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Offline Asid

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Deep Rock Galactic
« on: June 29, 2017, 04:52:02 PM »

Join a team of badass space dwarves in this stylish 1-4 player co-op FPS. Fight, dig and explore your way through enormous procedurally generated cave systems, uncover the riches, and make it out alive...

Official Site: Here
Official forum: Here
Steam: Here

Single-player, Multi-Player, Co-op

E3 Reveal trailer

About This Game
DEEP ROCK GALACTIC is a first-person co-operative sci-fi shooter for up to 4 players, featuring fully procedural and destructible environments to explore, mine, and explode your way through to reach your objectives. As a team of veteran dwarven space miners, you must take on perilous missions for the interplanetary mining corporation DEEP ROCK GALACTIC and go where no-one else dares - into the deepest, most dangerous cave systems of the most hostile planet ever discovered.

•   TEAMWORK ABOVE ALL - For efficient traversal and exploration as well as combat, you will need to rely on your teammates.
•   A MATTER OF CLASS - Pick the right class for your play style - mow through enemies as the Gunner, scout ahead and light up the caves as the Navigator, chew through solid rock as the Driller, or support the team with defensive structures and turrets as the Engineer.
•   CARVE YOUR OWN PATH - Fully destructible and procedurally generated environments means there is no set path - it is up to you how to reach your goal.
•   THE TOOLS THAT YOU NEED - A plethora of tools and gadgets at your disposal means no obstacle is insurmountable.
•   INTO THE DARK - The only light is what you bring, and the pitch-black alien caves will not give their riches up easily.

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Offline Asid

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Re: Deep Rock Galactic
« Reply #1 on: August 28, 2017, 02:25:11 PM »
Closed Alpha - Update 5: Dreadnaught

Hello Miners!

Update 5 is here for the Closed Alpha! But what's in it? Here's the list of everything that's been added and/or changed:

Complete Overhaul of Glyphids!
•   New Models
•   New Animations
•   Overhauled sound
•   Enhanced Shaders

New Creatures!
•   Maggot - harmless critters that just hang around in the caves. So squishy.
•   Loot Bug - big fat grub full of tasty resources. Once you Pop, as they say...
•   Spitballer - a towering, sentient plant that shoots explosive spore pods at intruders.
•   Cave Vine - inquisitive polyps hanging from the ceilings.
•   Deeptora Swarm - swarms of stinging, angry insects. Destroy their hive to get rid of them.
•   The Dreadnought - the biggest and meanest Glyphid to date. You see the Dreadnaught coming at you, you better be prepared for a tough fight!

Improved Creature Behavior
•   Better Pathfinding
•   More Responsive Behavior

New Mission
•   Go on an entirely new mission for Deep Rock Galactic, codenamed “Lost Overhang”.

•   Ongoing work on enhancing underlying systems, allowing for more diverse biomes in future - much more to come
•   Tweaked basic biome to support the new features

Razer Chroma Support
•   Different Color Scheme based on which class you play
  o   The numpad keys lights up in the colors of the corresponding Character Class
•   F button lights up when you are able to throw Flares
  o   Throwing a Flare makes a ripple effect
•   Health represented from F1 - F12
  o   All keys blink red when taking damage to health
•   Shield represented on PrtScn, Scroll Lock and Pause buttons.
  o   All keys blink blue when taking damage to shield
•   R lights up green while reloading
•   WASD are red, indicating the basic movement list

•   Tons of new or overhauled Sound Effects
•   Loads of new ambient Music
  o   For Extraction
  o   For Mini boss
  o   General Gameplay
•   Lines for Dwarf Salutes

Dwarf Stuff
•   New Running Animations (in first person view)
•   New idle animations for all weapons
•   The dwarves now bust a move when there’s music playing nearby on the space rig
•   Salute your fellow dwarves using the V key ingame
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Offline Asid

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Re: Deep Rock Galactic
« Reply #2 on: September 30, 2017, 10:52:03 PM »
Our First Vlog!

Hey Miners!

For all of those who like behind the scenes of game development and / or like our game Deep Rock Galactic, we will try to give you a weekly Vlog. We will talk about where we are in the production of Deep Rock Galactic, and try to answer some questions from fans.

Watch it now below ⬇️!

Please give feedback on what you think about this format :)
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Offline Asid

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Re: Deep Rock Galactic
« Reply #3 on: February 28, 2018, 04:09:24 PM »


It is a great day to day as the game is available for you now!

See you in the mines of HoxxesIV!
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Offline Asid

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Re: Deep Rock Galactic
« Reply #4 on: March 01, 2018, 05:22:43 PM »
A big thank you! Oh, and details on our next patch!

Hello Miners!

Deep Rock Galactic is now released, signifying the culmination of almost TWO YEARS of probably the most stressful and most satisfying work we have ever been involved with. What a ride it's been so far. :smile:

You, the community, have been absolutely stellar ever since Day 1. You've been so bloody awesome to work alongside on creating this game from the ground up, and we are just floored by the reception we've been getting in return. Feedback has been above and beyond anything we ever expected and it's been (and will remain) an enormous help and source of motivation for all of us here on the team. From the bottom of our hearts, thank you.

Now begins Chapter 2 - the Early Access process, where we take this game from a functional but still kind of rough version, to the finely tuned experience we have in mind. Make sure to click that Feedback button in game to help us produce the road map for the coming year!

