MineWalkerLead the sapper across the minefield

MineWalker is minesweeper where you never have to guess. Every opened cell shows a mine detector: as many lights as are lit, that many mines nearby. Read the readings, plant flags and walk the sapper from the supply crates to camp.

  • Every map solvable by logic
  • 8 biomes, 5 campaigns
  • Offline and free
The Forest map in MineWalker: the sapper has left the crates, and the detector’s lights glow on the cleared cellsPlay in your browser
The whole game, free, right in your browser

A mine detector instead of digits

Classic minesweeper puts a number on the cell. MineWalker puts a mine detector there: a row of eight lights, four and four with a gap. As many as are lit, that many mines in the eight cells around, and it beeps that many times.

1 mine
2–3 mines
4+ mines
  1. Read the lights

    An opened cell shows how many mines are around it. Green is one, yellow two or three, red four or more.

  2. Find a safe step

    Compare neighbouring readings to work out where the mines are. Flag the mine, step onto the clear cell.

  3. Reach the camp

    A tap plots the route, a second tap sends the sapper. You can only step into the unknown from explored ground.

Six kinds of mines, and the detector counts them all

Mines behave differently: one costs a life, another ends the day, a third only threatens a vehicle. So it matters not just where a mine is, but how to get past it.

  • Anti-personnel

    Anti-personnel

    Costs a life. A vehicle protects the sapper but burns.

  • Tripwire

    Tripwire

    Shows in advance next to explored ground. At night, only up close.

  • Anti-tank

    Anti-tank

    Safe on foot, but blows up a vehicle and wounds.

  • Signal

    Signal

    Doesn’t wound, but the flare ends the day at once.

  • Sea mine

    Sea mine

    Floats on the water and shows from the next cell. Steer the boat around it.

  • Heavy mine

    Heavy mine

    The detector counts it twice. Body armour won’t stop it.

Five campaigns across painted worlds

A road of maps in the spirit of Heroes III: a briefing before each campaign, stars for lives kept, a reward for the final map. Each campaign is denser with mines than the last.

  1. I

    Clean Ground

    Forest, desert, snow, river, islands · Maps 1–5

    One new mechanic per map: trails, the jeep and tripwires, anti-tank mines, the boat and the motorboat.

  2. II

    The Dead Marsh

    Swamp · Maps 6–10

    The bog doubles the cost of a step, and a night in it eats half the morning. The swamp buggy saves the day.

  3. III

    Low Tide

    Coast · Maps 11–15

    On odd days the tide bares the shoals, on even days it floods them. Don’t linger on the sandbar.

  4. IV

    Night Shift

    The first campaign’s road, at night · Maps 16–20

    Tripwires show only up close, and a signal flare lights up everything around.

  5. V

    The Fortified Line

    Trenches, pillboxes, dragon’s teeth · Maps 21–25

    Heavy mines: a 2 may now be one heavy mine or two ordinary ones. Read the readings together and count the mines.

Free hunt

After map 25 the campaigns loop, with more mines every lap. The maps run on expert logic: chains of readings and mine counting.

  • Forest
  • Desert
  • Snowfields
  • River
  • Islands
  • Swamp
  • Coast
  • Fortified Line

The ground decides

  1. 100Move points1000 points a day, a step costs 100. Diagonals cost 1.41 times more. Run out and end the day.
  2. ×½Trails and boardwalksSteps cost half as much, but they are mined more often.
  3. ×3QuicksandNo mines, but each step costs triple and vehicles can’t cross.
  4. 150BlizzardIn the morning, readings more than four cells away are snowed over.
  5. High tideA sapper left on a shoal is washed ashore, and it costs a life.
  6. NightThe sapper carries a lantern, the camp has a fire, fireflies drift over the field.

Jeep, snowmobile, swamp buggy, boat and motorboat

In a vehicle each step costs half, and an ordinary mine blows up only the vehicle. On water, take the boat or the motorboat.

  • JeepJeepForest, desert, coast
  • SnowmobileSnowmobileSnowfields
  • Swamp buggySwamp buggySwamp, bog and all
  • BoatBoatRiver
  • MotorboatMotorboatIslands

Eight sappers, each with a specialty

Like heroes in Heroes III, characters differ by face and one specialty. Specialties never reveal mines, so the “solvable by logic” guarantee holds.

