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Deep Rock Galactic: Survivor - Early Access Launch Feb. 14th

[h2]Hello Survivors,[/h2]

You probably already read the title, but let me have my fun and say: Deep Rock Galactic: Survivor is going into Early Access on February 14th! 💘

We are very excited about our upcoming Early Access launch and to have you, our lovely community, together with us on this epic journey. Get your pickaxes ready, grab a gun, and let's dive into Hoxxes to get those precious minerals.

We’ve put together an awesome trailer for you, so make sure to check it out:

[previewyoutube][/previewyoutube]
All that and more, starting on February 14th!

Rock and Stone! :pickax:
The Funday Dwarves

The Weapons of Deep Rock Galactic: Survivor

Hello Survivors,

Last week we talked about the problems you’ll be facing on your missions. This week, let’s talk about the solution.

[h2]How weapons work in DRG:S[/h2]
When we kicked off the project, a key focus was figuring out a process for translating the weapons of DRG from an FPS shooter to a top-down one, with no precision aiming, while still being faithful to the original versions. At the same time, we wanted to make DRG's extensive arsenal of weapons enjoyable in the survivor genre. The unique mining element in DRG:S also opened up interesting scenarios where weapons could excel or struggle.

Each class has its own unique pool of class weapons available to them. With the opportunity to choose class mods, you can add to these pools by using access tags such as light, heavy, kinetic, fire, acid, cold, and electric to create your own build and playstyle. If you decide to pick the Driller and choose the Interrogator class mod, you’ll start with the CRSPR Flamethrower and gain access to weapons with the tags: Fire & Acid.

To throw in an extra spicy ingredient to this weapon smoothie, each weapon also has overclocks. The first time you reach level 12 with a weapon in a dive you unlock the ability to overclock it, a way to upgrade and change the mechanics of the weapon. Once you unlock overclocking for a specific weapon you will be able to overclock it at levels 6, 12, and 18 in all your future dives.

While weapons start off balanced, reaching level 18 unlocks the unstable overclock. This changes the weapon drastically, by giving it significant boosts in damage, and range (sometimes at a cost), or altering its functionality entirely - e.g. the Zhukov going from shooting in 4 directions to becoming a Beyblade of death!



[h2]Adapting DRG weapons[/h2]
Our biggest challenge was adapting the weapons to be fun to play in the survivor genre while staying true to their original design.

In cases such as the Cryo Cannon, we kept the damage type of the weapon but changed the shooting style from a single beam to multiple rotating beams around the player to better suit the genre and support positional gameplay.

Another challenge was implementing directional weapons. Targeting in a survivor game can drastically change how you play. Weapons like the M1000 will auto-target based on enemy health (prioritizing highest first), while the Zhukov shoots in a pattern spraying bullets in 4 directions around you.



The issue with making weapons that are restricted by direction is giving them a natural feel during gameplay, and after several iterations, we finally landed on a solution.

We decided that directional weapons should be build-defining and at the same time still feel impactful when the screen is cluttered with VFX from the other 4 weapons that are potentially fully leveled up and overclocked.

We made most of the directional weapons into starter weapons. When the threat level is still low, you can use the beginning of a mission to get used to a directional weapon playstyle. From there, you can create a build with weapons you feel synergize well together.

The Subata, one of the Driller’s starting weapons, fires in bursts behind you. This is a perfect match for the driller since he spends most of his time between rocks instead of the enemies.



[h2]Weapon R&D[/h2]
Management was kind enough to give us some budget for weapon R&D, thus we were able to make some new additions to your arsenal, such as defensive and offensive drones, multiple types of turrets like the Krakatoa Sentinel, Voltaic Shock Fences, and TH-0R Bug Taser.



In close collaboration with Ghost Ship Games, we playtested all the new changes and additions to make sure they keep the feel of the original weapons while also adding a new gameplay element.

Our goal was to provide a fun and unique way to complete missions, with variety and depth of weapons, allowing you to try many different playstyles. Expect more weapons to be added during Early Access.

That's a wrap for weapons. We don't want to spoil too much, so we’ll let you discover some things on your own. We look forward to hearing about all your epic dives as soon as you get your hands on the game. Stay tuned for next week’s post where we give you a glimpse at class mods.

Rock and Stone!
The Funday Dwarves

The many bugs of Deep Rock Galactic: Survivor

[h3]Hello Survivors,[/h3]

Another week, another spicy subject to cover. In this one, let’s take a look at some of the enemies you’ll be facing in your dives. Spoilers below if you want to be entirely surprised on your first playthrough!

Starting with the small boys, Grunts. Weak while alone, but a force to be reckoned with once they grow in numbers. Their approach is straightforward: Attack everything that moves, head-on.



The older cousin of the grunt is the Grunt Slasher. This critter is also a one-trick glyphid - it can attack, but it can just do it a little better thanks to its claws.

Moving on to the more beefy boys, we have the Praetorian: A glyphid that has more health points and can destroy rocks and stones (couldn’t help myself) to carve a path directly towards you.



Speaking of destruction, an iconic member of the glyphid family is the Exploder. Faster than other glyphids, it will try to get close to you and detonate. You can either take them out as soon as you spot them from a safe distance, or herd them together with a huge horde of glyphids for an epic chain reaction of destruction.



During your run, if you look further in the back of the horde of bugs, you’ll notice a rather timid glyphid that likes to keep its distance: The Acid Spitter. During development, we stumbled on some visibility issues where the green spit projectile would be too hard to see with hundreds of enemies surrounding you. The solution? We changed the acid’s color to bright pink.



We also have Macteras that can quickly ruin your bunkering strategy by flying over the environment to get to you, Stabber Vines that sprout from the ground ready to stab you when you run past, and Spitball Infectors ready to…well…spit at you.



