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Deep Rock Galactic News

Season 01: Patch 03


[h2]Hello Miners,[/h2]

We have fixed a couple of crashes, made a number of improvements to missions and bug-fixed weapons - and you can again Rock and Stone without fear of encountering non-Hoxxes bugs.

Cheers,
The Ghost Ship Crew

[h3]--- PATCH NOTES ---[/h3]
- Fixed a crash related to the game booting up
- Fixed a crash related to the game shutting down
- Fixed a crash related to armor components
- Fixed a crash related to late joining
- Fixed a crash that sometimes happened for clients - if the host shut down the game while the client was joining
- Fixed a crash that sometimes happened for clients trying to join as the game was transitioning (from mission to space rig - end screen to space rig)
- Attempt to fix a crash related to enemies dying from goo
- Attempt to fix a rare crash related to weapons when joining a mission
- Attempt to fix a rare crash in music manager
- Fixed a bug that caused ammo to not transfer correctly between Deep Dive missions, getting reset instead for clients
- Fixed a bug that prevented players from seeing changes in Doretta's health bar if they moved too far away from her
- Fixed a bug that caused a massive FPS drop if mouse sensitivity mode was changed to manual
- Fixed a bug that caused Macteras to do nothing if they were in too small tunnels or other tight places and close to their target
- Fixed a bug that caused weird Mactera behavior when they were targeting pipelines in Refinery missions
- Fixed a bug that caused the Minehead in Point Extraction to not animate properly
- Fixed the description of the Elite Enemies mutator in the Miner's Manual
- Fixed a bug that made Bet-C target enemies through thin floors
- Fixed a bug that sometimes caused the Grappling Gun to act weird / get stuck for clients
- Fixed a clipping issue with the Weapon framework/paintjob selector
- Fixed a bug that caused a preview in the equipment terminal paintjob/framework after exiting to main equipment view
- Fixed a typo in the motivational quotes on the Space Rig
- Fixed a typo in the Promotion pop-up
- Fixed that the Hoop Game were not always in sync for host and clients
- Added little collar under Tech Trooper helmet so skin is no longer visible
- Fixed a bug that made it possible for Sandbox players to join non-modded games if they joined through invites without having the game open.
- Fixed a bug that caused the enabled mods/max mod count to be wonk
- Fixing a bug that made the game show install error on mods when changing steam branch (even if the install did not have errors)
- Fixed a visual bug that made it look like a weapon was left floating mid-air if you tried to change weapons while carrying an object (also happened if you took out the laser pointer while carrying an object)
- Fixed a bug that caused the dwarves to prioritize grinding pipes instead of reviving teammates downed on said pipe
- Fixed a bug that made all “E” interactions inaccessible, if the player Rock and Stone’ed while returning a full canister to Doretta
- Fixed a bug that caused weapons to fire if you did Rock and Stone while charging said weapon
- Fixed a bug that caused the weapon crosshairs to be visible while using the Terrain Scanner
- Fixed a bug that caused the dwarves to grind if they were standing on a pipe and tried to add a segment (often causing unintentional, albeit hilarious, death by gravity)
- Fixed a bug that made non-depositable carriables (such as mule legs and tethers) to be depositable if a throw was canceled
- Tweaked the “un-stick dwarves from pipes” code to hopefully better un-stick dwarves from pipes they managed to somehow get stuck to
- Fixed a bug that caused Deep Dive objectives to give 100% PP reward even if you fail the stage the objectives were in. Objectives in completed stages still give full rewards as before.
- Hacking Pod can no longer spawn directly on top of Generator/data deposit.
- Hacking Pod should no longer be able to spawn ceiling above the data deposit
- Fixed a bug that caused the range to connect transmitter nodes to be almost double of the intended range.
- Fixed that enemies and Molly were able to go through the Data Vault after it opened
- Patrol bots killed by Inferno BC and then hacked no longer have a persistent “on fire” icon
- The outline of the Patrol bot now lasts more than 2 sec
- Fixed a bug that caused Subata's "Explosive Reload" Overclock to not affect the Caretaker's health
- Fixed a bug that caused Tether beams to go in weird directions if a client walks far away from them and then comes back
- Resupply Pods no longer block the Tether beam
- Item dispensers no longer leave behind one invisible inactive object if the item dispenser gets despawned (Hacking Pod did this after leaving)
- Fixed a bug that made Mission Control continue talking about defending the Hacking Pod after the Hacking was done
- Fixed a bug that made the dwarf say “light it up” lines when telling Bosco to defend Hack-C
- Added tutorial hint about Bosco being able to defend the Hacking Pod
- The Prospector is now spawning chunks of dirt for clients
- Changed The Prospector’s immunity phase so it can at max stay in it for double the normal duration if the limit of Patrol Bots has been reached
- Fixed a bug that caused difficulty having an effect on how the rest of the level was generated
- Added new Pass in Procedural Generation to prevent things from floating after mission objectives have been carved
- Tweaked font for Grenade, Flare, and Flashlight HUD elements
- Fixed Rival Tech DLC not being announced by pop-up in-game when purchased
- Fixed a skinning issue on magazine-lever on the GK2 Rival Tech Framework
- Added The Rival Tech DLC to the rotating list of DLCs on the info screen
- Haz 4 now defaults to unselected in the server list filter until the intro assignment: Conquer Hoxxes IV has been completed. Players can still manually enable it
- You can no longer slap the Gnome while holding a beer
- Changed flammable gas combustion to work with the temperature system which means most sources of heat can now ignite flammable gas.