On top of that, we are already hard at work on the very first patch as well, bringing such goodies as:

•   Keybindings! (Because of course, it just didn't make it in in time!)
•   More beards! (And shame on those who assumed we wouldn't add more - it's a game about DWARVES, for goodness' sake!)
•   FPS capping! (Because nobody wants to set their GPU on fire!)
•   Better Drop Pod landings! (Because honestly it was a bit annoying that it kept landing with the entrance facing into a wall!)
•   Option for turning off sending metric data (Because privacy matters)
•   Updated all the languages
•   An absolute ton of minor bugfixes and tweaks! (And lots more to come!)

So, for now, dig deep, dig greedily, and keep watching this space for more info. We might have to pop open a few bottles of champagne (the human equivalent of beer) at the office first though...

Rock and Stone, Miners!
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Offline Asid

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Re: Deep Rock Galactic
« Reply #5 on: March 02, 2018, 04:05:27 PM »

Hi Miners,

Here are the detailed patch notes for Update 8. This our first patch since launch. We aim to publish updates like this on a regular basis, probably a bit faster here in the beginning.

- New reload for the Jury-rigged Boomstick
- New soundFX (death splat sound, tutorial pop up sound, revive sound, maggot ..)
- Added "Give Us Feedback" button to Escape menu
- Max FPS option
- Added option to disable analytics
- Added Keybindings to Options -> Control menu (yeah, it's 2018, and NOW we got key-bindings!)
- Disable server list when already hosting
- Only show Info Screen once per session
- Added a new dance to perform at the Jukebox
- Added first batch of new beards and hairstyles ( Beard System is under construction - some clipping will occur with some beards )

Fixes & tweaks
- Fix: Memorial Hall upgrade at Player Rank 5, 7 and 8
- Fix: Grappling Hook intersects with poison clouds
- Fix: Complexity and Duration on serverlist
- Improved Friend Inviting on Steam
- Sentry Gun fixes and tweaks
- Fixed Mixer names on enemies being wrong if several people spawns enemies
- Fix for Push to Talk
- Fix Glyphids playing run animation while not moving after being hit
- Fixed various spelling errors and typos
- Fix for Game Server Name (should work now!)
- Try to fix players are unmuted when someone else joins
- Improved Crafting menu layout
- Cabin Sign font should be more readable
- Fix: Supply Pod leaves red squares when it goes down
- Lots of crash fixes (thanks for the reports!)

- Updated all languages with latest from Crowdin community
- Note: since we are also adding new text, you will keep seeing some part of the game in English
- Fixed some text in Space Rig not showing correct in Russian
- Note: we have several more languages that will be added in the next update (Italian, Japanese, Croatian and Finnish) - they didn't make it in this time, sorry!

Known issue:
- Disband Team can take a LONG time
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Re: Deep Rock Galactic
« Reply #6 on: March 09, 2018, 12:45:08 PM »
Update 9: Drill You Later!

Hello Miners!

Deep Rock Galactic has now been in the wild for 1 week. We have finished celebrating the awesome launch (yeah!) and are now hard at work getting new updates out. Inside the game, we have a nice feedback button, and a big thanks to the thousands of you who have already taken advantage of this. It’s an extremely big help. Below, you can read about the update.

--- Driller Buffs ---
The Driller is probably the most unique class in Deep Rock Galactic, so we were sad to see our iconic drilldozer valued below the other three classes in usefulness. Therefore, we have tweaked both his Flamethrower and Drills. In the detailed patch notes below, you can see the exact stat changes, which might also give you some hints on how to better utilize the Driller.

--- Payout on Mission Failed & Kicking ---
Two issues pretty quickly started to show themselves: Dissatisfaction with the way we’ve handled a Mission Failed scenario in regards to payout, and the fact that players could be kicked from the team at any given time. We’ve worked out a first pass on a solution for both these, as listed below:

•   Firstly, it used to be that failing a mission meant NO payout at all. Now, failing a mission will give you a compensation of 25% of the minerals stored in Molly at the time of the mission ending.
•   Secondly, getting Kicked from a team will result in a Mission Failed case, where you will receive compensation based on what was added to Molly since you joined that session.
•   It is now no longer possible to Join or being Kicked from a team once the Drop Pod has been called and the final countdown has begun. This is a test for now and we’ll monitor the outcome - and it’s a pretty easy fix, so we can quickly backpedal if needed.
•   Also, it is extremely important to understand how Mission Complete works. You might think that the rewards are split out between survivors. They are not. We calculate the total and then each player in the session gets that same reward, regardless of the size of the team. On top of this, each surviving player adds a Survivor Bonus, which has been boosted also. “Leave No Dwarf Behind” should be the ethos here - the more players manage to get out alive, the greater the bonus for all involved!
•   We have elected not to implement vote-kicking with this update, despite some players asking for it. It’s a fair bit of work to implement, and we are not completely convinced it is the way to go at this point. That said, there are good arguments both for and against this feature, and we will continue to monitor the situation. The same goes for a vote button on Molly.

--- Bosco ---
Detailed in the patch notes below, Bosco has received a fairly significant buff, and his ability to kill Cave Leeches should have been improved. We write “should” since this issue will need further work to squash fully, but it should at least be a better experience all round now.

--- Trading Cards ---
This one is a bit embarrassing. Turns out you have to manually have to publish the Trading Cards when you launch a new game on Steam. Whoops. The good news is that they are implemented now and await harvesting!

--- Roadmap ---
Midweek, we had a big feedback meeting here at the Ghost Ship office. We’ve gathered all the feedback from you, the players, as well as feedback from the dev team and our partners. There are SO MANY cool things we can and will do to expand Deep Rock Galactic. Task for now is to choose which ones go in the game, and in which order, and we plan to reveal a greater and more comprehensive road map for the coming months over the next few weeks.

