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Games » Rockfall Miner

Rockfall Miner

By Leetdom · 2026

Play:

Touch: on-screen d-pad to dig and move (hold a direction to keep going); tap the centre to stand still; tap the Pause and Sound buttons; tap to start, to advance after clearing a cave, and to retry · Keyboard: Arrow keys or WASD to dig and move; P or Esc to pause; M to mute; R to retry after a collapse; Enter or Space to start and to continue. Mouse: click the on-screen pad and buttons, click to start and continue.

About:

A deterministic cave-digging puzzle in the spirit of the 2000s Flash classics, made in-house for Leetdom. You are a miner tunnelling through soil to collect lodeshards; each cave needs a set number before its gate swings open, and a clock keeps you honest.

Everything in the cave runs on a fixed simulation step, so the same moves always play out the same way. Dig out the dirt beneath a boulder and it falls the next tick — straight onto you if you linger, or onto a cave grub to burst it into a shower of fresh shards. Boulders and shards both roll off rounded surfaces and settle, so the floor of a cave rearranges as you work. Grubs follow the walls of the lanes they patrol and a single touch is fatal, so you time your crossings and lure them under loosened rock. A growing bloom spreads through soil and air; seal it off and it crystallises into shards, let it run wild and it hardens into a wall of stone.

The eight caves teach one idea at a time — first digging, then falling rock, shoving boulders into pits, grub patrols, crushing a grub for its shards, racing the bloom — then the last cave asks for all of it at once. Every cave ships a recorded solution that the build's simulation tests replay through the real engine on each run, so no layout is ever impossible or unfair. The art and the sound are all drawn and synthesised in code, with no image or audio files.

Credits:

Made by Leetdom, 2026. Written for Leetdom, and it lives here.

Phone check: 2026-10-03: independently QA'd by the server2 staging fleet (qa-r1, PASS-WITH-FIXES, fix folded in): all 8 caves replay their recorded solutions to a win through the real engine (44/44 sim checks incl. negative unfair-layout tests), deterministic replay, real touch at 390x844 plus desktop keyboard/mouse first-minute loop, blocked localStorage, hidden-tab pause, audio measured offline (peak -8.3 dBFS, music 11.8 dB under SFX), no external assets or requests. 2026-10-03 production check (pi-fleet) on https://www.leetdom.com/games/lodefall: page 200; game loads in the page with zero console errors and only same-origin requests (index.html, engine.js, levels.js); phone 390x844 and 844x390 real CDP touch start a cave and the d-pad moves the miner exactly one cell; desktop click + arrow keys move one cell; the Full screen button refits the canvas to the full viewport on all three profiles, input and Pause still work, and exiting restores the in-page size. Fixed for production: clicking the game inside the shelf iframe did not give it keyboard focus, so arrow keys did nothing on desktop until Full screen; the canvas now focuses its window on pointerdown.

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