INDUSTRIAL SABOTAGE
- Fixed the Caretaker taking too little damage from the Corrosive Sludge Pump and other non-explosive AoE weapons
- Reduced the damage dealt by Patrol Bot explosive shot
- Reduced the damage dealt when a rolling Patrol Bot bumps into a player
- Reduced the damage dealt by the Caretaker phase bombs
- Updated the FX of the Caretaker Aoe electrocute attack

WEAPON FIXES AND TWEAKS
The first iteration of weapon tweaks is here. As always there will be more to come in the future as we collect more data and gather more of your feedback. So keep it coming!

- Minor LOK-1 inspection animation now works correctly when interrupted
- Autocannon T5 Fear upgrade is now properly affected by any damage radius increases
- Improved Plasma Carbine projectile handling for clients
- Reload-triggered overclocks can now affect weak points on boss-type enemies. (Explosive Reload now works on Caretaker)
- Fixed a bug that caused the Hurricane missiles to sometimes lose guidance when the rate of fire was high
- Fixed goo puddles sometimes visually glitching
- Fixed the torch on CRSPR flamethrower not animating after 1 sec in loadout
- Fixed the napalm upgrade on the hurricane not igniting gas clouds
- Fixed Subrata tracers not showing correctly
- Plastcrete MKII "bubbly" animation is now visible for clients
- Fixed case where LOK-1 rifle missed the target even though it indicated a hit.
- Fixed a typo in the Explosive Goodbye upgrade for the Breach Cutter
- Fixed a typo in the description of the Goo Bomber Special OC for the Corrosive Sludge Cannon
- Fixed a typo in the description of the Executioner OC for the LOK-1 Smart Rifle
- LOK-1 overclock Seeker Rounds now properly deal damage to the caretaker and get a damage bonus when hitting weak points
- Plasma Expansion Delay stat now displays correctly on the Breech Cutter
- Smart Targeting Software now works correctly on clients on higher hazards


Hurricane GRS
- Nitroglycerin Compound upgrade now increases explosion damage instead of impact damage
- Reduced the heat bonus of the Napalm-Infused Rounds upgrade
- Reduced the armor break bonus of the Anti-Tank Missiles upgrade
- Slightly reduced the area damage bonus of the Zip Fuel upgrade
- Changed the Napalm-Infused Rounds upgrade to convert the damage to heat just like the PGL and reduced how much damage is converted
- Increased the bonus of the Increased Blast Radius upgrade

Plasma Burster OC
- Increased the maximum number of projectiles that can be guided at once
- Fixed Plasma Burster OC not working properly with T5 upgrades

Corrosive Sludge Pump
- Reduced the DoT bonus of the Fluoroantimonic Acid upgrade
- Reduced the puddle size bonus of the Air Sensitive Compound upgrade
- Increased the damage bonus of the Potent Goo Mix upgrade

Volatile Impact Mixture OC
- Significantly reduced the puddle lifetime penalty and the DoT duration penalty

LOK-1 Smart Rifle
- Changed the Piercing Rounds upgrade to a Super Blow Through upgrade increasing the number of penetrations
- Moved some of the lock-on speed bonus from the Sutter Speed Sensor upgrade to the base weapon

Neuro-Lasso OC
- Reduced the lock-on speed penalty
- Extended the time before all locks reset

DRAK-25
- Extended the duration of the speed boost from the Hot Feet upgrade

Missing from initial patch notes:
- Extended the range of the Heat Radiance upgrade on the Flamethrower to match the Cold Radiance upgrade on the Cryo Cannon.
- Increased the pressure gain rate penalty on the Tuned Cooler OC for the Cryo Cannon

Season 01: Patch 02

Hello Miners,

We have fixed a couple of crashes including what we believe is a fix for the crash on load for many windows 7/8 players. We also made a number of improvements to missions and fixed some weapon issues.