--- Patch Notes ---

•   Mission End
o   Survival Bonus is doubled up from 75 credits to 150 credits pr surviving player. NOTE: we wanted to extend this to Material bonus as well, but that requires significant rework of the End Mission UI, so that will have to wait.
o   Mission Failed now gives a 25% compensation reward based on minerals collected

•   Co-op sessions
o   Getting kicked now results in Mission Failed, compensation based on contribution
o   Added a new flow and info for Kicking and getting Kicked
o   You can no longer Join a session after Drop Pod has been called
o   You can no longer Kick a player from a session after Drop Pod has been called
o   Tweaked text on Mission Map in regards to new public/ private flow
o   Reworded Server List filter to Show Open and Show Password Servers
o   Add Private Server checkbox in escape menu
o   Added indicator for a joining player to team view

•   Solo mode
o   Bosco should now save you from the cave leeches more consistently
o   Bosco now also gets to play with the big lights. He goes woosh and then you can see a lot more than before :)
o   Bosco now has friendly fire reduction 0.2 instead of 1
o   Bosco Deals 100 % more damage (doubled from 3 to 6)
o   Bosco now gets a 250% speed boost when you order him around. Also increased his acceleration from 300 to 550

•   Class Balance: Buffed the Driller’s tools
o   Flamethrower Fuel capacity upped from 160 to 270 units, and each canister holds 90 instead of 80 units. That means the flamethrower now has fuel for three full reloads instead of two, and each reload holds more fuel.
o   Flamethrower Range upped from 8.5m to 10 m
o   Power Drills: Fuel upped from 30 to 35
o   Increased walk speed while drilling with 10 %
o   Melee damage with drills: Attack speed has been DOUBLED, while the damage of each attack has been lowered from 10 hp to 8 hp. (to compensate for double attack speed)
o   Upgrade Melee Drill damage: 5 hp to 4 hp (to compensate for double attack speed)

•   Intro screen
o   Added patch notes (this text) to Intro screen
o   Text & Button for Steam group no longer shown when rewards have already been claimed

•   Sound, Effects & Animations
o   Idle animations on Pistol and Revolver (also triggered by Reload on full ammo)
o   New Spitballer sound and Maggot sound
o   Changed the flamethrower smoke back to black... It was white, and it was a mistake.. Now it looks awesome again!

•   Caves
o   More cave shapes added to the random generator.
o   More randomness on existing cave shapes.
o   New sticky web environmental hazard. Don't get caught!

•   Localization
o   Added language selection to Intro screen
o   Croatian, Finnish, Italian and Japanese added
o   All languages updated (as usual new features lagging behind, will show English)
o   Updated community translator credits
o   Added missing characters for Polish language.
o   Some buttons with text did not correctly update after a new language was selected.

•   Misc Fixes
o   Vanity items would sometimes not be correctly displayed on the dwarves in the terminals.
o   Key '5' is now available for custom key bindings
o   Fix Late Join crash if joining right when the level ends.
o   Fixed: you can no longer edit the Hint text while loading!
o   Maptool not updating correctly when terrian changes
o   Disabled Enter key for password pop-up (resulted in a broken state).

•   Known Issues
o   Mouse sensitivity has several issues affecting some players. We are working on a solution, but it didn’t make it into this patch
o   Multiple monitors: For some users the game starts on the wrong monitor.
o   Typing a wrong password when joining a password protected server results in a “Multiplayer Session Ended” pop-up.
o   Rejoining a game forces you into youtr previous Class no matter what you select. Many players have asked for a way to lock the game to one of each class. This has many design and implementation consequences, but it’s something we will address soon
o   If the Host quits the game (“Exit to Desktop”) or crashes or Alt-F4, connected players will get a “Multiplayer Session Ended” with no rewards (and the Host is not rewarded either). This is more a point of information on how the game works than a Known Issue.

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Re: Deep Rock Galactic
« Reply #7 on: March 16, 2018, 11:47:10 AM »
Deep Rock Galactic - Cookiemann (GSG QA & Com. Man)

Hi Miners

We have another update here with both some important fixes and a bit of new content. Along with these smaller updates, we are now initiating some larger content and feature development. More on this later, when we reveal a larger roadmap of things to come.

--- TUNNELS ---
Before update 10, all tunnels connecting the various cave rooms were basically the same shape. We have now added different shapes to the various regions (biomes) and will continue to evolve this system for more spatial variation and identity.

The weapon and hand/arms models in the first person view used to be set to a FOV of 100. This resulted in both stretched models and some clipping. We have now lowered this to 90 along with some other resizing tricks resulting in better looking weapon models and much less clipping.

We picked some high priority issues reported by the community and did our best to fix them. This is an important part of the Early Access program and we will continue to set aside time to fix issues, big and small. This is an iterative process, so continuous feedback on the various issues are more than welcome.


