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Deep Rock Galactic: Survivor News

Summer Patch

Hello Survivors,


We’re slowly returning from our Summer holiday, and will soon begin preparations for Update 04. The first step is to update our living roadmap, as soon as we settle on a scope for the next update - stay tuned. Until then, we thought we’d make a small patch with some fixes, balance changes, and a much-requested feature allowing you to ‘pin’ upgrades in the shop. Here are the patch notes for patch 0.3.0d:

[h2]Features[/h2]
  • Added the ability to pin upgrade cards in the shop. This prevents them from being rerolled and keeps them for the next shop.
  • The game should now properly run in the background when it loses focus
  • Added a beam range weapon upgrade

[h2]Improvements & Fixes[/h2]
  • Hi-Volt Thunderbird’s unstable overclock ‘Electrical Tether’ now properly applies status effects.
  • The dwarf can now also be controlled with the right stick on controllers
  • Fixed an inconsistency issue when targeting the highest HP enemies
  • It is now possible to hold the button to buy/sell multiple minerals in the mineral market
  • Added a charge delay to the refund all upgrades button to avoid accidental refunding
  • Added description to potency upgrades
  • Wallet currency now animates more appropriately when spending resources
  • Status Effect stacks applied can now be seen on the end screen
  • Status Effect damage upgrades will no longer be offered when the player has no damaging status effects or ground zones
  • Amount of projectiles fired can now be seen on the end screen
  • Fixed an issue where the flow of mastery selection could break when clicking the breadcrumb bar at the top. It is no longer clickable.
  • Fixed an issue that would show the wrong biome illustration when completing Biome Masteries
  • Sawn-Off unstable overclock (M1000 Classic and Drak-25 Plasma Carbine) now only targets enemies in its reduced range
  • Fixed missing lifetime stat when inspecting the Colette Wave Cooker
  • Fixed missing death audio on Elite Acid Spitter
  • Fixed an issue where controller navigation could be lost on the shop screen if the pause menu was opened
  • Fear should now actually make the enemies run away
  • Added varying fear resistance to enemies
  • Fixed an issue that prevented Cluster Grenades from properly applying fear
  • Fixed an issue where ground zone grenades (Neurotoxin and Incendiary) would start reloading without throwing one. They are now always thrown when ready
  • Various UI tweaks

[h2]Balance[/h2]
  • Increased Hi-Volt Thunderbird damage from 16 to 20.
  • Hi-Volt Thunderbird’s unstable overclock ‘Electrical Tether’ now also increases range by 25%
  • Shredder Swarm Grenade damage increased from 10 to 18, drone range increased from 2 to 2.5
  • Removed uncommon tag beam range upgrade and lowered the values of the rare/epic/legendary from 15%/20%/30% to 10%/15%/25%
  • Increased the dwarf turn speed by 50% to make aiming more snappy
  • Increased fear duration from 3 to 4 seconds on the Hallucinogenic unstable overclock (High Explosive Grenade + Neurotoxin Grenade)
  • High Explosive Grenade: Reload Time reduced from 6 to 5 seconds. Explosion radius increased from 3 to 3.5. Mastery Bonus changed from only damage to damage and explosion radius

Hotfix 0.2.280d

Hello Survivors!

We just updated the game with a quick hotfix. Make sure you have the latest version of the game 0.2.280d

