Movement
The dwarf always travels upward in the real world, guided by WOWCube’s accelerometer. Dirt slows him down; open air lets him move faster and diagonally.

Everything the mountain teaches—usually the hard way. Master movement, outsmart every hazard, and survive all ten levels.
BEGIN READINGThree systems define every run. Learn how they interact before the mine starts combining them.
The dwarf always travels upward in the real world, guided by WOWCube’s accelerometer. Dirt slows him down; open air lets him move faster and diagonally.
Available on Levels 5–8 and 10. A lit stick and falling sparks show when it is ready. Pat the cube to detonate it and destroy almost everything within one tile.
Treasure increases your score, and every second you finish under two minutes adds more points. Death lowers your total and restarts the current level.

Dynamite reaches through thin walls. Lava kills orcs. Lasers award major bonuses. The best players do more than survive hazards—they weaponize them.
Each level introduces a mechanic, then the mine begins combining old lessons into increasingly dangerous puzzles.
Learn to mine through dirt and collect every treasure. Walls may block the obvious route, so twist the cube and reconfigure the board when needed.
Digging beside water on a 2×2 face begins a flood. You may cross while the water is spreading, but lingering means drowning. Fully flooded tiles block movement.
Orcs emerge when an adjacent tile opens. They flash harmlessly at first, then chase on sight, wander, or remain still. An orc that has never seen the dwarf may stay trapped until dynamite opens a neighboring tile.
Color-matched portal pairs create shortcuts around the cube. A portal-only secret room holds four treasures. Blocked exits take a moment to clear; orcs cannot follow through.
Lava flows downward according to the cube’s real-world orientation. Side faces drip; flat top and bottom faces do not. Its spread is limited, but it can kill orcs—if you are willing to leave the board in a more difficult state.
Each laser pairs an indestructible statue with a lethal adjacent square. It kills dwarves and orcs alike—but orcs are attracted to its shine, creating a high-value scoring opportunity.
Blue eyes in the cracks signal a Ghoultusk. Dungeon magic lets these orcs phase through dirt and stone. They favor straight paths but will chase on sight.
Distinctive cracked tiles hide spikes. Dig one out and you have only a brief moment to escape with dynamite. Detonate suspicious tiles from a distance for a safer route.
No dynamite—just one relentless orc taking the shortest path toward you. Twist it away before it forces you into a dead end and ends the run. Three randomly placed chests appear one at a time.
There is no treasure. Destroy every orc with dynamite or lava across portal-linked rooms. Thin-wall blasts are safer, but may wake nearby enemies—including phasing Ghoultusks.
Practice any level, preserve interrupted runs, or chase the boards—but know the rules before the clock starts.
Speedrun mode disables dialogue. In Story Mode, dialogue also reveals the dwarf’s spawn face: he always appears beneath it.
Resume an interrupted run from the last map with your score preserved, or start on a later level to practice. Later starts cannot post a time and offer a lower scoring ceiling.
Only a complete Level 1–10 run can post a leaderboard time. Practice runs that begin later remain useful, but their times do not qualify.
The game records the ten highest scores and five fastest completions. Any run that beats Level 10 may submit a score, though full runs offer the best scoring potential.
THE REST IS BETWEEN YOU AND THE MINE