Lost Phantom / Games / Dug Out

Dug Out

You rent the shop next to the bank. You have eleven nights. The dirt is the problem. A 2D side-on heist game where the tunnel is the level and you build it yourself — badly, usually, because you were in a hurry.

The idea

In every other digging game the spoil vanishes into your inventory. Here it stays. Every cubic metre you remove has to go somewhere, and the somewhere is your problem — the back room, then under the floorboards, then a van at 4am while the man next door walks his dog. That one rule generates the whole game: it is why you cannot dig straight at the vault, why the tunnel has a shape, and why a job that is going well still looks like a disaster in progress.

A night, in five phases

The digging is only about a third of it. The rest is dealing with what the digging did.

PlanPaused. Read the survey, pick tools, choose tonight's heading.
DigReal-time and loud. Soil type sets your speed, tools set your noise, and the roof needs propping as you go.
DisposeMove the spoil. Somewhere it fits, somewhere nobody looks. Both, ideally.
CoverHide the entrance, park the van, wash the boots. Anything left out is evidence in the morning.
DayWho noticed, what got reported, what the heat does next. You read this one, you do not play it.

Getting caught

You are underground, so nobody can see you. Detection is indirect, which is better — every channel is something you can plan around once you understand it.

Sound
Tools have a noise radius. The 11:40 freight train masks everything for ninety seconds, and so does rain. Learning the timetable is learning the level.
Seismic
Vibration sensors trip on sustained digging, not brief. Work in bursts — cheap tools cannot, good ones can.
Spoil
The pile is visible. A skip that keeps filling, a yard that is rising. This is the channel that punishes greed specifically.
Utilities
Hit a water main, a gas line or fibre and somebody gets called out. Engineers arrive, and engineers find tunnels.
Patrols
Guards walk routes above you. Matters most at the breakthrough, when you are coming up through their floor.
The dog
Hears digging, does not follow a route, cannot be timetabled. The one detector you cannot plan around.

Heat is a meter, not a switch. It rises, decays slowly, and buys the city things — more patrols, a car parked outside overnight, a survey crew on the street. Jobs are lost by accumulation, not by one mistake.

What money buys

Each score funds the next. Tools do not only make you faster — each one beats a detection channel you could not beat before.

TierBuysWhat it changes
HandSpade, pick, timber propsQuiet, slow, no power. Everything else is measured against this.
PowerAuger, jackhammer, generatorFast and loud. Now you need the train timetable.
LogisticsSpoil cart, conveyor, second vanBeats the spoil channel. The upgrade that feels best to own.
WaterPump, hose run, sumpLets you dig below the water table at all.
ReconGround radar, plans from the councilUtilities and voids stop being ambushes.
BypassSensor jammer, alarm loop, keysBuys sustained digging under seismic cover.
BreachCore drill, thermic lanceConcrete and vault steel. Gates the last targets.

The fixer is a trap, on purpose

Somebody sees you, and there is a number you can call. It is expensive, and it turns a burglary into a homicide — heat that never decays, and a detective on the city permanently who does not work to a timetable. It should always look like the clean answer at 3am and always be the reason a run ends badly. Paying a witness off, moving them, or simply never being seen is the skilled play.

Moving up

Each target has a soil profile, a security package, utilities in the way, and nearby properties you can rent. The rental is the first real decision of every job: the flat next door means a short tunnel and an obvious suspect, the lock-up two streets over means you are invisible but digging for a week.

TargetNightsScoreTeaches
Corner shop safe11,500Digging, props, spoil. No security at all.
Pawnbroker24,200A neighbour who is home, and a dog.
Jeweller's316,000First alarm. First reason to buy a bypass.
Bank branch532,000Seismic sensors, a guard, and concrete.
Clearing house868,000Water table. You dig below it or you do not get in.
The Exchange11180,000All of it, and a vault floor that needs a lance.

The numbers are tested, not guessed

A night is 25,200 seconds and the digging model runs in plain logic, so whole campaigns can be played through outside the game to check the design's claims: that each target is reachable in the nights it allows with the tools it expects, that it is not reachable without them, that spoil balances, and that each score funds the next kit. All six targets currently land on or near their final night.

That check found four real problems the first time it ran, including every target finishing on night one — the deadline, which is the entire point of a heist with a night count, did not exist. It is part of the build now, so a balance change that breaks the ladder fails before it ships.

The art

Everything you see is generated in code — every tile, the digger, the spoil heaps, the street above the tunnel and the HUD frames. Eight strata each get their own palette and their own grain: sand laid down in horizontal bedding, gravel with pebbles that catch the light, rock with fractures that wander, vault steel with panel seams and rivets. Ground with open air above it takes a lit rim, so a freshly cut roof reads as a surface and the layers read as depth.

The street is the part that makes the premise visible. You rent the unit next to the target and dig across, so the building you are tunnelling at is drawn at the distance you actually have to dig — the same conversion the dig itself uses, which means thirty-nine metres is something you can see across the road rather than a number in the corner of the screen. The six targets do not look alike: the early ones are shuttered high-street units, the late ones are columns and a strongroom door.

The run

Six jobs, in order, each one teaching what the next assumes you know. You start with four hundred pounds, a spade, some timber props and a cart. Between nights there is a shop: every tool lists what it beats, because the decision is never "which is best" but "which of tonight's six ways of being caught am I buying my way out of". A tool you own is an option and never an obligation — buy a jackhammer for a job with no sensors and it will not follow you to one that has them.

The whole ladder is played end to end outside the game on every build, starting from that four hundred pounds and shopping out of what the last job paid. It is not enough for each job to be winnable in isolation: the money has to arrive in the right order too. That check found four more problems the first time it ran.

Status

In development. The design and the underlying model are done and verified, and there is now a playable scene — built entirely at runtime, so the whole game is one empty scene and a script. What has not happened is anyone running it: the project has never been opened in a Unity Editor, so the art has only ever been seen through an offline renderer, and nothing about how it feels to play is known yet.

The engine work underneath — destructible terrain, procedural generation, the offline tooling — came from an earlier extraction-shooter build of Dug Out that shares the name and about half the codebase, and which is preserved, finished and playable, on its own branch.

No Steam page yet, and no store art.

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