Numbness is not a number. It is a voice.
The colder you get, the more the world changes what you notice, what you can endure, and which choices still feel available.
pain hidden, control lost
Dredwork Field Notice / Coming Soon
A grim excavation survival game where every descent trades warmth for debt, truth, and things that should have stayed under the ice.
The Trailer
What the camp records. What the shaft has been writing. What the page does not yet have a column for.
The Bore
The Numb Digger is built around the quiet pressure of a run: choose a tool, read the ice, spend body heat, and decide how far you can go before the climb costs more than the find.
Literary Survival
The Numb Digger is a story told through cold, debt, hunger, and the things you choose to bring back. Every recovered object asks who gets the truth and who has to pay for it.
The colder you get, the more the world changes what you notice, what you can endure, and which choices still feel available.
pain hidden, control lostA letter, a boot, a warm flower, a sealed wage packet: finds are priced by factions, but they are also testimony.
coal, bodies, relics, wondersThe camp has doctors, debt clerks, priests, buyers, rivals, and people who need the truth only if it can be made useful.
contracts, recovery, rumorCrewmates and rivals carry private histories. They can be hired, lost, protected, betrayed, or changed by what you recover.
old debts, new woundsWhat Waits Below
Warmth, breath, stamina, pain, morale, and feeling are spent on every descent. A good tool can still leave your hands too numb to climb.
warmth, stamina, numbnessBetween descents you buy rope, patch injuries, pay debt, hire help, take contracts, and decide who gets the things you drag back.
rope, debt, contractsCoal buys another day. Bodies carry names. Relics and impossible objects pull buyers toward you for different reasons.
coal, bodies, relics, wondersThe Bore Guild, Chapel, Heat Syndicate, Claimants, and Surveyors all want the bore made useful. Their favors cost more than money.
5 powers around the shaft
Camp Return
Sell finds, buy fuel, treat injuries, settle debts, accept contracts, and listen for which faction has started saying your name like a tool they own.
Camp Roster
The camp is full of people who want warmth, proof, forgiveness, leverage, and a way out. Some can join you. Some can hurt you. All of them have reasons.
Camp Dossier
"His ledgers know what the Guild refuses to count."
Gashek keeps the wage books and knows which numbers were made to look clean. If he helps you, it is because your debt has become interesting.
Recovered Finds
Ink preserved by cold. It was never sent.
Sealed in ice, alive, and still warm.
You can hear it before you break the ice.
Routes the Guild says do not exist.
Five Interested Parties
Your finds are not neutral. A body, a map, a fuel cache, a sealed letter: each one moves reputation, access, and suspicion around the camp.
Quotas, permits, contracts, and the official right to underpay you.
They pay for the preserved dead and call warmth a kind of violence.
Fuel runners and tool dealers who know warmth is the only currency.
Names, photographs, and specific bodies wanted from the ice.
Maps, strata, relics, and records the camp pretends not to need.
NumbDigger.com
The lamps are lit, the ledgers are open, and the bore is still taking names. Public release news, wishlist links, and descent details will surface here.