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Rockhounds News

Check out the new mission type in this fifth Rockhounds Playtest patch!

What's up, Rockhounds!
[p]We’re back with our fifth playtest update! We’ve heard your feedback: diving into high-stakes contracts solo can be a steep challenge. To give you a smoother start before you bring in a crew, this update introduces a brand-new mission type designed for a more gradual onboarding and better gameplay variety.[/p][p]This is just the beginning: Expect even more mission types over the coming weeks. If you haven't dropped in lately, now is the perfect time to see how Rockhounds is evolving. We’ve also packed in numerous quality-of-life changes to make your experience smoother.[/p][p][/p][h2]Highlights for this update[/h2]
  • [p]Improvements to Low-Risk Missions[/p]
    • [p]We're introducing a new "mining rig" layout designed for smoother, more accessible gameplay.[/p]
    • [p]We've added "Kill Targets" as a new mission type, enabling shorter missions and setting the foundation for future objective variety.[/p]
  • [p]Progression & Rewards[/p]
    • [p]We have revamped the progression flow: Rewards are now communicated more clearly, and content unlocks automatically as players advance.[/p]
  • [p]Deploy Screen Upgrade[/p]
    • [p]Added loadout previews to the deploy screen, allowing players to review and strategize gear selection before missions.[/p]
  • [p]Enemy Spawn Rebalance[/p]
    • [p]Focused on improving the first-time user experience in low-risk missions, with better pacing between enemy waves.[/p]
  • [p]Enemy Behavior improvements[/p]
    • [p]Enhanced enemy behavior across all enemy types for more dynamic and challenging encounters.[/p]
  • [p]Visual & Audio Updates[/p]
    • [p]New Music Tracks – Immersive soundtrack updates to match the intensity of your missions.[/p]
    • [p]Weapon Visuals – Refreshed designs for select weapons.
      [/p]
[h2]Other notable improvements[/h2]
  • [p]Reduced network traffic. Lowering data usage and improved multiplayer stability, especially for players on lower-quality connections.[/p]
  • [p]Improved ammo distribution reducing the risk of shortages by increasing ammo drops from enemies and loot containers. Expanded build limits for ammo replenishment blueprints, enabling to stockpile and strategize more effectively[/p]
  • [p]Ammo Resupply Standardization: Removed the Engineer’s dedicated ammo replenish tool. All players can now resupply turrets using their multi-tool, while Engineers retain a faster resupply speed for tactical advantage.[/p]
  • [p]Resolved issues preventing sales of unequipped items until screen exit.[/p]
  • [p]Fixed false "game outdated" alerts from cloud code.[/p]
  • [p]Streamlining cloud code calls to reduce wait times.[/p]
  • [p]Corrected pack content to ensure only class-specific equipment is included, eliminating cross-class items.[/p]
[h2]And last but not least[/h2][p]If you want to join our mission to make Rockhounds a huge success, here are a couple of ways you can help us reach more players:[/p]
  • [p]Wishlist on Steam: This is the single most important thing you can do to help our visibility.[/p]
  • [p]Squad Up: Remember, your Playtest key includes 3 extra invites. Bring your crew in. Rockhounds is meant to be played as a team.[/p]
  • [p]Spread the Word: If you have a favorite streamer who loves extraction games, let them know we’re live.[/p]
[p]New Recruits Incoming: We’ve just sent out the next batch of Playtest invites! If you’re one of the new arrivals, welcome. Jump into our Discord to find a squad, report bugs, or give us your raw feedback.[/p][p][/p][p][/p]

Playtest Monster-update #4 is now live!