Cheers,
The Ghost Ship Crew

--- PATCH NOTES ---
- [COMMUNITY REQUEST] The Minehead is now visible on Terrain Scanner
- The Minehead in Point Extraction now has an outline when using the Laser Pointer (similar to the platform in Refinery)
- Fix for crash on load for win 7/8 players
- Unified shortcuts for switching characters in various terminals. You can now use A/D or Q/E for switching
- Buying a DLC will now show a notification next to the unlocked vanity items and skins
- Fixed a crash related to fading lights
- Fixed a crash related to late joining
- Fixed some rare crashes related to the modding system
- Fixed a crash that would sometimes happen, when getting info of a mod from modio
- Attempt to fix crash related to end of level
- Fixed a bug that caused Tritilyte Deposit - Nanite Bomb Dispenser to land inside Data Vault - Force Field (added more precise check for important locations)
- Fixed a bug that caused magnificent long moustaches to not layer on top of beards but instead clip through
- Fixed a bug that caused the Omen towers health bar to always be grey for clients, even if module was vulnerable
- Fixed colour for details on armor paint job that were not right
- Fixed material setting for the rim on tech trooper helmet to the right setting
- Fixed some skinning issues on the Scout’s MK2 Armor
- Fixed the generated icons that sometimes were missing geometry
- Fixed the colour on the Supply Pod beacon (now back to yellow)
- Fixed Personal Drop Pod beacon being visible for too long (player landing could see it)
- Fixed Sniper Turret laser beams were not flashing right before firing
- Fixed burst turrets thinking they were folded out too early, resulting in them firing in a seemingly random direction
- Added Player collision to the facility turrets
- Removed collider on Repulsion Turrets that were not needed
- Added a range indicator when you pick up the first Transmitter Node around the Hacking Pod
- The Patrol Bot now has new navigation software that allows it to fly closer to the cave ceiling without poking its head through it.
- Fixed a bug that made you remain unequipped when dropping a carriable
- Weapon is no longer hidden when sometimes exiting use montage
- You no longer get disarmed when dropping a carriable, and no longer deposit with a weapon while depositing a gem
- Fixed a bug that caused the Subata 'Mactera Toxin-Coating' modification to not show bonus value against Mactera enemies
- Fixed a bug with the Zhukov's sound that made it play a short firing sound after firing
- Fixed a bug that caused damage registration issues for the Hurricane’s Plasma Burster OC for clients
- Fixed a bug that caused ammo to be consumed and fired, but not deal damage if you were downed while acquiring locks with LOK-1 Smart Rifle
- Fixed a bug that made the LOK-1 Smart Rifle add more than max locks if you start to fire while shooting with max locks
- Fixed a bug were if the LOK-1 Smart Rifle shots were interrupted by sprinting, next use would not lock on to enemies
- Fixed a bug that caused the LOK-1 Smart Rifle to not work on the OMEN Exterminator for clients
- Tweaked the LOK-1 Smart Rifle gunsling animation to minimize jitter.. It's still there, but it's much improved.
- Fixed the Season Challenge timer. It unintentionally counted from you logging in (example: you log in 28 hours after a new challenge timer, you would get 1 new challenge and a new 24 hour timer. The 4 hours extra should be counted towards next challenge, so the timer now would say 20 hours)
- Fixed the Season Challenges text in the Mission Map and Character Selection Terminal lacking margin
- Fixed up pathfinder collision on the Data Deposit
- Scripted and normal waves are now disabled during the Data Deposit event
- Increased limit of patrol bots that can be alive before Prospector steps out of the immunity state.
- Prospector stays in an immunity state when the limit of alive Patrol Bots (not hacked) has been reached, instead of only exceeded.
- Tweaked the wave difficulty for solo players that fight the Prospector. It should now be easier.
- Tweaked the Shredder wave difficulty during the Prospector Season Event

Known issue:
- Changing weapons while carrying objects causes a purely visual issue, leaving your weapon floating mid-air.
- Do not Rock & Stone while putting filled Canisters back into Doretta - It makes you unable to use E. This is the only time it is acceptable not to Rock & Stone!!

