
Dig, Dig, Die guide: surviving the grave robbing, managing noise, curses and co-op
The Dig, Dig, Die survival guide: understanding the looting loop, staying silent, managing cursed items and coordinating your team to get out alive.

Robbing graves six-handed on a cursed flying ship, in Sea of Thieves-style chaos. Promising, despite characters that have become a little too generic.
Alexandrosse
There is a recipe that has been a hit for a few years: the cooperative comedy horror game, where you laugh as much as you scream with your friends. Dig, Dig, Die dives in with a tasty idea, robbing graves six-handed on a cursed flying ship, and a chaotic energy that furiously recalls Sea of Thieves. On paper, it is promising. One reservation jumps out from the very first image: its characters, you get the feeling you have already seen them everywhere.

Dig, Dig, Die is developed and published by Alice Games, expected on PC via Steam on 6 August 2026, with a demo already available to tide you over. It is an online cooperative horror game for one to six players, which turns grave robbing into a panic-filled fight for survival. You play pirates raiding graveyards from a cursed flying ship, digging up coffins and crypts in search of valuable loot. The pitch, at the crossroads of comedy and horror, bets everything on shared chaos among friends, a formula that has proven itself.
The heart of the game is cooperative chaos, and the energy it gives off clearly evokes Sea of Thieves: that impression of a sandbox where most of the fun comes from the absurd situations lived as a group. You dig, you loot, you panic, and above all you communicate, because the game includes proximity voice chat with special voice effects. The big find is that the monsters hear absolutely everything, from the sound of shovels to your voice in chat: you therefore have to stay silent or become the target, which turns every expedition into a hilarious tension game where the slightest fit of laughter can doom you.
Around this loop, Alice Games stacks the zany ideas that promise unpredictable matches. Items found in coffins and crypts grant powerful boosts, like super speed or huge jumps, but others carry curses, which adds a dimension of risk and gambling to every dig. The game also announces UFO abductions, boosters dispensed by vending machines and even an onboard casino. It is that accumulation of owned absurdities that gives the project its tone and its potential for memorable moments with friends.

The first point of caution is precisely the visual identity, and it has to be said plainly. The characters of Dig, Dig, Die, those stylized bean-shaped silhouettes, immediately recall those of REPO and, more broadly, a whole wave of comedy cooperative horror games that now share the same aesthetic. In the end, this look has become almost generic, to the point where you struggle to tell one game from another on a single screenshot. It is not a deal-breaker, but it raises a real question of identity: will Dig, Dig, Die have enough personality of its own not to blend into the mass of its competitors?
The second point of caution flows from the genre itself. These cooperative horror games live and die on two things: the presence of a complicit group of friends, and the health of their online community. Without chatty friends, much of the zest disappears, and without an active population, the multiplayer chaos dies out. Dig, Dig, Die will therefore have to convince through the richness and renewal of its situations to avoid running out of steam once the novelty fades, a classic pitfall of the genre. Everything will depend on its ability to surprise durably rather than recycle gags over a handful of evenings.
Dig, Dig, Die has serious arguments to appeal to fans of uninhibited co-op horror. Its grave-robbing idea, its Sea of Thieves-style chaotic energy, its proximity voice chat where silence is a matter of survival and its stack of absurdities, UFOs, casino and curses included, promise memorable evenings with friends. The available demo already lets you test the formula and gauge the potential before release.
But we keep in mind its two fragilities: a visual identity too close to REPO and its peers, at the risk of looking generic, and the genre's dependence on a complicit group and a living community. Everything will hinge on the game's real personality and the variety of its situations, two unknowns no product sheet can lift before release. So we are waiting for 6 August, a shovel in one hand and a friend to betray in the other, to decide. The idea is good, the tone is there: it remains to be seen whether Dig, Dig, Die can exist beyond its air of déjà-vu. See you at launch.

Preview written before the 6 August 2026 release, based on official information and the demo.
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