What's up, Rockhounds!
[p]It’s been a busy couple of weeks! We’ve just returned from GDC in San Francisco, where we pitched Rockhounds to potential partners to help us scale toward release. We’re currently following up with everyone. You might even run into some of them in-game, as they’ll be reviewing the same build as you![/p][p]The biggest news, however, is that we’ve just released a "Monster" update to the Playtest. This is our largest and most fundamental update yet, implementing many of the suggestions you’ve shared. We really hope you love this new version.[/p][p]To keep the momentum going, we’ll soon be moving the Playtest to "open" access to welcome more players. We’re also revamping our Steam page to better reflect the current state of the game and improve our conversion.[/p][p][/p][h2]Highlights for this update[/h2]
  • [p]Base-Building Revamp: We’ve overhauled the experience with more intuitive controls, allowing for faster and more efficient construction and management of your structures.[/p]
  • [p]Weapons & Armory: We've adjusted base loadouts, rebalanced weapons, and introduced specific damage types to expand your tactical options during combat.[/p]
  • [p]Resistances & Vulnerabilities: Enemies now have specific strengths and weaknesses. You'll need to strategize your loadout and approach to effectively take down these creatures during missions.[/p]
  • [p]Enhanced Enemy Behavior: We've upgraded AI behavior to ensure encounters are more engaging, challenging, and unpredictable.[/p]
  • [p]Quality-of-Life: A host of smaller features and fixes designed to refine the overall experience and smooth out the gameplay loop.[/p]
[p][/p][h3]Detailed break-down of changes[/h3][p]Base building UX[/p]
  • [p]Unlock blueprints through player reputation leveling (RP; Reputation Points)[/p]
  • [p]Option to equip blueprints in class loadout[/p]
  • [p]The radar, Respawn Portal and Class-Selector buildings are now blueprints that can be equipped[/p]
  • [p]Updated building grids and base layouts to support new buildables[/p]
  • [p]Building is now always an option, even if the mining rig is active. The building grid will appear in building mode when being in the mining rig build area.[/p]
  • [p]Blueprints are automatically build after placing, no need to use multi-tool anymore. A timer shows the building times. The multi-tool can still be used for repairs, removal and for mining ore.[/p]
  • [p]Introduced an ammo replenish blueprint to make ammo distribution part of the mission strategy[/p]
[p]Weapons [/p]
  • [p]Updated functionality of the loadout equipment to support damage types[/p]
  • [p]Set new base loadouts for classes to stimulate different playstyles[/p]
  • [p]Damage types are now communicated in the armory for weapons and items[/p]
  • [p]Rebalanced ammo capacity of weapons. Not all weapons having endless ammo anymore[/p]
  • [p]Overheating, low ammo and no ammo indication on mouse cursor[/p]
[p]Enemies[/p]
  • [p]Introduced a new enemy, the Tumble Shell[/p]
  • [p]Introduced flesh, weak spots and armor types[/p]
  • [p]Introduce resistances and vulnerabilities[/p]
  • [p]Enemy resistances/vulnerabilities are now communicated on the contracts details screen so you can adjust your loadout accordingly[/p]
  • [p]Updated Enemy spawning, introducing more difficult enemies on higher difficulties[/p]
[p][/p][h2]Show, don't tell![/h2][p]That is a pretty long list already! To break up the bullet points, let's look at some of the other cool features we’ve been working on.[/p][p][/p][p]Some contracts will now require you to endure harsh weather effects, like the blizzard pictured above. You’ll need to carefully time your actions—and perhaps even adjust your loadout—to counter these brutal conditions and survive the mission.[/p][p][/p][h2]Long-list of improvements & fixes[/h2]
  • [p]Added support for non-Latin languages including (simplified & traditional) Chinese, Korean, Japanese and Russian (in-game text is still to be localized).[/p]
  • [p]Fixed several issues for audio not playing when using items[/p]
  • [p]Fixed an issue where the manual turret wouldn't assign kills to the player controlling the turret[/p]
  • [p]Fixed an issue where the electric mine VFX would not display[/p]
  • [p]Fixed the timing offset for mission extraction, so that the shuttle landing matches the timers[/p]
  • [p]Fixed characters being partially dissolved when they boarded the extraction shuttle[/p]
  • [p]Player status effects and cooldown now shown in the HUD[/p]
  • [p]Fixed several bugs to the kills counter not properly working[/p]
    • [p]Kills of an enemy type would always be awarded to the player who first killed an enemy of that type[/p]
    • [p]Turrets wouldn't award kills to the player that built them[/p]
    • [p]The deployable turret wouldn't award kills to the player that placed it[/p]
    • [p]Mines wouldn't award kills to the player that placed it[/p]
    • [p]Kills made by turrets would always count towards the host's kill count[/p]
  • [p]Fixed a bug where the sell button wouldn't work for controllers in all the armory screens[/p]
  • [p]Players are now required to hold a button in order to sell a weapon.[/p]
  • [p]Skipping in results is now explicitly the "Back button" (ESC / B) instead of any button[/p]
  • [p]Improved results wait time & skipping steps to feel nicer[/p]
  • [p]Sprint no longer consumes stamina when not giving movement input (though it is still "active", it just consumes no stamina)[/p]
  • [p]Supply packs can no longer be placed inside destructibles, blueprint holograms and other supply packs[/p]
  • [p]Class select now displays which classes are being used by other players[/p]
  • [p]Various fixes to incapacitated / spectating view, such as:[/p]
    • [p]Player name & class not properly displaying[/p]
    • [p]Local player UI at the bottom left now displays while incapacitated or extracted[/p]
    • [p]Can now see extraction status while you're already extracted yourself[/p]
  • [p]Fixed issues when players join or leave, which would cause player leave to not be handled correctly & break the game (only happens if players have a higher rarity medic ability equipped)[/p]
  • [p]Fixed turret ammo indicator breaking[/p]
  • [p]Fixed an issue where kill targets side objective wouldn't properly cleanup the direction indicator after going back to base[/p]
  • [p]Fixed visual issues caused when playing on (ultra)widescreens.[/p]
  • [p]Added setting to switch between compact or wide UI setup for (ultra)widescreens.[/p]
  • [p]Overheated weapon state is now properly cleared when switching weapon, always going back to 0% overheating state - fixing issue where you could be indefinitely overheated or never overheat anymore[/p]
  • [p]Fixed a broken state when player disconnects while you have the mission deploy view open[/p]
  • [p]Fixed an issue where the kill target levels would generate a gap in the world[/p]
  • [p]Fixed an issue where minimap icons for kill target enemies would disappear[/p]
  • [p]Fixed issue with MercNet lobby not showing available lobbies[/p]
  • [p]Fixed an issue where the vault wouldn't show the proper amount of earned credits[/p]
[p][/p]