•   Fixed several issues with mouse sensitivity. Sensitivity was not the same in Space Rig and in a Mission, they are now the same. Sensitivity had different values for horizontal and vertical, they can now be set in option.
•   Steam Region search option (Note: this one is hard to test for us, so any feedback on the value of this is welcome)
•   Disconnecting controller no longer disables mouse and keyboards
•   Test fix for primary monitor (somewhat untested!)
•   Fixed Grappling hook infinite life bug

•   First implementation of different tunnels for every planetary region
•   Added crystal spikes than can drop from the ceiling in Salt Pits
•   Sticky Goo added to Fungus Bogs

•   New icons for Complexity and Length. It should now be more obvious that Complexity is a serious difficulty increase.
•   Complexity icons now shown above Mission icons
•   Mission payout directly show below Mission icons

•   Changed viewmodel FOV for 100 to 90
•   First person view of Weapons are now less stretched
•   Reduced overall clipping issues

•   Sawed off Shotgun shoots 15 pellets dealing 6 damage each - increased to 10 damage each
•   Sawed off Shotgun Max ammo 30 bullets - decreased to 16
•   Sawed off Shotgun Max Ammo Upgrade - decreased from +10 to +8

•   Driller Pistol Reload Animations
•   Driller Pistol and Scout Shotgun are now considered reloaded when it fits the animation, not when the animation ends. This will be implemented on other weapons when they get their own reloads. (Sound update missing)
•   Fixed console background anims on clients
•   Laser Pointer gfx update
•   Background removed from Interact popups
•   Damage Overlay gfx updated

•   Added more space between text lines on terminals (for accented languages)
•   Updated all languages from Crowdin

•   Server list defaults to not show password servers
•   Asteroids no longer smooth shaded on loading screen!!!
•   Controller Right stick is now used as mouse scroll wheel
•   Remove Steam Friend test when inviting friends. Private sessions should handle it better now and it was preventing clients inviting friends that were not friends with the server.
•   Fixed Molly not being Golden in Memorial Hall when unlocked
•   Make Molly and the large spiders prefer to walk on floor
•   Fixed Weapon crash
•   Enemies are no longer "staggered" by physical damage (Melee)
•   Fixed updated Ammo and Clip size was not applied when you first spawned into the mission
•   Changed Item scale in first person so that they clip less with other objects.
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Re: Deep Rock Galactic
« Reply #8 on: March 23, 2018, 12:02:47 PM »
Update 11: DEAD AND GUN
Deep Rock Galactic - Cookiemann

Hi Miners

This week's update contains some cool new features, some important tweaks and several bug fixes. Until now, we have pumped out updates on a weekly basis. Next week, there will be no update as we have Easter vacation here in Denmark (yeah, developers need some rest too). After Easter, we will decide on whether to go into a two-week cycle, continue with one-week updates or something else.


There’s a been a lot of talk about the Gatling Gun being too weak especially on higher difficulties. We agree, and we have made a bunch of tweaks to it:
o   Starting Ammo Capacity changed from 1800 to 1600 rounds.
o   It is now fed ammo continuously from a single, upgradeable ammo drum - no more reloading!
o   Overheats slightly faster - tweaked from 10 seconds of continuous fire to 9.
o   Overheating is more punishing - time to cool down raised from 8 seconds to 10
o   Upgrades reworked: Upgrades involving ammo and magazine increase have now been made to only focus on the magazine size. First upgrade originally gave you +400 bullets to max ammo it has been changed to +400 to magazine size. Second magazine upgrade will give you a total boost of +400 bullets where it before only increased the magazine size. Resulting in the Gatling Gun packing impressive 2400 bullets when maxed out!
o   New Tungsten Bullet upgrade for Gatling Gun has been added allowing you to boost the damage 25%. A mandatory upgrade for players with affinity for Extreme difficulty.
o   Added smoke effect to make it more obvious when you overheats

If you pointed at a really tiny chunk of unmined minerals Bosco would go there and not find the tiny chunk then abort the task. Now he can find the chunk and dig it. Bosco is also much better at not sneaking up in front of you when you are mining. All quality of life fixes to you favorite drone!


1st iteration of Team Cams - Keep an eye on your teammates are doing while you are incapacitated. Now it is less of a downer being down!

Deadly Electro Crystals have been added to Crystal Caverns. Don’t get too close - they pack a punch!

Platforms (and Supply Pods) can not spawn/ attach to drop pod anymore. We get it... some of you had fun filling up the Drop Pod with platforms, but Management reminds you that Platform Concrete is notoriously hard to clean out!

A temptingly tantalizing button called “Gravity Recalibration” has been activated on the Space Rig. Management will likely frown on employees abusing it - but it’s so big and red...

Before some people had a hard time finding games in their own region. We have fixed this now (we hope)!

...And tons of minor stuff, mostly bug-fixes behind the scenes, but also small visual upgrades. For full overview see the patch notes below.


o   Electric Plants are now Crystals and can be found in the Crystal Caverns Region
o   Try to prevent dead end tunnels when they are really small and have tight bends.

o   Gatling Gun reworked
o   Pickaxe will be less aggressive in hitting non hostile objects
o   FIX: Grappling hook getting stuck in grapple mode
o   Prevent Pickaxe when using Last Equipped weapon key
o   Rephrased super shotgun upgrade to match that it does not get double barrel fire only faster fire rate.
o   Fixed Shotgun reload speed upgrade not showing correct numbers

o   Bosco can now detect smaller veins of minerals when you order him to mine
o   Bosco is now be better at not being in the way when you're mining minerals

•   HUD / UI
o   FIX: Control layouts now contains Controller Layout (again)
o   Fixed large upgrade digits barely fit in the UI
o   Mission Map locked mission gfx update
o   Mission Map: Mission Icons now transparent if mission is locked, Password has correct spacing
o   Fix ui bug if incoming player is kicked before he selected character

o   There is a new switch in the space rig, I wonder what it does?

o   Cycle through players while waiting to be revived or for the game to end. No more staring at your soon to be corpse!

