Pixel Jumper
A stage-based platformer with moving platforms, collectible gems and patrolling hazards.
Descend as deep as you can, collecting ore before your oxygen runs out or a cave-in reaches you.
Pixel Miner is a descent game with a resource clock. You dig through soft earth, collect ore deposits, and go deeper. Your oxygen depletes continuously and is only replenished by oxygen pockets scattered through the strata. The deeper you go, the more valuable the ore and the sparser the oxygen — which creates a pressure gradient that pulls you down and a survival instinct that pulls you up.
Digging is directional and has a cost. Down is fast, sideways is slower, and up is slowest of all — which means retreating is genuinely expensive and the decision to descend past a certain point is close to irreversible. That asymmetry is the game's central mechanic. You are not just deciding whether to go deeper; you are deciding whether you will have the oxygen to come back up if you are wrong.
Hard rock layers cannot be dug and must be routed around, and unstable ceilings collapse a short time after you dig beneath them. Together they mean that a shaft straight down is the fastest route and also the one most likely to bury you. Reading the strata — spotting where the hard rock forces a detour and where the unstable ceiling makes a route lethal — is the skill the game is built around.
Descend as deep as you can, collecting ore before your oxygen runs out or a cave-in reaches you.
| Input | Action |
|---|---|
| Arrow keys or W A S D | Dig and move in that direction |
| P or Escape | Pause and resume |
| R | Restart |
| Touch D-pad | Dig and move (mobile) |
Every game on this site can be paused with P or Esc and restarted with R. Sound, retro screen effects and fullscreen are toggled from the buttons above the play area.
Downward digging is fastest, lateral is about 60 percent slower, and upward is roughly three times slower than down. This asymmetry makes descent close to one-way and turns every depth decision into a commitment.
Oxygen depletes at a constant rate and is restored by pockets found in the strata. Pocket density decreases with depth while ore value increases, so the risk-reward gradient runs directly against your survival.
Cracked blocks collapse roughly 1.5 seconds after you dig beneath them, and the collapse propagates upward through any other unstable blocks above. Digging under a stack of them creates a cascade that will bury you.
| Action | Value |
|---|---|
| Common ore | 80 points x depth multiplier |
| Rare ore | 300 points x depth multiplier |
| Depth reached | 50 points per layer |
| Depth multiplier | Rises every 5 layers |
| Surfacing alive with ore | 1,000 point extraction bonus |
Your best result is saved in this browser only. Nothing is uploaded, and there is no global leaderboard — see the storage policy for exactly what is kept.
Yes, but it is roughly three times slower than digging down. That asymmetry is deliberate and it is what makes descent a real decision.
Oxygen pockets scattered through the strata. They become rarer with depth, which is the game's central pressure.
Digging beneath a cracked block. It collapses after about 1.5 seconds, and the collapse propagates upward through any cracked blocks above it.
No fixed bottom — layers keep generating. The run ends when you are buried or run out of oxygen, or when you choose to surface for the extraction bonus.
Chosen by shared category, tags and difficulty — not padded with unrelated titles.
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