A one-button descent through layered rock, seen side-on. Hold to drill the layer under you, release to bounce off it. Black seams kill you on a drill and are harmless on a bounce, so the whole game is one timing problem repeated all the way down.
A one-button descent through layered rock, seen side-on in cutaway. Hold to drill through the layer under you, let go and you bounce off it.
Hard black seams kill you on a drill and are completely harmless on a bounce. That is the whole game: watch the soft rock slide toward you and decide whether to commit.
There is no steering. There is nothing to aim. The only question the game ever asks is when, and it asks it a few hundred times per run.
Scattered through the rock are chaos layers. Break one and something about the game changes for a few seconds, and there are seventeen of them that stack with each other. Nothing tells you which is which, which is most of the fun of meeting a new one.
There are set pieces down there too. A bear turns up. So does a distinctly annoyed flying saucer. Neither is a boss fight and both are a good reason to keep going a bit further.
The campaign runs forty levels, each scored out of three stars, with a level select so nothing is gated behind a run you do not want to repeat. Stars come from rings collected rather than time taken, so hurrying is not rewarded for its own sake.
Endless is the other half. No target, no stars, just how far down you are willing to go before the timing gets away from you.