Home›Mochi Dig
Carve soft sand with one finger and let the water find its own wiggly way down to a thirsty little flower.
Mochi Dig is a cozy carve-the-terrain water puzzle. The screen is a fixed cross-section of a candy-colored hill: a bowl of blue water at the top, a glass flowerpot with a painted fill line at the bottom, and soft sand everywhere between them. Your finger is a spade - drag anywhere and the sand crumbles away in real time, the grains above tumble into the hole, and the water pours through whatever channel you have opened. Fill the pot to its line and the drooping sprout blooms into a huge flower. That is a level.
The water is a proper simulated fluid: it levels flat, pools, pours, and finds every leak in your plan. It never moves until a cut breaches its bowl, so you can pre-carve the whole route in peace and breach it last, or scribble a canyon and watch the chaos. Sand carves instantly; clay must be scrubbed in place; granite rock is uncarvable and has to be routed around; purple goo flows like water but fizzes clean water away on contact and upsets the flower if it reaches the pot.
Three residents live in the dirt, each a puzzle piece with a face. Bumble the boulder beetle naps across the handiest route until a splash of water tickles him loose to roll downhill. Momo the mole backfills your freshest tunnel with fresh sand, so you either out-carve him or fence him off with a puddle. Peppy the geyser burps pooled water upward over rock overhangs - the only way to lift water uphill. Rooty the root monster slurps any water within reach until you route outside him or feed him full and he falls asleep.
There are 20 hand-tuned levels, each cycling through five garden palettes (Meadow, Desert, Jungle, Candy, and Moonlight). They ramp from a plain sand hill up to a graduation exam with twin pots, clay shafts, geyser lifts and a root to sidestep. Beat all 20 and Endless mode opens: generated hills that start at the final level's difficulty and keep ramping, with every material and resident active from the first endless hill. There is no timer, no score, no way to get permanently stuck, and finishing any level always lights up all three stars.
| Input | Action |
|---|---|
| Drag a finger | Carve soft sand into an open channel wherever you drag |
| Hold and drag the mouse | The same carving on desktop |
| Scrub in place | Grind slowly through sticky clay (a fast swipe only grooves it) |
| Lift your finger | Stop carving - the channel you cut stays carved |
| Space or Enter | Next level / retry from the end card |
| Settings (gear) | Sound toggle, level select, and the how-to-play demo |
Most digging games hand you a shovel and a pile of dirt and leave the drama to a timer. Mochi Dig is quieter and far stranger: the whole hill is a real material under your finger, and the water is a real fluid with a mind of its own. You never touch the water, never aim it, never steer a single drop. All you do is scoop soft sand out of the way, and then gravity - honest, simulated gravity - decides whether your channel works. That gap between the cut you make and the flood you unleash is the entire game, and it turns a one-finger scribble into something an adult will quietly replay to find the cleaner line.
The hill is drawn as a cross-section, like a slice cut from a garden with a giant knife. A dirt bowl of bright blue water sits at the top; a glass-bellied flowerpot with a painted fill line waits at the bottom on dark bedrock; between them is a body of granular sand that crumbles the instant your finger drags across it. Because the water never moves until a cut actually breaches its bowl, a careful child can pre-carve the entire route and pop the cork last, while a bold one just gouges a canyon and watches the flood pour. Both are correct. There is no wrong way to play, only tidier and messier ways to win.
What keeps twenty levels alive is that the verb never changes - drag to carve - while the material and the residents keep bending what a good cut means. Uncarvable granite shelves force detours. Sticky clay has to be scrubbed, not swiped, which quietly turns it into a dam you open on purpose. Purple goo eats clean water on contact, so a sloppy route bleeds your supply into smoke. A napping boulder beetle can be tickled loose with a trickle, a goggled mole backfills your tunnels with fresh sand, a cheerful geyser flings water upward over ledges, and a thirsty root monster drinks anything within reach until you either route around him or deliberately feed him full. Each one has a face, and each one teaches its own counter without a single word of text.
Nothing here is timed and nothing is scored. Every pot fills to a line you can see, the stars are always three, and when the water genuinely runs short a worried little rescue cloud simply cries a refill and costs you one of three droplet-hearts - so a level can lose momentum but never dead-end. Clear all twenty hand-built hills and Endless mode opens: generated cross-sections that start at the final level's difficulty and keep climbing, with every material and every resident present from the very first one. It is a physics toy, a gardening chore, and a routing puzzle wearing the same soft candy coat, and it all runs off a single dragged finger.
Drag your finger through the sand to carve an open channel from the water bowl at the top down to the pot at the bottom. The water flows entirely on its own once a cut breaches the bowl - you only ever move the dirt, never the water. Fill the pot to its painted line to win.
Water only starts flowing once your channel actually reaches the bowl and breaks its wall. Until then the pool sits still, which is on purpose: it lets you carve the whole route calmly and open it last. If it still won't budge, your channel hasn't quite connected to the bowl yet - carve a little higher.
That's granite rock - the rounded grey sleeping blobs. It can never be carved, so you have to route your channel around it. The darker terracotta stuff with stripes is clay: it does carve, but only if you scrub slowly in place instead of swiping fast. Everything peach-colored is soft sand that scoops away instantly.
Grape goo flows just like water, but wherever clean water touches it, both fizz away into purple smoke - so it destroys the very water you need. And if goo reaches a pot it upsets the flower and costs you a heart. The trick is always to route your clean water around the goo, never through it.
A worried little rescue cloud, Nimbus, flies in and refills the bowl for you, at the cost of one of your three droplet-hearts. That only happens when the water genuinely can't fill the pots anymore (usually because goo or the root monster drank some). Lose all three hearts and you get a gentle retry card that resets the hill exactly - retries are free and unlimited.
No. The hill is a sealed bedrock bowl so water never drains off-screen - misdirected water just parks in a puddle you can carve under to reuse. Every level guarantees a carvable route to each pot, the mole only ever backfills with re-carvable sand, and the beetle is always nudged loose by water. Worst case you spend a heart or take a free retry.
Yes - Endless mode. It generates a fresh hill for every level past 20, starting at the final curated level's difficulty (twin pots, lots of clay, goo pockets, moles, beetles, geysers and roots) and ramping up from there. Every material and resident is active from the first endless hill, and each level number seeds its own layout and palette, so no two hills are the same.
Anime Mochi is a small independent studio making free, original browser games by hand in HTML5, JavaScript, and Canvas.