Full steam ahead! Another Rockhounds update is ready to go!

Greetings, Rockhound!
[p]Another week, another update, and it’s a good one! Huge thanks for playing and sharing your feedback; it’s truly helping us improve Rockhounds.[/p][p]We’ve noticed you’re playing longer and more often, which we love to see! However, new playtest sign-ups have slowed down. Help us spread the word so we can get a fresh wave of players in for the next update![/p][p][/p][h2]Highlights for this update[/h2]
  • [p]Fixed a bug causing characters to become invisible after joining a game or respawning[/p]
  • [p]Fixed a bug where switching classes would mess up your loadout[/p]
  • [p]Fixed a bug where flashlights wouldn't turn off automatically after a mission[/p]
  • [p]Fixed a bug caused by interaction with the shuttle when extracting from a mission[/p]
  • [p]Fixed a bug related to equipping primary weapons[/p]
  • [p]Fixed a bug where the weapon inventory screen would now show the current equipped weapon.[/p]
  • [p]Fixed several bugs where creatures were unable to damage buildings[/p]
  • [p]Fixed several UI glitches where white boxes were shown for loading graphics[/p]
  • [p]Fixed several UI glitches when choosing a reward from a crate[/p]
  • [p]Fixed a bug where the Class Progression screen would not show your next reward when opened[/p]
  • [p]Fixed a bug where there was a delay when shooting enemies with SpaceLance 7PR[/p]
  • [p]Fixed a bug where the Tital Shell creature would idle after killing a player[/p]
  • [p]Fixed a bug where the armory wouldn't properly display the first time it was opened[/p]
  • [p]Fixed a bug where the armory wouldn't show the correct stats when changing weapons[/p]
  • [p]Fixed a bug where an audio effect would not play for turrets[/p]
  • [p]Added a short window of invulnerability when a player is revived[/p]
  • [p]Added text labels for all pickups, making them easier to identify[/p]
  • [p]Added Megacorp rep who communicates with the squad during missions[/p]
  • [p]Added attachments to drops of the All Class packs[/p]
  • [p]Improved "hold button" UI/UX, making it clearer to the player[/p]
  • [p]Improved performance of the game, reducing some CPU spikes[/p]
  • [p]Improved Mining Rig dashboard UI to better indicate it's current on/off state[/p]
  • [p]Improved the "Return to base" chat wheel icon.[/p]
  • [p]Improved the mission results screen[/p]
    • [p]Improved the overview of contract results and rewards[/p]
    • [p]Separated the contract rewards and resources found during the mission[/p]
    • [p]Improved player and class progression screen[/p]
      • [p]We now use Reputation Points (RP) for player progression[/p]
      • [p]XP is used for class progression only[/p]
  • [p]Improved visuals for "clear" weather scenarios[/p]
  • [p]Improved animations for Frostangler creature to prevent "skating" movement[/p]
  • [p]Balance - Increased selling prices for redundant equipment[/p]
  • [p]Balance - Increased damage output for the manual turret[/p]
  • [p]Balance - Deep Ore Miner now automatically adds ore to the squad's total when it reaches its maximum capacity[/p]
  • [p]Balance - Refund amount for buildings is now based on the amount of health of the building[/p]
  • [p]Creature nests now continue to spawn small creatures until the nest is destroyed.[/p]
  • [p]Updated localization (English) including new creature names.[/p]
[p]There are still quite a few other topics that we're working on, but they require more testing before they are ready. We expect to update Rockhounds frequently though so please look forward to our next update![/p][p][/p][h3]Show, don't tell[/h3][p]Oh shoot, would you believe that I don't have anything new to show for this week's update? You'll just have to check it out for yourself I guess ...[/p][p][/p][h2]Support the Mission[/h2][p]If you want to join our mission to make Rockhounds a huge success, here are a couple of ways you can help us reach more players:[/p]