In our humble opinion, you can’t have a DRG game without the infamous Loot Bug, the fan-favorite, two-time winner of Hoxxes’ Cutest Little Bug Award™. I just wanna pet it…with my pickaxe, till it bursts and gives me all that sweet loot.



To finish a mission you’ll have to deal with the final boss, the one and only Dreadnought. Towering over the other enemies, this bad boy is hard to miss. With a healthy amount of HP and an aggressive demeanor, it should give you a challenge to brag about at the Abyss Bar.



During Early Access we plan on adding more types of enemies, maybe a Warden or a Huuli Hoarder, and come up with variants of enemies that are biome specific.

Adding completely new enemies that are unique to DRG: Survivor is not out of the question down the line. We already added unique weapons like Drones and the Th-OR Bug Taser (more on that in another post), so we will keep evaluating if we are missing some enemy mechanics that could make for interesting gameplay.

That’s all for now! Stay tuned for next week’s post where we will cover all the fun gadgets you can use to cull the natural inhabitants of Hoxxes. That’s right: It’s time to show off our GUNS!

Rock and Stone! :pickax:
The Funday Dwarves

The Biomes of Deep Rock Galactic: Survivor

Hello Survivors,


As we step into the new year, the keen-eyed dwarves among you will have noticed, we are in fact in Q1 of 2024, which can only mean one thing. The Early Access Launch is close!

We know it can be hard to wait, so to stave off your hunger for gold and minerals, we will share some development insight nuggets with you every week until launch. Let’s dive right into the subject of today’s post: Biomes.

[h2]Crystalline Caverns[/h2]
The first biome you will explore is the Crystalline Caverns where we want to introduce you to the mechanics of the game. The lack of hazards lets you explore the concept of mining as a means to influence the level and shape it to your advantage while simultaneously exploiting it for its natural resources. Less complex, but full of destructible crystals, giant gaps in the terrain, and rocks that can be mined to create escape routes or choke points.



With the lack of hazards in this biome, we consider it a stepping stone or a greenbeard tutorial if you will. We might explore adding more features to it as the game evolves.


[h2]Magma Core[/h2]
Keep on drilling and you’ll reach the bubbly and scorching Magma Core biome. Thank god we sent a scout out there first!

Magma Core is a total contrast to Crystalline Caverns, presenting a way more aggressive and hazardous environment. Lava can help you by slowing, damaging, and routing bugs, but it can also burn your toes, so choose your battles and choke points wisely!



Another element we have lifted from DRG is explosive plants. These herbal fireworks will explode when you get too close to them. Avoid them but exploit them(!) to do some serious AoE damage.



[h2]Hollow Bough[/h2]
After all that smoke and heat we can finally get some fresh air in the third and final biome: Hollow Bough.

Our main goal in translating this biome from DRG to DRG:S is to convey the dense and organic feel of the bough with vines sprawling from all sides, resulting in a cramped and tangled mess.

We want the environment to feel restrictive, but to also offer a unique gameplay element by adding destructible vines that grow back shortly after you clear them. This lets you make new and interesting choices in your approach to setting up choke points and eradicating enemies that you don’t get in any other biome.



This wraps up our sneak peek into the biomes that will be available at the Early Access Launch! We plan on releasing more biomes during Early Access and improving the existing ones based on your feedback.

For now, it’s about time to go back to our development mines and dig away at our to-do lists. Stay tuned for the next post where we’ll be sharing some info about the enemies of Deep Rock Galactic: Survivor.

Rock and Stone!
The Funday Dwarves

What we've been working on!

Hello Survivors,


It’s been a while (🎵) since we last updated you on the development of Deep Rock Galactic: Survivor, so we thought we’d let you know what we’ve been up to the last couple of months.

[h2]Driller[/h2]
Coming out of the demo where only the Scout was playable, we were super excited to get started on the remaining classes. One of the first we wanted to tackle was the Driller.

The main challenge in creating this class was ensuring his core capability of fast drilling felt good and not just like an upgraded Scout. The Scout perfected the art of kiting the enemies while dealing damage from afar, but we wanted the Driller to get a bit more up close and personal. He has several shorter range weapons that focus on slow cooking hordes of aliens with fire and acid damage.

We also had to change the visuals of plowing through rock to look more like it’s being crunched up rather than just mined with a pickaxe, and of course we had to create the animations to support his signature titanium power drills.

[h2]Magma Core[/h2]
During the playtests and the Steam Next Fest, you’ve been able to mine in the Crystalline Caverns, now prepare yourselves cause we are turning up the heat!
You guessed it! We’re going to the core, the Magma Core, so get ready to tap dance on hot rock and dodge explosive plants like your life depends on it, literally.



[h2]Supply Pod[/h2]
Going through all your great feedback from the Steam Next Fest we noticed that interacting with the supply pod could be improved. We twisted some knobs here and there and turned that interaction into a clear-the-zone mini objective.

You now have to clear the drop pod landing zone from rocks and minerals, then defend the zone for a short bit before the supply pod will drop and you’ll be able to loot your company sponsored goodie bag.



[h2]Up Next[/h2]
Our next Steam post will cover the third and final biome that will be included in the Early Access launch. We'll also be sharing some information about the process of getting the biomes in DRG: Survivor while still staying true to the original gameplay. We plan on adding more maps throughout the Early Access development of course.

Besides this we are working on adding a lot more depth to the guns, overclocks, new voice lines, class mods and much much more that we can’t wait to share with you.

Make sure you follow us on X (Twitter) and join our Discord if you want to stay up to date with all the latest dev updates.

As always, thank you for all the amazing support and feedback you are sharing with us through the development. You are true ROCKstars!

Rock and Stone!