[h3]Changelog:[/h3]
  • Added reroll duplicate protection to artifacts and weapons
  • The Favourite unstable OC now has explosion radius instead of fire rate for "Hurricane" Guided Rocket System
  • Fixed an issue where a nonsensical completed milestone would show up on the end screen
  • Fixed an issue where refunding meta upgrades would show up when starting a run. This also fixed an issue with starting resources from Nitra Cache/Gold Cache would not show up correctly
  • Fixed an issue where top bar event icons could have the wrong size
  • Fixed an issue where the Drop Pod could land on top of a Morkite Reactor Core container
  • Hopefully fixed an issue where the "Fire 150.000 projectiles" milestone could unlock several times
  • Improved the UI around mastery bonuses
  • Improved the UI around starter- and excluded artifacts for masteries and anomaly dives
  • Vita-Miner Pills are no longer available in Bloody Learner
  • Pause screen no longer shows biome goals when doing Masteries or Anomaly Dives
  • Morkite Reactor Cores can now be picked up slightly faster
  • Fixed wrong Mission Control voice lines on biome mastery stages 6 to 9
  • Fixed an issue where the Weapon Box Artifact would not apply some Overclocks correctly
  • Fixed an issue where the shop discount was too high on Class Mod Masteries
  • Fixed an issue where the Weapon Box artifact would only chose from available class weapons, instead of all unlocked weapons
  • Fixed an issue where the Classic Scout class mod mastery would not gain additional XP from enemies, but would instead get XP from mining
  • Fixed an issue where the class mod mastery would have too much Shop Discount. Instead you now get 2x DRG Coupons artifacts, resulting in a slight nerf to the discount. (from 44% to 36% discount)
  • Fixed an issue with the fail safe that kills the boss if it charges off the map. It can still charge off the map, but it should no longer soft lock the run.
  • Fixed an issue where attack drones would try to target untargetable enemies
  • Fixed an issue where the reroll artifacts buttons would not be disabled when you had enough Nitra, but not enough artifact rerolls
  • Fixed an issue where the twin dreadnoughts would not properly transfer health while healing each other. The healing mechanic was always meant to be a health transfer, but with a net gain for the twins. The twin with most life should transfer 10% of its max HP - the one with the lowest life should be healed for 20% of its max HP. Before this patch the health transferring twin failed to take the 10% damage because of the grey health bar - that has now been fixed. To compensate, we have increased both twins base HP from 9000 to 9500.
  • Fixed Morkite Reactor audio being too low
  • Fixed Arbalests lava projectiles rotating while the game is paused
  • Fîxed issüês wîth söme lêttêrs nöt shöwing ôn sömê längûagês
  • Changed the way facing directional weapons are aimed (Warthog, Subata, Leadstorm). They now directly follow the dwarf's rotation instead of the raw input. This should make it easier to control, though it may feel a bit slower.

Free Deep Rock Galactic Survivor update adds two new game modes

The free Deep Rock Galactic: Survivor Masteries update is here. It comes with two new and incredibly challenging game modes, a new limited currency, more meta upgrades, extra artifacts, achievements, and a slew of bug fixes. If you're looking to get back into the roguelike twin-stick shooter, or fancy a new challenge, now's the time to dive in.


Read the rest of the story...


RELATED LINKS:

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Update 03 - Masteries

Hello Survivors,

Welcome to the third content update for Deep Rock Galactic: Survivor aka. The Masteries Update! This update features new game modes, tons of new artifacts, milestones, achievements, balance changes, quality-of-life upgrades, and bug fixes.

This update makes fundamental changes to the way you gain power between dives and removes the need to first level a weapon to 12 before you can start overclocking them. The goal is to create a smoother progression for new players with less feeling of getting stuck on a Hazard level. Returning players have had their upgrades refunded and will not be able to buy them all back until they engage with the new systems.

If you want to play the update spoiler-free, you should just go ahead and close these update notes and fire up the game. We hope you enjoy it!

[h2]Features[/h2]
[h3]New Game Mode: Masteries[/h3]
Masteries is a brand new game mode in Deep Rock Galactic: Survivor, where you are challenged to complete a dive with new rules. Expect deviations from the main game in terms of stage count, number of supply pods, Huuli Hoarders, etc.

Besides being fun to learn and master, masteries also reward upgrades to weapons, class mods, and biomes. We’ve tried to carefully balance these rewards to be powerful without feeling so mandatory that you are forced to do them.

Weapon Masteries
There are 42 Weapon Masteries, one for each weapon, and they unlock once you’ve reached level 12 with a specific weapon. In a weapon’s Mastery, you enter a 3-stage dive where you are only able to use that weapon, and no other weapon slots will unlock in the dive. If you complete the run, you will unlock a permanent upgrade to the weapon that will apply to all game modes. This reward scales with the Mastery's hazard level.

Class Mod Masteries
Class Mod Masteries unlock after completing a Hazard 2 dive with a specific class mod, and there are of course 12 of them - one for each class mod. These masteries are regular 5-stage dives, but they come with an array of added challenges, most notably the inability to heal during a stage. That’s right: No red sugar, no life regeneration, and no healing when you level up. These are combat-oriented masteries where the stage area is smaller, there are fewer minerals to mine, fewer supply drops, and many more Huuli Hoarders! Each completed Class Mod Mastery will give a permanent passive bonus to that class mod across all game modes.

Biome Masteries
Biome Masteries unlock after beating a specific biome on Hazard 3. The challenge here is straightforward: There are 10 stages instead of the usual 5. The reward is a permanent upgrade to the specific biome that will carry through all game modes.

[h3]New Game Mode: Anomalies[/h3]
Anomalies is a new optional game mode that offers experienced players an added layer of challenge. Each Anomaly offers a unique spin on the core gameplay, but they are not required to increase your power level.

Bloody Learner
In a Bloody Learner Anomaly Dive, you take damage whenever you level up, have +100% increased experience gain, and start your run with a BLT Ration Pack (+70 Max HP, +2 Life Regen).

