Roogi GamesRoogi Games
The AntiquarianThe Antiquarian
A dig & sell adventure — 1928

The Antiquarian

Dig up the past. Sell it. Buy passage deeper.

Dig through crumbling caves, mines and ancient dungeons — dodge falling boulders, outsmart what lives in the dark, and grab the gold. Sell the relics you unearth, catalogue their secrets, and follow your missing mentor’s trail.

Join the expedition

Subscribers get the free wallpaper pack now — and the demo before anyone else.

Coming to Steam · Wishlist opening soon

Cora stands lantern-lit at a mine entrance; beneath her, caves, Victorian mineworks and ancient carved halls descend into the dark.
Dig Dodge Collect Unlock Sell Catalogue Travel
Field Notes · The Development Log

Entry 01 — Digging up The AntiquarianAug 21, 2026

Read the devlog →
The Game

Pure digging action. Every coin has a purpose.

Boulder physics rule the depths: one careless dig starts an avalanche — one clever dig starts a fortune. Meet the coin quota, find the exit, and get out before the timer or the dark gets you. Cozy on the surface. Deadly underground.

Cora crosses timbered mine galleries hung with lanterns.
Old works, older secrets
Cora hunts coins through winding dungeon corridors.
Read the grid. Plan the dig.
The harbor town of Cala Doria at night.
Sell by lamplight in Cala Doria
The Monte Ceraso trailhead: a wall of named dungeon entrances carved beside the water.
Pick your descent — every dungeon has a name
Cora walks a torchlit dungeon hall past three hooded stone watchers; chains hang into the dark below.
The lowest halls are watched
The Descent

Three cities. Three depths. Each older than the last.

Every travel ticket carries Cora one layer deeper into the past — from sea caves, to sealed Victorian mineworks, to halls no history book names.

The Caves

Cala Doria · Act I

Sun-shafts, tidal grottoes and drowned galleries beneath a southern harbor town. The sea made these caves — but something built the lowest halls.

The Mines

Ravensgrat · Act II

The Thornwall Mining Company dug too deep in 1870 — then sealed the lower levels and vanished from its own records. The rails still creak.

The Dungeons

Dunmoor · Act III

Carved pillars, engraved walls, mechanisms from no known civilization — and a castle built for one purpose: to cap what lies below.

Cora's leather satchel: relics, goods, tools, novelties and travel tickets.
The Catalogue

Every relic has a price. Its story stays yours.

Chests hide named antiques — a drowned chapel’s bell, a foreman’s watch stopped at 4:11, an idol from no known culture. The moment Cora lifts one, it’s written into her catalogue forever: sell the object, keep the knowledge. Fund the journey without losing the mystery.

“Stopped at 4:11. Nobody has ever offered to say why.”— Foreman’s Watch, Old Mines, Level 3
The Antiquarian

Cora digs so she can keep moving.

Three months ago her mentor packed a bag and vanished, leaving a journal, a hand-drawn map, and three place-names. An oil lantern, a satchel, and whatever the ground gives up — that’s the budget. The trail runs north, and it only gets darker.

It’s 1928. Zeppelins stitch the sky, radio crackles in the parlors — and past the mine gate, the modern world stops at the threshold.

Cora with her lantern before a carved stone pillar.
Before the wishlist opens

Be first down the ladder.

Early subscribers get the wallpaper pack today, the demo before the public, and first word when the Steam page opens.