Play Chimp Dig

The chimp starts at the top and can't move on its own — it only falls. Drag across the ground to dig a tunnel, and let gravity carry the chimp down into its nest.

You can't undo a dig, so think before you carve. If a run goes wrong, just restart — it's instant.

Digging

  1. Press and drag on the dirt to carve a channel. The chimp will roll and fall through whatever you open up.
  2. Gravity does the rest. The chimp barely rolls on flat ground, so guide it with mostly downward paths — steep beats shallow.
  3. Reach the nest to finish the level. On levels with more than one chimp, get as many home as the level asks for.

The Ground

Dirt

The ordinary ground, and the only thing you can dig. Carve straight through it.

Rock

Solid and impossible to dig. You have to route around it — and nothing can break it, so it's the one barrier that always holds.

Honey

The chimp sinks straight through it, but slowly. It costs you time, not access — sometimes the honey route is the only clear one, sometimes it's the slow one you'd rather avoid.

Web

A pale lattice that holds the chimp but can't be dug. Light enough for the chimp to rest on — you'll need something heavier to tear through it (see the coconut).

Thorns

Deadly — never let the chimp touch them. They can't be dug either, so a thorn wall is a hard "no": find the gap.

On the Level

Bananas

Optional treats. You don't need them to finish a level, but grabbing them on the way down is worth extra — often a small detour off the fast line.

Coconut

Heavy. It falls, rolls, and shoves the chimp — and crucially, its weight tears through a web the chimp can't. Drop it down a shaft to punch a hole, then send the chimp after it.

Dig its shaft a little wider than the coconut, or it wedges.

Spider

Also deadly to the touch. It patrols back and forth along a fixed path — it won't chase you, so watch its route and time the chimp past it.

Good to Know

  • Down, not across. The chimp hardly rolls, so long flat stretches strand it. Keep your tunnels steep.
  • Rock and thorns can't be dug — plan around them from the top.
  • One coconut can clear several webs if it keeps falling down the same shaft.
  • Restarting is free. Since digs are permanent, treat each level as a puzzle: try, learn the shape, restart, solve it.
Contact

Feel free to contact us with any bugs, complaints, or requests.

Release Date
July 30, 2026

Behind the Scenes

A game about digging holes taught me that most of my design ideas were invisible, and that I am terrible at guessing whether a puzzle is solvable.

Chimp Dig is a terrain-carving puzzle. You scrape away at destructible ground and let gravity do the rest, routing a curled-up chimp down to a nest. There is no character to steer. The only verb is dig, and the only thing you control is where.

You cannot take a hole back

The first decision was the one everything else had to live with: no undo. Dirt you remove is gone, and if you have removed the wrong dirt the level is unwinnable — possibly several digs before you notice.

That sounds hostile, and it would be in a game with long levels. The answer was to make restarting cheaper than undoing: levels are short, restart is instant, and the state you are restarting from is exactly the state you started with, every time. A puzzle you can rewind is a puzzle you solve by nudging. A puzzle you have to restart is one you have to look at first. Digging only feels consequential if it is consequential.

The engine only really goes down

Here is the constraint that quietly ate half my ideas. At the gravity this game runs, the chimp barely rolls. Give him a horizontal ledge to travel along and he stalls after about a hundred pixels, which is a third of the play area's width.

I spent a while treating that as a bug to tune away. Cranking the gravity up made him roll further and also made every landing feel like a dropped brick; adding roll made him skate past openings he should have dropped into. Both fixes traded away the thing that made the game readable, which is that a gap directly below something means that something is about to be directly below.

So I stopped fighting it. The levels are 360 pixels wide and as tall as they need to be, the camera only ever scrolls up and down, and every route is predominantly vertical. Lateral movement is a garnish — a short slide off a wedge into the next shaft — never a leg of the journey. Once I accepted that, levels started working on the first try instead of the fifth.

I threw away a third of the materials

I started with a respectable list of terrain types, including root, clay and a leaf litter. Each had its own friction and its own dig cost. All three are gone.