o   Server List got a facelift
o   Fixed Search Distance in server browser

o   Beta branches in Steam will now save to separate save games. (Copies the save from main the first time). A backup save will now be saved after each mission, it checks total character XP so it should never be overwritten by a game with less progress.
o   Create backup save before upgrading to version 11 savegame

o   Updated all languages from Crowdin
o   Korean added to game

o   Improved cave leech sounds
o   Made Fire animations for flamethrower and gatling gun loop correctly instead of starting over repeatedly
o   Fixed tracer on assault rifle
o   Shield & health damage overlays now clears after revive
o   Drop Spike audio fix
o   Added maggot crawl audio
o   Tweaked camera offset on 1st person arms.
o   Gatling Gun muzzle particle offset tweaked
o   Tweaked Tentacle audio location
o   Add Weapon Sway to all items
o   Added new gatling overheat particles
o   Power Drills is now smoking when they overheat.
o   Scaled up the flamethrower particles

o   Minor fix. Make molly prefer positions on floor when searching for random spot
o   Try to fix/improve network errors. Enable kick of players that have not selected a character
o   Fixed flare gun flare randomly getting ejected from walls when they are destroyed nearby
o   Fixed depth meters for Biomes
o   Better support for pathfinder blockers and danger zones. NPCs recalculate paths when entering an area that has changed.
o   You can no longer revive while carrying a gem
o   Fixed enemies not being able to walk where the drop pod was landed after it has taken off
o   Platforms can no longer form inside the drop pod
o   Supply Pods can only be called down on terrain.
o   Better host quit message
o   Newest FOV changes... moved the weapons a bit further away in some animations
o   Fix dwarf status is not shown on endscreen

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Re: Deep Rock Galactic
« Reply #9 on: April 14, 2018, 01:57:39 AM »
Update 12: Flies N' Finance
Deep Rock Galactic - Cookiemann

Hey Miners!

It’s patch time again, and we have a bunch of cool new stuff for you! Tweaks, bug fixes, and the first new enemy! Also, along with these smaller updates, we are now initiating some larger content and feature development. More on this later, when we reveal a larger roadmap of things to come.


A very popular request from the community has been for Bosco to join you when you start hosting a game. This way you can start mining with Bosco assisting you, while you wait for your friends or strangers to join your game. We have done a rough first implementation with no bells and whistles, and it works like this:

•   Bosco joins you when you start hosting a public/ private game and head in alone.
•   When the first a player joins your game, Bosco will self-destruct for that game session.

Jadiz has been one of the hardest crafting materials to collect and we have buffed it! Jadiz will now spawn a bit more often in the Crystalline Caverns region and we have changed the value range of it from 7-18 to 10-18.

Some of you have been requesting been able to take nice clean screenshot and we actually also need that feature! Now you can Hold [H] to toggle the HUD on/off.


The Mactera Spawn is our first proper flying enemy. It will attack from a distance using its vomit attack. Smack that Fly!

You can now come across strangely looking small tunnels coming out of the walls. Glyphid Swarmers live here. They are very territorial and will aggressively defend their nest! A simple advice: Avoid them!

Previously, when a dwarf was dropped from a dying Cave Leech, he might drop for a long distance, mysteriously taking no fall damage, which was as designed but seemed weird. Now the Cave Leech slackens its’ tongue and lowers you down more gently, making it seem more realistic that you don’t take fall damage.

Direct enough firepower to those pesky armor plates to shoot them off and expose the soft underbits underneath!

The Dense Biozone region of Hoxxes is now inhabited by large, passive, flying jellies.

In the Mineral Trade Terminal you can trade your credits for crafting materials, but be advised that materials are priced fairly exorbitantly. You can also sell your precious crafting materials for credits, but again don’t expect a fair price. Deep Rock Galactic are always trying to maximize their income even if it comes from its workers!
The Gunner’s Revolver now has a proper reload animation - as well as a cool gunslinger move when you try the reload while it’s fully reloaded.
Range on the dwarves’ flashlights has been tweaked down from 12.50m to 11.00m, making them a bit weaker.
Enemies are now less likely to go straight through thin cave walls.
If for some reason the MULE does not find its way back to the Escape Pod, the doors will still open 15 seconds before countdown runs out.

...And tons of minor stuff, mostly bug-fixes behind the scenes, but also small visual upgrades. For full overview see the patch notes below.