Hardcore
In this mode, you’ll start with just 10% of your normal max HP, and all max HP upgrades and healing are also reduced to just 10% of their usual power.

Vanilla
In Vanilla, we have stripped you of all your meta upgrade bonuses and mastery bonuses.

No Movement
In No Movement, you can only move for the first 5 and the last 30 seconds of each stage!

[h3]New Limited Currency: Morkite Reactor Cores[/h3]
During Masteries and Anomalies you will be able to find a new meta currency - Morkite Reactor Cores. Since this currency is used to unlock some of the new meta upgrades and some of the last stages of “old” meta upgrades, we have refunded all meta currency.

Players who have previously “completed” the meta progression will find that they can no longer buy all meta upgrades until they obtain Morkite Reactor Cores. This is part of the Early Access process, and we hope that you’ll see it as a challenge instead of a loss.

[h3]New Meta Upgrades[/h3]
Artifact Rerolls:
  • Reroll artifacts from the Supply Pod
Trigger Training:
  • Increase Fire Rate
Catalyst Boost:
  • Increase Status Effect Damage
More Juice:
  • Increase Potency
Gold Cache:
  • Increase Starting Gold
Nitra Cache:
  • Increase Starting Nitra

[h3]New Artifacts[/h3]
Multi Tool
  • -25% reload speed
  • +5% reload speed per unique [tag] equipped
Turbo Encabulator
  • 3% increased damage for every equipped Overclock
  • 3% increased reload speed for every equipped Overclock
  • -5% mining speed for every equipped Overclock
Weapon Box
  • Equip an additional random level 6 weapon with a random overclock
Ancient Knowledge
  • Instantly gain three levels
Chemist Kit
  • 15% increased potency
  • 15% increased status effect damage
Company Issued Magnet
  • Spawns a magnet at the end of a stage. It collects 50% of the remaining XP when you grab it.
Piercing Projectiles
  • 50% increased pierce
DRG Coupons
  • Gives a 20% discount to all future shop purchases in the current run (excluding healing and reroll costs)
Energy Bar
  • 1% increased damage for every player level
  • -2 to max HP for every player level


[h3]New Achievements[/h3]
The 9 new Artifacts are all tied to new Milestones, but they also each have a Steam Achievement. Additionally, we have added 4 new Steam Achievements for completing a Hazard 5 dive in each Biome. The Hazard 5 biome achievements are not retroactive, so returning players will have to complete a Haz 5 run again to unlock them.

[h2]General Improvements[/h2]
  • Unlock requirements for Overclocks have been removed
  • Biome Goals can now be completed on higher hazard levels
  • Added a refund option on the meta upgrade screen
  • The red vines in Hollow Bough have been made slightly shorter. They now scale with the size of the level.
  • Added a camera shake slider in Settings
  • Added a damage vignette toggle - this is the damage flash you get at the edge of your screen when you take damage
  • The Splash video when you start the game is now skippable


[h3]Performance[/h3]
  • We have identified and fixed large performance issues when mining lots of rock at the same time, so "True TNT + Cluster + Feedback Harness" mining builds should now stutter significantly less
  • Mining fast in any biome should now feel smoother
  • Several other systems now have improved performance as well. Damage numbers can still be a performance sink though.


[h2]Balance[/h2]
  • All Hazard levels have been rebalanced to match the new unlock flow and power increase
  • Class and Class Mod bonuses have been moved from the Artifact group to the Meta group. When the final stats of a weapon are calculated, different bonuses are grouped together and then those groups are multiplied with each other. Previously, bonuses you get for choosing a specific class or class mod were in the same group as Artifact upgrades, but they are now in the group with Meta Upgrades. This makes artifacts more impactful.
  • LOK-1 Smart Rifle:
    • Base damage reduced to 55 (was 58)
  • Tactical Leadbuster:
    • Base Damage reduced to 24 (was 28)
    • The time between shots in a burst reduced to 0.025 (was 0.03)
    • Rebalanced Cluster Grenade Overclock
  • Krakatoa Sentinel:
    • Range reduced to 4 (was 5)
    • Potency reduced to 10 (was 12)
  • Spiral Boomerang Overclock:
    • Range reduced from to 350% (was 400%)
    • Reload speed reduction increased to 40% (was 30%)
  • High Velocity Bullets Overclock:
    • Now also gives 10% increased damage
  • The Favorite Overclock:
    • When applied to Plasma Burster, it now gives Explosion Radius instead of Potency
  • Shellback Elite:
    • Aim rotation reduced to 30 (was 25)
    • Attack range reduced to 9 (was 10)
    • HP reduced by ~10%
    • Base damage reduced to 8 (was 14)
    • Damage tick interval reduced to 0.3 (was 0.5)
  • Clipboard of Grudges:
    • Experience gain increased to 7-12 (was 5-10)
  • XP Scanner:
    • Now finds experience twice as often