  • [p]Wishlist on Steam: This is the single most important thing you can do to help our visibility.[/p]
  • [p]Squad Up: Remember, your Playtest key includes 3 extra invites. Bring your crew in. Rockhounds is meant to be played as a team.[/p]
  • [p]Spread the Word: If you have a favorite streamer who loves extraction games, let them know we’re live.[/p]
[p]New Recruits Incoming: We’ve just sent out the next batch of Playtest invites! If you’re one of the new arrivals, welcome. Jump into our Discord to find a squad, report bugs, or give us your raw feedback.[/p]

Rockhounds Playtest second patch!

What's up, Rockhounds!
[p]Time flies, and the second week of Playtests has already concluded. We've received a ton of very valuable feedback, and while we still have a lot of work ahead of us, we also have implemented some nice improvements that we wanted to share with you in this update.[/p][p][/p][h2]Highlights for this update[/h2]
  • [p]Changed the size and position of mission-banners to prevent obstructing the action too much[/p]
  • [p]Improved objective indicators[/p]
    • [p]Indicators don't move behind other UI anymore[/p]
    • [p]Changed the indicator design to better show the direction[/p]
  • [p]Added Megacorp messages during missions[/p]
  • [p]Fixed a bug where the shockwave effect wasn't showing during the Miner's dodge roll[/p]
  • [p]The required amount of Space Coal now matches the maximum amount in low risk missions so it isn't tempting to keep mining and risking to failing the mission[/p]
  • [p]Fixed the duration on the legendary pulse wave visual effect (it now matching the upgrade stats)[/p]
  • [p]Movement abilities won't use stamina in the base / ship anymore[/p]
  • [p]Fixed a bug where machine gun turrets were unable to hit the fire shooting worms[/p]
  • [p]Improved smoke VFX coming from the Space Coal silo[/p]
  • [p]Fixed several issues that occured when players joined a mission in-progress[/p]
  • [p]Fixed a problem where explosions would push enemies through buildable walls[/p]
  • [p]Players won't "un-ready" when switching to the briefing screen on the deploy screen[/p]
  • [p]Moved the Ore amount UI to the other side of the screen, to separate the team resources from the player's personal resources[/p]
  • [p]Fixed issues with enemy navigation and knockback, causing them to stop moving[/p]
  • [p]Fixed a bug where players were unable to pick up another player's backpack after respawning[/p]
  • [p]Fixed a bug where enemies could hit players through walls[/p]
  • [p]Reduced the negative effects of exhaustion, reduced stamina consumption[/p]
[p]There are quite a few other topics that we're working on, but they require more testing before they are ready. We expect to update Rockhounds frequently though so please look forward to our next update![/p][p][/p][h3]Show, don't tell[/h3][p]Something cool we're working on; more of the environmental props will become destructible so when you have large fights with big explosions, you'll really see that impact on the world 🙂[/p][p][/p][p][/p][p][/p][h2]Support the Mission[/h2][p]If you want to join our mission to make Rockhounds a huge success, here are a couple of ways you can help us reach more players:[/p]
  • [p]Wishlist on Steam: This is the single most important thing you can do to help our visibility.[/p]
  • [p]Squad Up: Remember, your Playtest key includes 3 extra invites. Bring your crew in. Rockhounds is meant to be played as a team.[/p]
  • [p]Spread the Word: If you have a favorite streamer who loves extraction games, let them know we’re live.[/p]
[p]New Recruits Incoming: We’ve just sent out the next batch of Playtest invites! If you’re one of the new arrivals, welcome. Jump into our Discord to find a squad, report bugs, or give us your raw feedback.[/p]