Sergeant Storm

Sergeant Storm

Veteran. +1 probe at the start of a map

Twenty years on minefields and never a step on a hunch. Storm trained half the squad and still reaches for the probe first: “Check, then walk.” He says little, but when the sergeant stops and crouches, the whole squad freezes: something is close.

Free

Gear changes the cost of a mistake, not the rules

Maps pay coins, the depot takes them. Helmet, body armour, snowshoes, wire cutters: whatever you wear shows on the sapper.

  • Steel helmet+1 life 120
  • Bush hat1000 move points in the desert 60
  • Body armourFirst blast costs no life 150
  • Pea coatThe blizzard covers less 50
  • WetsuitThe tide costs no life 80
  • Light bootsSteps cost 10% less 100
  • SnowshoesA snow step costs 100 70
  • WadersBog ×1.5 instead of ×2 70
  • Probe kit+2 probes at the start 80
  • Wire cuttersTripwires can be cut 90

Uniforms, paint jobs and camps

Digital camo, tiger stripe, a golden jeep, a command marquee. Looks never affect play, they just look good.

Items never give away where the mines are.

Daily challenge: one map for everyone

The map is built from the date, so today it is the same for every player. Gear and specialties are off: everyone gets 3 lives and 3 hints.

  • Standard and hard challenges, each with its own score and streak
  • Score: 1000 + 400 per life left, minus days and hints
  • Google Play Games leaderboards
  • “Share” sends your result to friends

The sapper’s journal

19 achievements, each with its own medal: the ribbon tells the kind, the metal how hard. A flawless map, a map without flags, a seven-day streak.

Play your way

  • Plays offline

    On the subway or a plane. Progress saves after every step.

  • Ads only if you ask

    Watch a video for a hint, a second try or double coins. No forced ads.

  • Progress in the cloud

    Google Play Games saves and Android backup survive a new phone.

  • Easy on the eyes

    Classic digits instead of lights, separate toggles for sound, music and vibration. Gamepad and keyboard.

Frequently asked questions

How is MineWalker different from regular minesweeper?

Instead of digits there is a mine detector with lights and beeps, and the field is a route: move points, terrain, vehicles and boats, tides, night maps. And no map ever makes you guess.

Is it really no-guess minesweeper?

Yes. The generator only builds maps that can be solved by logic using the readings you can see. Gear and characters never reveal mines, so the guarantee holds.

Is the game free?

Yes, MineWalker is free. Ads appear only when you choose a reward yourself: a hint, a second try or double coins.

Can I play offline?

Yes, the whole game works offline. You only need a connection for rewarded ads, cloud saves and leaderboards.

Will I lose progress on a new phone?

No. Progress is saved to Google Play Games and Android backup, so it comes back after a reinstall or on a new phone.

Which devices does it run on?

Android phones and tablets; the Google Play link is above. On a computer you can play MineWalker right in your browser on the Play online page. Gamepads and keyboards are supported.

What is the daily challenge?

One map a day, the same for everyone. Gear and specialties are off and only the first attempt counts. There is a standard and a hard challenge, with leaderboards.

Can I switch to regular numbers?

Yes. In “Rules” you can swap the lights for classic digits, and in “Sound and vibration” you can turn effects, music and vibration off separately.

Minesweeper, turned into an adventure

MineWalker is a logic game for Android built on classic Minesweeper. The rule is familiar: an opened cell tells you how many mines lie in the eight cells around it. What’s new is that the field is a road. A sapper with a mine detector walks from the supply crates to the camp, with limited move points per day, three lives and a couple of probes.

The game’s central promise is that you never have to guess. The generator checks every map: the camp can always be reached by reading the detector. Early maps need one reading and pairs of neighbours; the Fortified Line and the free hunt ask you to read chains of readings and count the remaining mines. Stuck? A hint finds the nearest provably safe cell and highlights the readings that prove it.

The world is hand-painted in the spirit of Heroes of Might and Magic III: forest, desert, snowfields, river, islands, swamp, coast and the fortified line, by day and by night. Each biome has its own music and footsteps, and every sound is synthesised on the fly. The game is in English, Ukrainian and Russian, free, and plays offline.

The camp is in sight

Download MineWalker and walk the sapper across the first minefield.

Get it on Google Play

Free · Android · plays offline · Play in your browser