•   Tweaked sound for drop pod drills on spacerig
•   Red Sugar is more Redder
•   Added Developer Tags
•   Fix carriable scaling after picking up in first person
•   Decreased maggot crawl volume
•   Cave leech audio tweak
•   Cave leech audio tweak again again
•   Revolver reload
•   Tweaked Sound on electric crystal
•   Affliction overlay now does a quick fade in
•   Death Cam overlay tweaked
•   Droppod audio tweak - Not as loud in space rig
•   Shotgun audio tweak
•   Spawn effects when enemies come out of the ground now work on clients
•   Added ground light and gunlight seperation + added a backlighting making dead cam look better.
•   Fixed - Your own vanity would not show as equipped to you on missions or in the spacerig.
•   Changed the first person weapon lighting, and submitted at shitload of material tweaks to match it..
•   Try to fix players spawning on top of each other
•   Try to fix delay on collectibles again!
•   Hooked up armor & health bar in player down hud
•   Added Resources to serverlist display
•   Added Third Person Character Turning (WIP)
•   Fixed electric crystals making death noises and particles when removed during generation
•   Submitted a lot of particle optimizations, to improve performance in Fungus
•   Fixed sentry gun reload audio not networked correctly & outline being always on
•   Tweaked hit indicator coloring
•   Increased sticky flame life time
•   Fewer Electrocrystals, smaller damage radius, longer pauses between connections
•   Fixed flamethrower first person particle effect being too small
•   Mineral distribution changed, Gold and Nitra are more evenly spreadout throughout the cave
•   Trading Terminal
•   Improved headshots on spiders
•   Made tentacle lower player to ground on death
•   Glyphids now only stagger when hit by weapons
•   Don't play death particle on headshot
•   Fixing cave leech accidentally 'reviving' dead dwarf
•   Pathfinder improvements. Less going through terrain.
•   Added audio cue to swarmer tunnel spawn
•   Passive Jellies added to Dense biozone
•   Changes to tunnel settings - Less small tunnels in some regions
•   Bettersound on radioactive glowing crystals
•   Small tweak to revolvers accuracy.
•   Improved laserpointer performance when checking against terrain
•   Bosco now spawns if you start a game alone and dissapears if someone joins
•   Swarmer tunnels with new material, sound, particles
•   Fix enemy healthbar initial state for weakpoint indicator
•   Shoulderlights tweaked down from 12.50m to 11.00m reach making them a bit weaker.
•   Added correct name to torn off glyphid legs
•   Added Shooter leg, instead of reusing spitter leg.
•   Changed lighting on the electric plants, and optimized the particles a bit.
•   New flamethrower fire.
•   Added ignition effect for when enemies catch on fire.
•   Added Weakpoint Kill Particle for the flyer shooter
•   Players will fall from the zip-line if they take sufficient damage
•   Hold H to toggle HUD on/off
•   Glyphid Dreadnought area attack now does full damage in the entire area (There was a falloff before)
•   Tweaked Jadiz amount - Fixed bug where Jadiz spawning only had a value 2 to it having a 2 to 3 range + Changed value range from 7 to 18 to 10 to 18
•   Decreased loot from loot bug: amount of chunks spawned was 15-30 now is 15-25 and chunk value was 1-4 now is 1-3

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Re: Deep Rock Galactic
« Reply #10 on: May 04, 2018, 02:23:52 PM »
Roadmap Update!
Deep Rock Galactic - Cookiemann

Hey Miners!

If you haven’t read the article on WindowsCentral, then you should. You will get to know what we are currently working on and what we have in the pipeline for future updates for the game.

You can read the article here:
To make it easier for you here is a bullet point list:

•   A proper epic Boss monster that will challenge your cooperative skills
•   A 5th Dwarf class
•   An updated Vanity system for much more detailed customization of your dwarf (more beards!)
•   Random Mission mutators, to further challenge our players
•   Stats for each player - the company will track your performance as an employee and award you (or punish you!) accordingly.
•   An advanced damage system to add more depth to the combat
•   A new/updated Class Upgrade system
•   More enemies, more cave content, more biomes, more fun on the Spacerig, more barrels, more, more, MORE!

Remember these things are based on community input and our own observations. So thanks a lot to you!

And here is a link to download the awesome concept art that you can also see in the article, so you can have a nice detailed wallpaper 😊

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Re: Deep Rock Galactic
« Reply #11 on: May 04, 2018, 02:25:33 PM »
Update 13: Minor Life Changes
Deep Rock Galactic - Cookiemann

Hey Miners!

It’s that time again, and we have some interesting changes for you to enjoy! This update is more experimental than usual with tweaks to the health system. Please try them out and share your thoughts using the Feedback button in game.

We realize it's a smaller patch than usual, but that's just because we're working on some meatier stuff in the background we're not quite done with yet. Watch this space for more info!


Some of you hardcore miners have been requesting that the game was harder - especially on higher difficulties. We have tried to make tweaks that make the game harder on higher difficulties but feel almost the same on lower difficulties. We have lowered your starting shield from 30 to 25 and changed the shield upgrades to the shield from 10 to 2.5 (giving a 10% boost).

To compensate for the lack of shield - we’ve increased player health from 100 to 110 hp.

Furthermore, the amount of healing you get from red sugar has been increased 25% and the amount of red sugar spawned in a mission has been increased by 10%.


Exploring the caves of Hoxxes by yourself takes more time and can be brutal, so we have made it so the swarms will be a little bit smaller when you are on your own. Enemy health has also been lowered a little bit for solo expeditions. The creatures of Hoxxes are still dangerous so don’t drop your guard!

While he really wants to, Bosco can’t always save you from a cave leech. He feels really bad about it and has requested that he be allowed to revive you 3 times instead of 2. The request has been granted.

In a continuing effort to perfect the Mactera Spawn, we have changed its health from 180 to 210. Remember to use cover and aim for the weak-spot!

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Re: Deep Rock Galactic
« Reply #12 on: June 10, 2018, 09:04:28 PM »
Experimental Branch!
1 June - Cookiemann

Hey Miners!
It’s been far too long since we last had some proper news! After we launched the game back February, we scrambled to release a lot of smaller patches. But keeping such a high frequency of updates kept us from tackling more meaty features and content. So we decided to slow down a bit and work on a larger update. And we got some good and bad news for you on this. The bad news is that you’ll have to have a bit more patience until Update 14 is ready for release. The good news is that you can try it out already now on the Experimental Branch!

The Experimental Branch
What the heck is the Experimental Branch, you might ask. It’s kind of like an Early Early Access, we might answer. In other words, it is a branch on Steam, where we are uploading the very latest version of the game.

Here is a quick checklist to see if the Experimental Branch is something for you:
•   You like new things, especially when they are not explained
•   You laugh whenever a game crashes (you will laugh a lot)
•   You think incomplete features and placeholder assets are quite interesting
•   You can’t resist a game with a lot of weird bugs
•   You are not scared of losing your progress
•   You enjoy to watch Steam download a new version of the game, again and again
•   You LOVE to test and report bugs, and you excel in providing clear steps on how to reproduce the bugs you encountered
If you can say YES to all of those, then you should enter the Experimental Branch!
If not, then take a peek and see if it is something you can get used to. Or wait for the official updates.