The reason is the vertical constraint again. In a game where nothing travels sideways for long, friction has almost nothing to act on — you cannot feel the difference between sliding across clay and sliding across dirt when the slide is forty pixels long. Dig cost fared no better: there is a budget in the engine, it is still there, it is still tested, and I do not think a single level in the shipped set is meaningfully constrained by it. Three materials that differed only in numbers the player could not perceive were three materials that did not exist.

What survived is six things that each do something visibly different. Air and dirt — dirt being the only thing you can actually remove. Rock, which you cannot. Honey, which lets you through but slows you down. Web, which catches the chimp and holds him, but tears under a falling coconut. And hazard, which ends the run.

The rule I ended up with, and would apply again: separate materials by what they do, not by what they feel like. Feel needs a lot of screen time to register. Behaviour registers the first time you touch it.

Two ways a coconut ruins everything

Coconuts are the second moving object, and both of their failure modes were the physical-comedy kind — obvious in hindsight, invisible on paper.

The first: if your dig radius is not comfortably larger than a coconut, the coconut wedges in the shaft it just fell through. It arrives at a hole exactly its own size and stops, which is correct physics and useless gameplay. The dig radius is now larger than the coconut, permanently, as a rule rather than a tuning value.

The second took longer to see. A coconut needs somewhere to end up that is not where the chimp needs to go. Share a narrow channel between them and the coconut plugs it, sitting in the one gap the chimp was supposed to fall through. Every level with a coconut now has a place for it to come to rest clear of the route — a side pocket, a ledge, a dead end. Designing the coconut's retirement home turned out to be as much work as designing its job.

Blocking works on a floor, never in a pinch

A subtler one. I assumed you could stop the chimp by pinching him — leaving a gap narrower than he is and letting the walls catch him. It does not work, and the reason is in how contact is resolved: the probe averages everything touching him into a single surface normal. Two walls squeezing from opposite sides average out to roughly nothing, so he slides straight down between them as though they were not there.

Resting on a floor works, because a floor is one normal pointing one way. So every deliberate stopping point in every level is something underneath him, never something either side of him. That is not a limitation I would have written down in advance, and it invalidated a handful of half-built levels the day I found it.

I stopped guessing whether levels were solvable

For the first stretch I authored levels by eye: carve a shape, imagine the route, playtest it. My hit rate was poor. Not "needs tuning" poor — routinely, flatly unsolvable, or solvable by a route so much easier than the intended one that the puzzle evaporated.

So there is a route searcher. It takes a level and explores parameterised dig paths, hunting for a sequence that gets the chimp home. Every level from one called thorn-gap onwards was authored with it in the loop: shape the terrain, run the search, look at what it found. Sometimes it finds nothing and the level needs another opening. More often it finds something I did not intend, which is the more useful answer, because that is the route players will find too.

It works at all because of a decision made much earlier: the core is headless and deterministic, and a run is a pure function of a level plus an ordered list of dig events. No rendering, no clock, no randomness. That is what lets a search play thousands of candidate solutions in the time it takes to make a cup of tea, and it is the single thing I would keep if I had to throw the rest away.

Two file formats that saved me later

Both of these looked like fussy over-thinking at the time and both paid for themselves.

The editor saves terrain as characters, not material ids. When I retired root, clay and leaf, every material id after them shifted — and every level file that had stored raw ids would have quietly become a different level. Storing an r instead of a 4 meant the great material cull cost me nothing but a find-and-replace.

The playtest exports a replay rather than a path. It records the tick each dig happened on, not just the order. That matters because the hazards move on their own schedule, so "dig here, then here" is not enough information to reproduce a run — the same two digs a hundred ticks apart are two different outcomes. A list of places is a guess. A list of moments is a recording.

Where it stands

Twenty-four levels, ordered by their own ids rather than by position, so that inserting one in the middle does not wipe anyone's progress. The editor and the level selector exist but are lazily loaded behind a development flag, so the module is never fetched in a normal build — the tools are in the repository, not in your download.

The vestigial dig budget is still sitting there, tested and unused. I keep meaning to delete it, and I keep not deleting it, on the theory that a level built around running out of digs is a good idea I have not had yet.

  • About Us
  • Privacy Policy
  • Terms and Conditions
  • Contact Us

♻️ Made from 100% recycled electrons! ♻️

    Recently Played

      Games you open show up here.