Dungeon Sword vs Drill Down
Price, ratings, monetisation and update history for both games, side by side ā with what reviewers say about each.
Dungeon Sword
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Upgrade to survive! Zola Sword Level Up is a wave-based action RPG focused on upgrading your swords.Equip three swords at once, defeat endless waves of monsters, collect essences, and strengthen your weapons. Dive into a growth-focused RPG experience where every upgrade brings you closer to becoming stronger! [Action RPG Wave Battles] Experience thrilling combat in dynamic wave-based dungeon battles. Equip three swords simultaneously and create your own strategy for every situation. [Four-Element System] Each sword has one of four elements: Fire, Water, Wind, or Earth. The damage you deal to monsters changes depending on elemental advantages, so use each attribute wisely to gain the upper hand. [Sword Upgrade System] Upgrading can succeed, fail, or even destroy your sword. Will you take the risk for a thrilling upgrade attempt, or use upgrade boosters and protection items to enhance your sword safely? The choice is yours! [Stat Rank System] Each sword has ranks for its individual stats. The higher the rank, the greater the growth when upgrading. Even swords with the same upgrade level can have different final stats. [Recommended For] - Players who enjoy upgrade-based games - Fans of action RPGs - Players who like wave-based roguelike games
Drill Down
Explore a procedurally generated mine by drilling downwards, collecting minerals, and upgrading your equipment. The mine evolves with your choices, creating a unique map each time. Uncover a story as you delve deeper into the earth.
- One-thumb portrait controls
- Persistent, non-regenerating mine
- Dynamic environmental hazards (water, gas, lava)
- Visible rig upgrades
- Surface camp progression
- Offline play
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Drill Down is a beautiful portrait mining game where every run takes you a little deeper, until one of them reaches the centre of the earth. You drive one machine into one mountain. Put a finger anywhere on the glass and the rig turns toward it and eats its way there. No buttons, no menus while you are down, just a heading and a tank of fuel. When the tank runs low the hoist pulls you home with whatever you were carrying. Nothing you cut is ever undone. The bore you opened yesterday is the road you ride down today, so the mine slowly becomes a map of your own decisions: the shortcut you drilled, the flooded gallery you gave up on, the seam you followed sideways for two hundred metres. Between runs, the surface is where you spend it: ⢠a machine rebuilt part by part, every upgrade bolted on where you can see it ⢠a museum that fills up with the minerals you carried out ⢠a camp that quietly changes as the shaft gets deeper Hard ground refuses a weak cutter outright. Water finds your tunnels and sits in them. Gas collects along the roof and waits for a spark off the wrong rock. Deeper still, the ground is hot enough to cost you fuel just for being in it. There is no losing here. There is only the gap between where you stopped and where you were trying to get to, and the mountain will be exactly as you left it when you come back. Underneath all of it, a professor pays you by the load and does not say why. Others came this way before you. Their rooms are still down there, and what they left behind is the reason none of them made it home. Features: ⢠one thumb, portrait, no second control anywhere ⢠runs of a few minutes that fit into a gap in the day ⢠a mine that is never regenerated and never reset ⢠layers of ground that each look, sound and cut differently ⢠flooding, gas and lava that behave like themselves rather than like traps ⢠minerals to find, haul out and put on a shelf ⢠upgrades visible on the rig from the moment you buy them ⢠a surface camp that grows out of what you bring back ⢠a neighbour with a boat, a borrowed digger and work of his own ⢠expeditions to places that are not your mountain ⢠a story on the radio, and an older one written into the rock ⢠an ending, and a way to reach it ⢠no ads, no in-app purchases, no timers, fully offline Keep going down. It stops sounding like rock long before you arrive.
Screenshots
Verdict
The clearest difference is update cadence: Drill Down at every 4 days against Dungeon Sword's every 3 weeks. Drill Down also leads on price ($0.99 vs $1.99). On ads, in-app purchases, device support and iOS requirement there is nothing between them.
Scored on Price Ā· Rating Ā· Positive reviews Ā· Number of ratings Ā· Update frequency Ā· Ads Ā· In-app purchases Ā· Monetization Ā· Best chart rank Ā· Devices Ā· Requires iOS
Dungeon Sword costs $1.99 and Drill Down $0.99 up front. Neither carries in-app purchases, so what you see is what you pay.
Dungeon Sword ships an update every 3 weeks, Drill Down every 4 days. The most recent releases landed on October 31, 2026 and November 10, 2026 respectively.
| Parameter | Dungeon Sword | Drill Down |
|---|---|---|
| Price | $1.99 | $0.99 ā better |
| Positive reviews | ā | 100.0% of reviews |
| Update frequency | Every 3 weeks | Every 4 days ā better |
| Ads | No | No |
| In-app purchases | No | No |
| Monetization | ā | Paid |
| Devices | iPhone, iPod | iPhone, iPad, iPod ā better |
| Requires iOS | 15.0 | 15.0 |
| Further details ā not scored | ||
| Size | 409 MB | 156 MB |
| Age rating | 12+ | 4+ |
| Developer | IINEXUS | Luis Herskovic |
In-app purchases
Dungeon Sword
No in-app purchases
Drill Down
No in-app purchases
Questions
Is Dungeon Sword free?
Is Drill Down free?
Do Dungeon Sword or Drill Down have ads?
Which is updated more often, Dungeon Sword or Drill Down?
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