How to play in the Experimental Branch
To play the experimental branch, do the following:
•   Right-click on Deep Rock Galactic in your Steam Library
•   Choose Properties
•   Go to the BETAS tab
•   In the drop-down menu of “Select the beta you would like to opt into:”
o   Select experimental – latest dev build – enter at own risk
o   Press on the button close in lower right corner
o   You might need to restart steam to make it download the new build

What about my save game?
The first time you start in the Experimental Branch, the game will copy the save game from the main branch. Moving forward, those two save games will be separate and playing in the Experimental Branch will NOT affect the save game in the main branch.

Where should I report bugs and write feedback?
We have created a new subforum of Steam called Experimental Branch. Here you can discuss the new features and report bugs specific to the Experimental Branch. There is also a similar channel on our Discord server for this. We are also considering setting up a Trello board just for these bugs. We’ll announce this in the Experimental Branch subforum.

Am I allowed to stream etc. it?
You are allowed to stream etc., but please notify your viewers that this is experimental.

Should I reset my progress?
Yes. No. Maybe! We do have some new content that requires higher player rank (a new mission type), so maybe test that out first. And then reset progress and test out other features. You can reset your progress in the Options menu.

Will you ever force a reset of my progress?
For the Experimental Branch, there will almost certainly be some progress resets. For the main branch, we are still discussing the right approach. We would very much like to hear your opinions on progress resets in Early Access and we’ll probably present this question in a thread in the forum.

What new features and content are in the Experimental Branch?
We have a LOT of new things for you to test. Not all of these will make it into Update 14. But by helping us test this, more of them might get included. The full changelog is quite large, so we’ll make a separate post for that in the new subforum. These are just the highlights.
•   Enemies
o   New Enemy: Grabber - Hate the Cave Leech? Then you will love this flying menace!
o   New Enemy: Harvester - Maybe not really an enemy?
o   Preatorians now spits Acid!
•   New Stat system - Deep Rock Galactic will track your performance and award you!
o   Statistics - will track of all sort of things, distance travels, enemies killed, etc
o   Milestones - reach important Milestones to earn Perk Points
o   Perks - these are passive abilities that will improve your character
•   New Mission: Salvage - A rescue mission with a twist!
•   Mission Warnings and Mission Mutators - for those who want an extra challenge!
o   Warnings: Things that add to the difficulty adn hazard bonus, like LOTS of Exploding Glyphids
o   Mutators: Things that add a twist to the mission, like LOTS of Gold
•   New Hazards in Biomes
o   Sandstorms in Sandblasted Corridors - Makes it hard for you to see
o   Wind tunnels in Sandblasted Corridors - Pushes you around
o   Hot Rocks in Magma Core - The floor is made of lava!
•   Cave Improvements
o   New cave shapes. More variations for the level generation.
o   More randomization for the existing cave shapes.
o   Unique cave structure for the Salvage Mission
o   “Cave complexity” is now more accurate, making sure that the difference between simple and complicated caves is more apparent.
•   Vanity 2.0 - Complete overhaul of the Vanity system
o   Customize hairdo, eyebrows, sideburns and beards
o   Armors can use more advanced textures - Tiger stripes on the Gunner’s armor!
o   New hats, helmets and beards added as well!
o   Note: we are currently setting up all the items - the Scout is almost done, but prices are missing

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Re: Deep Rock Galactic
« Reply #13 on: June 15, 2018, 03:57:48 PM »
Update 14: Feature Creep
Deep Rock Galactic - Cookiemann

Hello Miners!
This time around we’ve cooked up a fairly massive update together for you, just in time for summer vacation. And speaking of summer vacation - DRG just canceled yours! New missions and monsters await and you got a ton of milestones to meet! So get to work!

Update 14 Trailer


It is your job to go in and clean up after a failed mining expedition. You will have to salvage three Mini Mules and repair a damaged drop pod to bring all the lost equipment home. Get ready for a combat heavy experience where teamwork and good preparation is key to success! Don’t be another failure!

The Grabber is the new terror from the sky. It snatches up a random dwarf and flies away with him, before dropping him to crack like a nut on the floor below! Depending on your luck, you might end up with some bruises - or you might get dumped into a chasm! Shoot ‘em quick, that’s our suggestion...

Deep Rock Galactic is now tracking your work performance! On the KPI screen in your cabin, you can check out detailed stats on your performance. By reaching predefined milestones, you earn perk points, which can be spent on awesome perks for your dwarves, making your day to day work a little easier.

The Vanity System has had a complete overhaul, expanding greatly on our options. Here are some of the new features:
•   Build the beard of your dreams! Individually customize hair, eyebrows, sideburns, moustache and beard!
•   All armor has received an overhaul! More detail has been added in general, and armor now supports textures! Look at the nice tiger stripes on the Gunner’s armor!
•   The original selection of beards has been broken up into parts and added back in to support the new system.
•   A small selection of new Hats, Hair, Helmets, Beards, Moustaches, and Sideburns have been added. We are by no means done here yet, this was just what we managed to get in for this patch.

•   During missions in the Sandblasted Corridors, you will now have a chance of encountering blinding sandstorms and forceful wind tunnels.
•   The Magma Core just got a lot hotter! Try to avoid the hot magma rock - It burns! Also, notice that explosions will expose the hot magma rock under the surface - turning the battle zone into a dangerous place for friends and foes.

