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Embedded systems · Released game / Case study

Dwarf Dig: gameplay built around physical interaction

A released WOWCube game that turns tilt and twist into gameplay, connecting software behavior to the physical device in the player's hands.

Contribution

Game development for the WOWCube platform

Released

Available on WOWCube

View the official game listing
TILTTWIST

Device interaction / schematic

Device interaction schematic / not a gameplay capture

Project context

McKay developed Dwarf Dig for the WOWCube entertainment system. This case study covers game software on an embedded platform, not the design of the WOWCube hardware or its system firmware. The official store lists the title under Anodyne PDS.

The user journey

  1. 01Tilt and twist the device
  2. 02Change the play space
  3. 03Navigate hazards and treasure
  4. 04Complete the level

Behind the project

The context, experience, and delivered result. Follow the project links to explore the work firsthand.

01

The challenge: the device is part of the game

Dwarf Dig is not a conventional game with a cube-shaped controller added afterward. Tilting guides the dwarf, while twisting changes the relationship between the player, treasure, and enemies. The interaction depends on the physical play space, making the hardware central to the experience.

Dwarf Dig in the official WOWCube store

02

The design: a readable goal in a changing world

Treasure collection provides the objective across ten levels. Hazards and dynamite add decisions, while Story and Speedrun modes offer different ways to play. From a design perspective, the important balance is between a changing physical layout and a goal the player can still understand.

03

The engineering story: software for a physical platform

The project's embedded relevance is the connection between device interaction and application behavior. A tilt changes movement; a twist changes the play space. Unlike a fixed browser layout, this experience has to remain understandable as the player physically rearranges it. That relationship between input, spatial rules, and feedback is the central design problem.

04

The release: one game, three connected projects

Dwarf Dig shipped as a WOWCube game. Its release website gives players an introduction and field guide, while WOWCube Docs serves developers. Keeping those projects separate makes each contribution clearer: embedded-platform gameplay, product communication, and a community web resource.

Delivered outcomes

  • A released game with a public listing in the WOWCube store.
  • An embedded-platform project supported by its own launch website.
  • A development effort that also led to the free WOWCube Docs resource.

Connected projects

WOWCube Docs: a resource built from doing the workDwarf Dig: a home for the release

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