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Dig, Cubby, Dig!

Free · play online in your browser, no download

Krendo Games · Studio · Also known as Dig, Cubby, Dig! The Artifact Hunters · Копай, Кубби! Охотники за артефактами

Made with Claude CodeDeveloper ReportedReddit (u/visemaar) ↗AdventureCasualBrowserPartially verified

Dig up buried chests, carry them home, turn the key and wait for the alarm clock to ring.

Where to play

Official site cubbydig.io, verified Nov 3, 2026. Linked from the developer's own Reddit post on r/ClaudeCode and from the Krendo Games website, whose game page links cubbydig.io.

Where to play

Every platform this game is on. Links are checked against official sources; we never host or mirror games.

  • BrowserReleasedFree

    Runs in a desktop or mobile browser. No download.

    Browser (no download) · Mobile · Official link verified Nov 3, 2026.

    Play free — official site

About Dig, Cubby, Dig!

A 2D pixel digging adventure in the browser for up to six players per world. Grandad Oldby has hidden his treasures in chests under the Forest and given each of his grandkids a house, so you drill down through earth, stone and caves for chests and the keys that open them, which lie elsewhere. A chest does not open in your hands: you carry it home, put it on a stand, turn the key and wait for an alarm clock that keeps running even when the game is closed, from a couple of minutes for a Wooden chest to a day or a day and a half for an Infernal one. Inside is an artifact that goes on a shelf and earns coins; a million coins brings Grandad's next letter and the road to the next land, from the Forest to the Desert and beyond. The treasure underground is shared, so a chest belongs to whoever finds it first, and there are leaderboards, quests with riddles, mages, a workbench, hostile creatures, bosses, fishing, weather and day and night. The developer says Claude Code writes all of the code: they describe what they want in plain words, Claude Code builds it on its own branch, and they play every change before it is merged. Free in the browser with no sign-up, on a computer or with touch controls on a phone, in English and Russian.

diggingpixel-arttreasurechestsreal-time-timersmultiplayerpixijsno-sign-up

How it was built

Partially verified

In a post on r/ClaudeCode titled “I built a multiplayer browser game with Claude Code in 3 weeks” (15 Oct 2026, UTC) the developer writes: “How I use Claude Code: it writes all of the code. I describe what I want in plain words, it asks about the unclear parts, builds it on its own branch, and I play every change in the running game before it gets merged. About 440 commits since September 20.” The developer says Claude Code still needs them for taste (flat-looking turns, legs detached from bodies, a whole parallax system they threw away) and that anything touching production waits for their explicit go-ahead. The developer, who says they have worked as a developer for over 25 years, adds that Claude now helps with the visual side, which had always been the hard part for them.

Development approach

Per the developer: TypeScript, PixiJS 8 and Vite on the client; Nakama and Postgres on one virtual machine for accounts, worlds, chests and chat; WebRTC between nearby players for movement and voice. The game's devlog says development started on 20 Sep 2026; the first multiplayer version connected players' browsers directly through a small go-between server, and on 1 Oct 2026 the game moved to its own server, which keeps saves, chest timers and contents and leaderboards; a second server (Russia and Finland) followed on 11 Oct. The name was chosen on 30 Sep and the game moved to cubbydig.io on 2 Oct. Voice chat is between players. The game does not call AI services.

Engine / framework
PixiJS
Languages
TypeScript
Team size
Not disclosed
Initial build time
About 3 weeks (from 20 Sep 2026 to the first Reddit post)Developer ReportedReddit (u/visemaar)
Development time
Not disclosed
Development cost
Not disclosed
AI-written code
~100% of shipped codeDeveloper ReportedReddit (u/visemaar)
“How I use Claude Code: it writes all of the code.”
— Krendo Games, I built a multiplayer browser game with Claude Code in 3 weeks. Here's the setup that worked and what it still needs me for (r/ClaudeCode)

Verification notes: AI use, stack and commit count from the developer's post on r/ClaudeCode by u/visemaar (15 Oct 2026, 15:13 UTC), read from the Arctic Shift Reddit archive on 8 Nov 2026; it links cubbydig.io. The 100% share is the developer's “it writes all of the code”. Story, features, controls and languages from cubbydig.io and the game page on cubby.krendo.games; dates from the game's blog (posts of 19 to 25 Oct 2026); all read on 8 Nov 2026. Developer: cubbydig.io links the game page on Krendo Games, which calls itself an indie studio (“we”) and lists two other browser games; the Reddit post is written in the first person, and no personal name or team size is given, so the Reddit account is recorded as an alias with medium confidence. The post title's “3 weeks” and the blog's start date of 20 Sep 2026 agree. No public launch date is stated (the game was on cubbydig.io from 2 Oct 2026 per the blog), so the release date is left empty. The client script (about 7.6 MB) was searched and contacts only the game's own servers and the Google, VK, Yandex and Telegram log-in or community hosts; no AI services. Nakama is the developer's statement. The krendo.games home page is in Russian, with English and Turkish options; the game offers English and Russian. The game was not played.

Development history

  1. Development starts: a forest, caves and a drill, per the game's devlog.

  2. The game gets its name, Dig, Cubby, Dig!

  3. The game starts running on its own server, which keeps saves, chests and leaderboards.

  4. The game moves to its own address, cubbydig.io.

  5. The developer shares the game on r/ClaudeCode, saying Claude Code writes all of the code (about 440 commits since 20 Sep).

Game performance

Each figure measures something different — concurrent players, owners, downloads and sales are never interchangeable and are never added together. Labels show where each number comes from.

Browser (official site)

Free in the browser with no sign-up; the game script includes log-in through Google, VK and Yandex accounts. Keyboard and mouse on a computer, or an on-screen joystick and buttons on a phone. The game saves on its own servers (Russia and Finland).

No public metrics recorded for this listing.

Not publicly available: Concurrent players (site), Monthly revenue, Gross revenue.

Sales & revenue (all platforms)

Downloads
Not disclosed

Browser game — there are no downloads to count.

Reviews & rankings

Editorial review

Not yet reviewed by our editors.

Ranking positions

Not currently ranked.

Sources

SourceTypePublishedAccessed
I built a multiplayer browser game with Claude Code in 3 weeks. Here's the setup that worked and what it still needs me for (r/ClaudeCode)
Reddit (u/visemaar)
Social postOct 15, 2026Nov 3, 2026
Dig, Cubby, Dig! The Artifact Hunters
Krendo Games
Official siteNot confirmedNov 3, 2026
Dig, Cubby, Dig! The Artifact Hunters — Krendo Games
Krendo Games
Official siteNot confirmedNov 3, 2026
The first month: how it all began
Krendo Games (game blog)
DevlogOct 20, 2026Nov 3, 2026
Playing together: how the game went online
Krendo Games (game blog)
DevlogOct 21, 2026Nov 3, 2026
Verification: Partially verifiedLast verified: Nov 8, 2026OfficialDeveloperThird-PartyObservedUnverified
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