[h2]Bug Fixes[/h2]
  • Fixed the "endless stage" glitch (Sorry Farham, this was always coming). This results in slightly different behavior around the top of the drop pod ramp.
  • Tactical Leadburster:
    • Fixed an issue where the pierce value started too high, but did not actually update when selecting pierce upgrades
  • “Hurricane” Guided Rocket System:
    • Fixed explosion VFX not scaling with explosion radius (visuals only)
    • Fixed lingering audio issues with this weapon
  • Plasma Burster:
    • Fixed the "Tape Some Nails To It" (extra Kinetic Explosion) overclock not working at all with this grenade
  • Shredder Swarm Grenade:
    • Fixed an unfortunate interaction with Artifacts that applied temporary buffs (ie. Armor Grease, Popup Tripod), which made the drones act incredibly janky
    • Optimized game performance when using these drones
  • Breach Cutter:
    • Fixed a bad piercing calculation that lead to the weapon not having infinite pierce
  • Conduit Overclock:
    • Fixed the behavior of this Overlock. Before: All constructs shot lightning at all other constructs. Now: The constructs of the weapon with the overclock shoots lightning at constructs from other weapons (as originally intended. This is a slight nerf to the Overclock)
  • Mocap Artifact:
    • Fixed Mocap not being unlocked when completing the milestone on the Twin Dreadnoughts fight (either of the twins will now satisfy this milestone)
  • Dreadnought:
    • Fixed an issue where its volcanic spikes would sometimes have no collision


[hr][/hr]

We also want to highlight an awesome new bundle on our store page. We’ve partnered with Dome Keeper to make a ‘Space Mining Extravaganza’ bundle. Dome Keeper is a roguelike survival miner where you defend your space dome from waves of attacking aliens and dig deep into the planet in search of valuable resources and artifacts. Sounds familiar?
It’s a ‘Complete the Set’ bundle, so if you already own DRG:S, you can get Dome Keeper at 10% off.

https://store.steampowered.com/bundle/42671/Space_Mining_Extravaganza

Upcoming Feature: Anomaly Dives

Hello Survivors,


Last week we revealed details about Masteries, an upcoming core feature included in Update 03 of Deep Rock Galactic: Survivor. This week, we’re ready to talk about another headline feature coming in the next update: Anomaly Dives.

As you progress through Masteries and earn powerful upgrades to weapons, class mods, and biomes, you also unlock access to four kinds of Anomaly Dives:
  • Bloody Learner
  • Hardcore
  • No Movement
  • Vanilla

Each Anomaly offers unique spins on the core gameplay and is meant as an optional game mode for advanced players looking for a challenge. If you can squeak out a victory, the bragging rights are yours!

In a Bloody Learner Anomaly Dive, you take damage whenever you level up, have 100% increased experience gained, and start your run with a BLT Ration Pack (+70 Max HP, +2 Life Regen). You better start dodging those XP orbs, avoid all pick-up radius upgrades, and let’s not forget the magnets which might just insta-kill you. A good balance of fire power, health regeneration, and a craving for red sugar should get you far.



Once you’ve tried Bloody Learner, why not go for a Hardcore Anomaly Dive? In this mode, you’ll have to be extremely careful with your health, because you’ll start with just 10% of your normal max HP. If you think a BLT will save you, think again – because all max HP upgrades are also reduced to just 10% of their usual power. The last two Anomalies will be a surprise on patch day (or you can read about them in the patch notes). We have a ton of ideas for fun Anomalies to add in future updates and ways to expand this system. Perhaps you do too? Let us know in the comments.



Completing Anomaly Dives does not reward you with a permanent upgrade like Masteries do, but during a run you can find Morkite Reactor Cores which are a new currency. These cores are used to unlock some of the powerful new meta upgrades available in Update 03, such as Nitra Cache which lets you start a dive with some Nitra, or the aptly named Artifact Rerolls upgrade that allows you to reroll artifacts from the Supply Pod at the cost of Nitra. Morkite Reactor Cores are also found in Masteries, because Anomaly Dives are meant to be optional and not a requirement to progress in power level.



Update 03 also adds new artifacts, milestones, achievements, balance changes, much-requested bug fixes, and quality-of-life improvements. And you won’t have to wait long for any of this – because Update 03 is coming NEXT WEEK!

Rock and Stone The Funday Dwarves