Rockhounds Playtest first patch!

Hey Rockhounds!
[p]We’ve hit the one-week mark! A massive thank you to everyone who has jumped in so far. Your feedback is already helping us prioritize our next moves and clean up the rougher edges. Today’s update is the first of many, focusing on the bugs and balance issues you’ve identified this week.[/p][p][/p][h2]Highlights for this update[/h2]
  • [p]Bug Fixes & UX Enhancements: Multiple bugs have been resolved, and overall user experience has been refined.[/p]
    • [p]Improved mouse cursors (shapes and sizes)[/p]
    • [p]Changed yield bonuses which should help with (high risk) missions taking too long[/p]
    • [p]Resource-related sidequests now appear earlier during a mission[/p]
    • [p]Increased damage output for default SMG weapon[/p]
    • [p]Lowered damage output for default Shotgun weapon[/p]
    • [p]Reduced amount of health (and damage) for larger enemies to make them less bullet-spongy[/p]
    • [p]Changed behavior for "hidden" type enemy so they telegraph their attacks clearer[/p]
    • [p]Fixed a problem where enemies would stop spawning during a mission[/p]
    • [p]Fixed a problem where hive-enemies would spawn when a boss was killed[/p]
    • [p]Fixed a problem with the hitbox of the worm-enemy, making it easier to hit[/p]
  • [p]Inventory Management: Players can now sell items, resulting in better control over your inventory.[/p]
  • [p]Climate Update: Updated climate system for planets, better lighting, wind effects and VFX influenced by it.[/p]
  • [p]Planet-Specific Enemies: Creatures are now assigned in groups per planet, so that each planet has a unique feel.[/p]
  • [p]Starting Weapons & Class Progression: We've adjusted the starting weapons and unlocks to increase early-game challenge (encouraging players to upgrade their loadout) and balanced previously overpowered weapons.[/p]
[h3]Show, don't tell[/h3][p]And because we know people like looking at pictures better than reading a bunch of text, a couple of nice things that you might notice in this update ... [/p][p]The above image shows how we've now curated specific lighting conditions to work for each of our three environment types. Everything looks great and works really well with the weather effects as well. And, another cool thing that you'll see in this update ...
[/p][p][/p][p]That's right, particles are influenced by the wind direction and weather effects. We think this will really help with immersion, plus it's just nice to look at :-)
[/p][h2]Support the Mission[/h2][p]We’re building Rockhounds alongside you, and there are three ways you can help us scale the operation:[/p]
  • [p]Wishlist on Steam: This is the single most important thing you can do to help our visibility.[/p]
  • [p]Squad Up: Remember, your Playtest key includes 3 extra invites. Bring your crew in. Rockhounds is meant to be played as a team.[/p]
  • [p]Spread the Word: If you have a favorite streamer who loves extraction games, let them know we’re live.[/p]
[p]New Recruits Incoming: We’ve just sent out the next batch of Playtest invites! If you’re one of the new arrivals, welcome. Jump into our Discord to find a squad, report bugs, or give us your raw feedback.[/p]