Entering and digging

An entrance connects places; it is not merely a hole in the ground.

A slime descending from the entrance into an earthen chamber

On a reachable entrance, [Enter] switches between the surface and its own burrow; portals instead join two underworlds. Where an entrance leads is fixed: not into the burrow seen last, but always into its own.

Digging

On the surface, [G] begins a new shaft where the ground allows it. Underground, a double-click on diggable earth is enough: the slime works its way there tile by tile, always at right angles, and every section costs energy. When it runs low, the slime pauses and digs on once its strength has returned. A new destination ends the work, even if that destination cannot be reached; there it does not keep digging on its own.

What stops a shaft

Rock, the map edge, portals and protected ceiling areas limit excavation. An unreachable destination or broken route can also stop the work. A paused digging order does not resume as a teleport: the slime remains where it actually reached. For each further section, route, energy and diggable ground must still align.

An open ring remained around the new shaft even after the rain. No mushroom obscured the entrance.

Cargo through an entrance

Cargo passes through every entrance. A glowing object can thus leave its dark tunnel and shine among the plants above at night. It takes its origin along: a foreign glowing object can harm Gloom below ground too, while their own biome lights and the forest's glowing objects stay harmless wherever they are carried.

Night study: a slime carries a glowing crystal piece out of a burrow into the grass

Night study · A light from below.