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September 30, 2026

Kabuki Studio Shochiku Backs 4-Player Co-Op Sequel to Hit Digging Sim

๐Ÿ‡ฏ๐Ÿ‡ต Originally reported by GAME Watch

Translated from Japanese with commentary

View Original (Japanese) โ†’

BODY: The million-selling game about doing nothing but digging a hole is getting a sequel โ€” and this time you can drag three friends down with you.

Shochiku Games announced that A Game About Digging A Hole Together will launch in late 2026 for PlayStation 5, Xbox Series X|S, Nintendo Switch 2 and PC via Steam, Epic Games Store and Xbox on PC. The company is co-publishing with German indie label rokaplay, with development handled by Austrian studio Mipumi Games. Pricing has not been announced.

The original A Game About Digging A Hole became one of 2025's unlikeliest breakout hits, selling more than a million copies worldwide off a loop that fits in a sentence: dig, sell, upgrade, dig deeper. The sequel keeps that rhythm intact while widening the shovel. Players will encounter new terrain types and tools as they burrow downward, with the excavation built on voxel-based terrain destruction technology carried over from Mipumi's Solarpunk.

The headline addition is four-player online co-op with cross-platform play โ€” described by the team as the single most requested feature from players of the original. Underlying systems have been rebuilt to support shared digging, with the pitch being a return to the plain thrill of sandbox play, scaled up to a group project.

The insider take

The name on the box is the interesting part here. Shochiku is a 130-year-old Tokyo institution best known for kabuki theatre and for distributing Ozu and the Tora-san films โ€” not for voxel physics. Its games division, launched only in recent years, has been quietly building a reputation as a boutique publisher willing to take European indie bets rather than chase domestic IP, and this deal fits that pattern precisely: an Austrian developer, a German co-publisher, and a Japanese entertainment conglomerate providing the shelf space. It also reflects a broader shift in the Tokyo publishing scene, where legacy media companies with capital but no in-house engine teams are increasingly acting as funding and localisation partners for overseas studios. If the sequel lands, expect more Shochiku logos in front of games that sound nothing like Shochiku.

Originally reported by GAME Watch (Japanese).

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