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Deep Rock Galactic: Survivor News

Roadmap Update - December 2024

Hello Survivors,

Tis’ the season to update our roadmap and share some of our plans for Update 05. Last time we updated our roadmap, we mentioned how we are spending a bit longer on updates to make every update feel substantial while also future-proofing the game’s foundation with new tech. In Update 05 we are reaping some of the benefits of this strategy.

In Update 05 we plan on adding one of the most requested features to Deep Rock Galactic: Survivor - Endless Mode! We have wanted to do it for a long while, and if you go back to previous roadmap revisions you will see it in the “Later™” section ever since we released the game in Early Access. The reason we haven’t done it already is because an Endless Mode is a resource hog. As runs become longer, your power level increases, mob density increases, SFX clutter increases, etc. In parallel with the development of new game features, we have spent the last few months rewriting the game with a new entity component system that greatly optimizes the game. It’s an optimization so substantial that we’re putting it on the roadmap as its own headline. It has allowed us to make Endless Mode without sacrificing performance, but it will also have other far-reaching effects. The game will run much smoother on lower-end PCs, it will run smoother on Steam Deck, and it opens the possibility for porting.

The third bullet point on the roadmap is about Overclocks. In Update 05 we plan on filling in the remaining “missing” Overclocks, meaning every weapon will have at least three Balanced Overclocks and two Unstable Overclocks. We also plan on revamping some of the underwhelming Overclock choices. As always, we will start revealing more details in the weeks leading to the update which is on track for a release in Q1.

Rock and Stone!

The Funday Dwarves

Nominate DRG:S for the Steam Awards!

Hello Survivors,

Yes yes, we're a bit late to the party but we still want to throw our hat in the ring. If you enjoyed playing Deep Rock Galactic: Survivor, consider nominating us for the Steam Awards.
Steam makes us pick a category to feature in this post, and while we're obviously a shoo-in for all of them, we think "Best Game on Steam Deck" is where we have the best chances.

We also wanted to give a shout-out to some excellent games we enjoyed this year and recommend that you try them or nominate them.

For the Outstanding Visual Style Award, John, our Chad UX Designer, is nominating Songs of Silence. It has gorgeous, art nouveau style visuals that he thinks are fairly unique in the games industry. Remember kids, if it looks like elves made it, it's Art Nouveau. If it looks like dwarves made it, it's Art Deco.

For the Labour of Love Award, our artist Allan is nominating Elden Ring, particularly for the Shadow of the Erdtree expansion. He says: "If you're too afraid to tell your significant other that you like it rough, just play Shadow of the Erdtree in front of them." Glad that worked for you, Allan!

For the Better with Friends Award, we are nominating Helldivers 2 for being the second best bug-blasting-in-space game to come out this year.

For the Most Innovative Gameplay Award, we are nominating Balatro - a game that came out just 6 days after DRG:S, and stole way too many hours of our free time.

Remember voting ends December 4th, 10 AM Pacific (that's 7 PM where we're at).

Patch 0.4.19d

  • Fixed an issue where starting gold and nitra would not show up correctly when starting a Mutator Madness anomaly run
  • Fixed an issue where the warden shield would not reduce status effect damage
  • Fixed an issue where the Rotten Sugar during Mutator Madness dives, could break the game resulting in negative HP values, immortality and a Mission Control that just didn’t care to extract you.
  • Fixed an issue that could lock the game in a black screen, if trying to pause in/out of the shop. Shoutout to thisTofu for catching this live on the Ultimate Challenge Invitational stream. It is no longer possible to pause while the screen fades
  • Fixed an issue where getting the weapon from Weapon Box would not show up in the UI, when having 6 base weapon slots
  • Lethal Operation button looks more dangerous

SAVE & SOUND is LIVE! 🤘 Tune in for an audio deep dive for DRG: Survivor

[h2]Hello survivors,[/h2]

The celebration kicks off today, and we’re thrilled to be a part of it! The SAVE & SOUND Festival is now LIVE, celebrating the magic of sound in gaming. 🎶

The show starts at 10 AM PST / 7 PM CET, featuring unique content such as behind the scenes on audio production and performances created just for the event.

Our own feature goes live on Monday, Nov. 4th at 3 PM PST / 12 AM CET. Our audio designer Nicolas will show us how he creates the audio for Deep Rock Galactic: Survivor. Mark your calendars and join the fun!

Check out the streams on:

Twitch: https://www.twitch.tv/bedtimedg
YouTube: https://www.youtube.com/@BedtimeDG

Check out the awesome trailer for Save & Sound Festival!
[previewyoutube][/previewyoutube]

ROCK AND STONE!

Hotfix 0.4.8d

[h3]Improvements & Fixes[/h3]
  • Fixed an issue where the Azure Weald hazard 2 biome goal would only count healing from glowing crystal formations
  • Fixed an issue with glowing Crystal Formations leaving a lingering audio effect across stages and dives
  • Fixed audio for “pin” and “unpin” button in the Shop being very loud
  • Fixed Warden Mind Link audio being very loud
  • Fixed Jump pad and Jet Boots landing audio sometimes triggering twice
  • Fixed cave ambience audio lingering if mission is aborted early
  • Fixed Dreadnought volcanic spikes not getting correct lighting in Azure Weald
  • Fixed an issue where spamming the back button during the loading screen could cause strange behavior

[h3]Balance[/h3]
  • Mini Exploders nerfed:
    • Base speed: -5%
    • Base speed bonus for each hazard decreased by 5%
    • Base damage decreased from 25 to 20
    • Increased the time before mini exploders blow up from 0,12 sec to 0,14 sec
  • Azure Weald:
    • Spawning fewer mini exploders on stage 1
    • Spawning fewer mini exploders when the elite spawn on stage 2
    • Fix a bug where exploders appeared in biome mastery stage 8