Deep Rock Galactic has sold over three million copies

It seems there are a lot of folks who've heeded the call of the space mines. Deep Rock Galactic, the dwarven co-op game about blasting bugs and rocks in mineral-rich asteroids, has now sold more than three million copies. With its first battle pass just getting underway, it seems like a good time to be mining these days.


Last week, Deep Rock Galactic hit its highest-ever concurrent users peak on Steam, reaching 41,733 players logged in at once on October 28. That's significantly higher than the peak earlier this year during its free weekend in February, which up until that point was the highest concurrent user count in the game's history. In addition to the three million copies sold, developer Ghost Ship says nearly another million players have logged in through Xbox Game Pass (which you can sign up for here, by the way).


The new Performance Pass, which is free, kicked off November 4. That includes 100 levels to work through, with each one unlocking new rewards and scrip to use in the cosmetics shop. Ghost Ship says it passed the three million mark shortly after the launch of the first season of new content.


Read the rest of the story...


RELATED LINKS:

Deep Rock Galactic's "biggest update ever" adds a "100% free battle pass"

Deep Rock Galactic's modding system has arrived

Studios behind Duke Nukem, Deep Rock Galactic, and more get bought all at once

3 Million Units Sold!



[h3]Hello Miners![/h3]

What a launch we have had with Season 01! The reception has been overwhelming, and you broke EVERY record for Deep Rock Galactic! We are deeply humbled by the sheer dedication and positiveness of the DRG community. Let’s look at the numbers and celebrate together!

Since its launch in February 2018, Deep Rock Galactic has sold more than 3 MILLION units across Steam and Xbox. More than 4 million players have played the game - this number includes Free Weekends and GamePass players. And during the first weekend of Season 01, the peak concurrent players (CCU) reached 41.733 and moved Deep Rock into the absolute top of the most played games on Steam. At Ghost Ship Games, we are very proud of this achievement since building up our player numbers was a clear goal for the Season 01 release. So thank you all for playing the game this weekend and hopefully for months to come!

As we have already stated, we will continue to support and grow Deep Rock Galactic for as long as it makes sense to do. And when we break our records, it absolutely makes sense to continue, so there will be more Seasons in the future and more news from us on the growth of the franchise. We have already announced a board game adaption, and within a month, we’ll have more exciting announcements for DRG, including an updated roadmap. We need to spend a bit more time planning out the roadmap, so please bear with us until it’s ready.



For Season 01, we are looking at the metrics and feedback and are adjusting the numbers behind the scene. The Performance Pass progression is close to our target of 1 hour per level - so that’s good. The new mission, Industrial Sabotage, turned out to be even more challenging than we thought it would be, so we have already tweaked it. The mission is supposed to be hard, so we will not soften it too much. The new weapons are where we received most of the feedback, but it will also take the longest to get them right. We will need to see how they, in the long run, settle into the meta and how much they are actually used. So, for now, we are mainly focusing on bug fixes and more minor tweaks, but no re-balancing yet.

We are, of course, also working hard to fix as many crashes as possible. We are dedicated to patching and hot-fixing in the weeks following a release, but with the record-breaking player numbers, we have seen more issues than before. With the help of the community and the well-oiled support unit at Ghost Ship, we will manage this in good order (please join our Discord if you are in need of help). Finally, a big thanks to all who helped us during the Experimental Branch phase, where many issues were discovered and fixed for the launch.


With 3 million times love,
Ghost Ship Games

Season 01: Patch 01


[h2]Hello Miners,[/h2]

Patch 1 fixes a bunch of issues reported since Season 1 went live, everything from spelling mistakes to tweaking the difficulty of Industrial Sabotage. There are also some that crash when starting the game. We are doing everything we can to try and solve these issues quickly, but some might take longer than others to fix.

