Greed Mine
Bank your loot, or dig one depth deeper
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About Greed Mine
Greed Mine is a push-your-luck game wearing a mining game's clothes. Each depth is a timed wave: rocks fall, gems drop, and you dodge one while collecting the other. Survive it and the game asks the only question it cares about — bank what you're carrying, or go one depth deeper where every gem is worth half again as much. Die at any point and everything unbanked is gone.
What makes the decision hard is that the danger scales as fast as the reward. Rocks fall sooner after their warning marker, bats start crossing the shaft from depth three, and by depth five the cave-ins arrive almost unannounced. Banked gold buys permanent upgrades — a helmet that absorbs a hit, a lamp that lengthens the warning, insurance that salvages part of a failed run — so a cautious early bank funds the run that eventually goes deep.
How to play Greed Mine
Move the miner by moving the mouse, tapping where you want to stand, or using the arrow keys. Each depth is a timed wave: rocks fall from the ceiling and gems drop alongside them, and your only job is to collect one while avoiding the other. Rocks give you a warning marker before they fall, and the miner lamp upgrade makes that warning longer.
Survive the wave and the game asks the only question it cares about: bank what you are carrying, or go one depth deeper where every gem is worth half again as much. Die at any point and everything unbanked is gone. Banked gold buys permanent upgrades, so a cautious early bank is what funds the run that eventually goes deep.
About this game
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Greed Mine — frequently asked questions
Should you bank or dig deeper in Greed Mine?
Early on, bank at depth four or five. The gear that banked gold buys — a helmet, a longer lamp warning, insurance — makes depth ten reachable far sooner than stubbornly pushing on an unequipped run does.
What happens to your loot when you die?
Everything you have not banked is lost. The insurance upgrade salvages 30% or 50% of it, and gold you banked on previous runs is always safe.
What is a close call bonus?
Standing just outside a falling rock's landing zone pays a small bonus scaled by your depth multiplier. Dodging narrowly earns more than fleeing across the shaft.
When do the bats appear?
From depth three onward. They cross the shaft horizontally and ignore the rock warning system entirely, so they are the main reason depth three feels harder than the jump from one to two.
Tell us what to fix
Found a bug, or think something should play differently? This goes straight to the developer — no account, no email address required.