The satchel
Seven slots. Gems you dig stay in the bag until they finish an order. Fill it with things nobody asked for and the next gem you pull is scrap.
A cozy gem-digging puzzle where every gem and rock is real physics. Dig one out to fill an order, and the whole pile settles into the gap.
No ads · no energy meter · no sign-in · all 40 levels free in your browser
One order, a satchel and a pickaxe with a fixed number of swings. The rule that makes it a puzzle comes straight from the full game. A gem with anything resting on top of it will not come out. Try one and it just shifts in place. Clear what's above it and the whole pile falls into the hole.
Click a gem on the surface of the pile.
The full game is deeper than this: five orders on the line at once, 55 swings in a standard dig, rare prisms a dragon wants, and a Heartstone that takes three pries to free.
Five orders hang on a line above the jar. Every one wants a specific set of gems, and you only get paid when a set is complete, so the jar stops being a pile of treasure and starts being a plan.
Seven slots. Gems you dig stay in the bag until they finish an order. Fill it with things nobody asked for and the next gem you pull is scrap.
Daily and Free digs start with 55 swings, and career levels set their own budget. Every pry spends one, so read the cards before you swing.
Digging moves the pile, uncovering gems that were out of reach a second ago. Rocks pay a coin and cost a swing; sometimes clearing one is the whole move.
Deliver a set and a fresh card drops onto the line in its place. A Rush order arrives with a 45-second dial and pays for the hurry.
Some rocks crack open into gems. Deep in the biggest jars lies a Heartstone, a colossal gem that takes three pries to free. On a Free or Daily dig, sell it for 600 coins or give it to the dragon.
Combos climb the notes of whatever chord the soundtrack is playing, and the fanfare grows with what you earned. A shift that lost money never gets a celebration.
Flint sleeps on a ledge in the shop, and rare prisms go to his hoard. When an order wants one too, the game stops and gives you six seconds to choose. USE IT toward the card, or HOARD it and Flint keeps it forever. If time runs out, it goes to the satchel while a card wants it and there is room; otherwise, Flint keeps it.
The hoard carries across every shift you ever dig. The bigger bag works on free digs only, so the Daily stays seven slots for everyone.
The mole's job ladder. Clear every order before the pickaxe dies; earn one to three stars on the swings you had left at the bell.
The same gems, the same rocks and the same buried prisms for everybody in the world, with a leaderboard of the day's best hauls. A new jar opens at midnight UTC.
A brand-new random jar whenever you want one. Practice a route, chase a personal best, or just take the lid off and make a mess.




On iPhone, levels 11–40 require The Full Burrow purchase.


A hoarding game built on a slot machine would be a poor joke. In your browser there is no store at all, and the iPhone version on its way has one optional purchase that only adds places to dig.
All 40 career levels are open, and there is no store. The iPhone version will have one optional purchase, The Full Burrow, which opens career levels 11–40 and replays of the 14-day dig archive. Free digs, the Daily Dig and levels 1–10 stay free there, with no subscription and no coin packs.
No ads to watch, skip, or accidentally tap.
Play as long as you like. Nothing recharges on a clock, and nothing asks you to come back in four hours.
No sign-in, no email, no profile. The leaderboard names you MOLE-something and gets on with it.
Coins are earned by digging and are not for sale. They buy cosmetic walls or a Deeper Pick for one career retry, and the Daily stays the same jar for everyone. On iPhone, The Full Burrow opens levels and the archive. It never touches swings, satchel slots or what's in a jar.
A Daily Dig score carries a random ID made on your device, a generated MOLE- name and the run's numbers. Career, Free Dig and archive results are not uploaded. The details.
In your browser, at hypersage.ai/gemburrow/play/, which you can add to your home screen. Your progress is saved in that browser. Gemburrow is also coming to iPhone; the iPhone version will keep its own save on the phone, separate from the browser's.
A physics puzzle. A jar is packed with gems and rocks; orders on the line ask for particular gems, and you dig them out. A piece comes out only when nothing rests on it, the pile collapses into every gap you make, and each dig spends one of your pickaxe swings.
Not in your browser. The browser version at hypersage.ai/gemburrow/play/ has no store and no ads, and all 40 career levels are open, along with the Daily Dig and its leaderboard, Free Dig, and the whole shop and wardrobe. ARCHIVE there shows your recent Daily results; replaying past jars is not part of the browser version. The coins you spend in the mole's shop are earned by digging and are not for sale. Gemburrow is also coming to iPhone, free to play with one optional purchase: The Full Burrow, a single one-time unlock that opens career levels 11–40 and the 14-day dig archive. On iPhone, Free Dig, today's Daily and its leaderboard, career levels 1–10, twenty-five of the 27 contracts, every dig wall and all eight Flint coats are included. Coats unlock with hoard earned by playing. The Worn Iron and Copper picks fit within the free levels; the four remaining picks and last two contracts require progress in career levels 11–40. There is no subscription, no coin pack, no ads and no energy meter.
They bank between shifts and buy dig walls in the mole's shop: six of them, from Burrow Clay up to Deep Basalt. Those walls are purely cosmetic. Coins also pay for a Deeper Pick, which adds eight swings to one retry of a career level you're stuck on. It never applies to Daily Dig: everyone gets the same jar, seven satchel slots and starting swing budget.
One jar a day, identical for every player, with the same gems, rocks and buried prisms and a leaderboard of the day's best hauls. It resets at midnight UTC. Open SCORES, then DAILY for today's leaderboard or YOU for personal bests. LEAGUE, when available, adds up the last 14 days of Daily scores. Scores use a random ID made on your device, an auto-generated MOLE- name and the run's numbers. The same ID looks up your own standing; no account or sign-in is needed.
In the iPhone app, Career, Free Dig and Daily Dig play offline. The browser version loads over the network and does not install itself for reliable offline play. Progress stays in the app or browser where you played. Leaderboards need a connection. A queued Daily score retries on launch, reconnection or resume while that Daily is current, and expires at the next midnight UTC. It may retry while another mode is open.
There is no overall shift timer. Your pickaxe limits the shift: Daily and Free digs start with 55 swings, while career levels set their own starting budget. Each pry costs a swing. Individual Rush orders do carry their own 45-second countdown, shown as a dial on the card.
No. It's AI-generated. The gems, rocks, mole and dragon are made with an AI image model under one painterly art direction, then curated and repaired until the set holds together. The music is composed and rendered by our own script, and there is no stock art or licensed audio.
Gemburrow is made by HyperSage, an independent app and game studio. We wrote the jar's physics ourselves so it stays smooth on a phone. See the studio
Dig in your browser right now. Questions, or a complaint about the dragon's attitude? Write to support@hypersage.ai.
Play Gemburrow free