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Diggin lets you own an automatic ability without letting it fire

PREVIEW · Official Steam listing and developer announcements · Not played · Sources checked Oct 10, 2026. Our method.

Official promotional artwork showing a cartoon mole wearing mining gear beside the Diggin title.
Official Steam promotional artwork Image source

An unlocked tool need not keep firing in Diggin. The developer’s Update 1.1 adds switches for every automatic ability, naming dynamite, drones, pickaxes, worms and shockwaves among them. Disabled abilities stop firing until re-enabled, and the game is said to remember the selection.

That creates a distinction between building a collection and deciding which part of it runs. The mining premise spends crater materials on a drill and a large skill tree. Unlocking another node can expand the available tools without making every tool a compulsory part of the next excavation.

The announcement supplies the actual control: right-click the ability in the tree, or use the indicated controller button on an owned node. HUD icons can also be right-clicked before drilling. The options are specific, although no source here establishes a fuel-saving strategy or proves that disabling one named ability improves a particular route.

The same update starts each run with a full Overdrive tank. That makes the beginning another point at which available power and chosen power differ: the boost is offered from the first block, while the automatic loadout can be selected separately. If the growing mining machine appeals, inspect which effects you want active rather than treating the longest unlocked list as an obligation. Buying a tool can mean gaining a choice about when it works.

Sources & context

Update 1.1 supplies the toggle controls and full initial Overdrive tank. No fuel cost, optimal disabled combination, saved-state reliability or comparative mining result was tested.

One mechanic, the decision it creates, and a little dry humor.