•   Start ammo increased from 10 to 12 platforms.
•   Mag size increased from 3 to 4 platforms.
•   Extra platform upgrade added. First upgrade adds 4 to max ammo, second upgrade adds another 4, making it possible to shoot out 20 platforms when fully upgraded. Time to build some awesome bridges and staircases!

•   Starting sentry gun max ammo increased from 400 to 425.
•   Damage per bullet has been decreased from 7 to 5.5.
•   You can now upgrade max ammo for the sentry guns. The upgrade gives +75 max ammo - making you reach a total max ammo capacity of 500.

•   The starting clip size of the Handgun has been increased from 8 to 12 bullets.
•   Clip size upgrade has been increased from +4 bullets to +6 bullets.

•   Bosco now deals 8 points of damage instead of 6 per shot
•   Friendly fire factor decreased from 0.2 to 0.1. Not fun being killed by your favorite Drone after all!

•   Praetorians now spit acid!
•   Praetorian difficulty rating increased. It is now more deadly, so you will encounter fewer of them.
•   Fixed Deeptora Swarms not attacking players.
•   Added armor and weak spots to Infector. Also increased base HP, aim for the weak spots for a quick kill.
•   Fixed swarmer tunnel debris in Radioactive.
•   Blood splatter when enemies hit you.
•   Added Jump attack to the Glyphid Swarmers.
•   Tweaked end wave pressure.
•   Reduced the alert distance of Glyphid Grunts and Praetorians. Players have to be closer before they attack.
•   Added new Glyphid sounds and tweaks.
•   Swarmer Tunnels debris material fixed
•   Salt Caves tunnel crystal madness fixed.
•   Exploders get a speed boost when near another Exploder exploding.
•   Fixed Glyphid Spawner weak points.
•   Increase AI avoidance for Exploders.
•   Fixed Cave Leech grabbing already paralyzed the target.
•   Align Glyphid Spitters towards the target when stationary.
•   Mactera spawn no longer shoots through walls and require line of sight before shooting at a player
•   Mactera spawn are now able to shoot when the host isn't looking at them

•   Red Sugar leaves chunks on the ground if you mine it while at full health.
•   Radioactive materials and colour tweaks.
•   Tweaks on post process effects.
•   Steam Geysers in Fungus Bogs can now spawn at more interesting angles. Have Fun!
•   Made the Glowtree illuminate a much larger area. The more Bulbs you shoot the brighter it gets
•   Fungus Bogs wall material tweak.
•   Lush wall material tweaks, Nitra tweaks, Gold tweaks.
•   Slightly randomize animation speed of animated foliage so they are not all in same phase of animation.
•   Added exploding plants to Fungus bog and Dense Biozone (as colour variant).
•   New passive creature: Silicate Harvester added to Dense Biozone and Radioactive regions. You can ride it!
•   New cave shapes. More variations for the level generation.
•   More randomization for the existing cave shapes.
•   Unique cave structure for the Salvage Operations.
•   Cave complexity is now more accurate, making sure that the difference between simple and complicated caves is more apparent.
•   High Complexity missions are now locked to player rank (2 for medium and 3 for high complexity).
•   Hazard level: Tourist has been removed for now. Very few players were playing this mode, and it felt a bit broken how you were earning zero gold or XP.

•   Added laser pointer warning to radioactive crystals.
•   Added Gatling Gun gunsling animation.
•   Fixed laser pointer distance bug.
•   Holding time to equip laser pointer with controller is shorter.
•   Sentry gun fix - It would sometimes shoot things that were not enemies.
•   Bullet casings for Gatling gun and assault rifle have been reactivated.

•   Teammates icons always visible displaying current health, special states (like being grabbed by a cave leech), and shouts.
•   Laser pointer pings when it hovers over a resource.
•   When laser pointer equipped, hold FIRE to place a personal waypoint.
•   New crosshairs for most weapons.
•   Hit indicators removed in their previous form. Now some parts of the crosshair will turn red to confirm that an enemy has been hit. Red arrows appear on the health bar when the shot hit a weak spot.

•   Update Chinese translation.
•   Turkish added to supported languages.
•   Fixed trading buy/sell+crash exploit.
•   Fix Bosco related crash.
•   Tweaked 'Player Down' HUD & team icons.
•   Mission Control now announces gravity recalibration.
•   The hosting player now jumps the same height as clients (was lower before).

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Re: Deep Rock Galactic
« Reply #14 on: June 19, 2018, 05:17:06 PM »
Deep Rock Galactic update adds new mission type, makes beards more glorious
Deep Rock Galactic

This week's update to Deep Rock Galactic, the co-op mining-themed horde shooter, was a beefy one: it added a new mission type, a new enemy and, most importantly, more beautiful beards.

The new mission type is called Salvage Operation, and involves the clean-up of a failed mining expedition. You and your party has to salvage three robots, escort them to an escape pod, repair the escape pod, and then hold off waves of enemies as it awaits blast-off. You can see it in action in the trailer above.

You'll have to contend with a new enemy called the Mactera Grabber, which will snatch you up from the floor, lift you up and then drop you, either onto some hard rocks or into a gaping chasm. The world is more dangerous, too, with new environmental hazards including blinding sand storms, wind tunnels, and red-hot, explosive magma rock.

Now onto the important bit: beards. The update adds proper bouncy beard physics, which look especially glorious in the anti-gravity segments. But it also deepens the appearance customisation system so that you can individually tweak hair, eyebrows, sideburns, moustaches and beards, which all have new options added.

If you want the full list of changes, including buffs, nerfs, and performance fixes, then read the patch notes (above).
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