Cheers,
The Ghost Ship Crew

[h3]--- PATCH NOTES ---[/h3]
- Fixed a crash that happened when hovering the new Industrial Sabotage challenge after the first 10 completions at the mission selection screen.
- Fixed a bunch of bugs with items disappearing when Rock and Stone
- Fixed client authoritative projectiles impact not registering on server if impact time is shorter than the clients ping. Dormant projectiles are now now longer net dormant for the owning client.
- Added network to spaceball goal cooldown timer (was not initialized on clients)
- Fixed a bug that caused downed dwarf rejoining a game to fall through map
- Fixed bug in escape menu, where hitting ESC + A or ESC + D left users stuck with mouse cursor, no menu and no way to get back to the game.
- Deepdives endscreen only showed performance points for the last mission
- Particle impact effects changes, fixed hard lights, on autocannon, missile launcher, sniper and patrol bot impact and phase bomb explosion
- Fixed Ragdoll collision vs energy shield
- Added Cooldown modifier to random cooldown decorator
- In the overclock equip UI: Made more room for +/- text lines
- Tweaked line height on 'New Items Available' banners
- Fixed dlc icon visible for items with unowned dlcs in paintjob/framework/wardrobe/pickaxe menus
- Tweaked DLC icon
- Fixed black visor of Dark Future helmet - no longer all black
- Fixed several floating/clipping meshes on the Space Rig
- Fixed missing distance between beer ingredients inventory on the Bar Menu
- Fixed long beer names pushing the price off screen on the screen near the bar
- Prospector Event: Added correct randomization in Prospector when it spawns dirt samples. Made nitra and gold guaranteed to spawn. Health Bar is now grey for clients when Prospector is immune to damage.
- Added more Nitra to the spawn pool on the Prospector
- Patrol bot numbers now scale based on hazards as well
- Added missing detonator settings on some enemies
- Fixed Challenge info does not show on late join character selection screen
- Shader tweak: Attempt to fix too-bright materials on Power Station
- Air geyser reworked, now also works properly for clients. They do however work a bit differently so the feel won't be the same as before.
- Fixed promotion mission control speak not audible
- Raised the cap for enabled mods to 50
- Hopefully fixing the issue where mods would make the game crash repeatedly.
- Fixed a bug, where modio terms of service would be empty until actually fetched from the modio servers.
- Adding the last updated date, to the specific mod on the mod menu
- Removed Deep Dive button from server list
- Fixed Sabotage mission not shown in discord presence
- Gk2 bullet trails appear too early and outside of the gun when walking sideways
- Pheromone canister locked past level 10 - Unlock logic was inverted so you could unlock it before required level or if you were promoted.
- Fixed some cases of weak points not glowing. (Mostly on bosses)
- Shield Generator now shows reduced recharge time stats as green
- Drills no longer overheat when out of fuel
- You can now freeze enemies with cryo cannon around pipes
- Fixed the "heat" around the minehead and refinery also affecting enemies. Making it more difficult to freeze them there.
- Fixed effect radius of several grenades showing in CM instead of Meters
- Fixed Fire status effect stays on the health bar when a Patrol Bot is hacked
- Added Spacerig loadout map
- Fixed Engineer has two identical rival tech armor paint-jobs
- Bosco moss crawler skin should now match correct paintjob
- Fixed inconsistent spelling in shouts for the M.U.L.E. and Bosco
- Fixed a typo in a Mission Control shout in the Industrial Sabotage mission
- Fixed a typo in the usable text when Hack-C needs a reboot
- Fixed typos and missing spaces in the Privacy tooltips
- Fixed a typo in the infobox on the Season Terminal
- Fixed a typo in the usable text for Cargo Crates.
- Fixes for Arabic
- Added localizability to Reward Unlocked text on the Season Terminal
- Added localizability to the text when no assignment is selected on the Assignment Board
- Added localizability to the use text for the Engineer's Sentry Gun
- Added localizability to fee text on the Miner Community Terminal
- Added localizability to the Season Terminal screens
- Added localizability to Season Terminal console screen that displays current level
- Added localizability to small screens in the Drop Pod
- Youngling rolling sound: fixed attenuation
- Killcry shout twin arbalest delay fix
- Refinery rocket was too loud
- Updated Season terminal reroll sound
- Weak Point death audio on patrol bot
- Added missing sound to rolling drone death head explode
- Enabled photosensitive mode for beacons (placed when calling down supply pods etc).
- Toned down blinking for non photosensitive mode.
- Fixed issue with Power Station in Industrial Sabotage being extra bright in Photosensitive Mode.
- Season menu bug fix: when reaching level 10 (20,30..), the menu will now show the correct row with claimable reward. Only after the player has claimed the reward the new row with current progression will be shown.
- Slightly adjusted xp to performance point conversion to increase reward for longer and more difficult missions
- Changed Hurricane Micro missile launcher missiles to use Client prediction for determining what it hits.This should make damage more reliable for clients with higher latency.
- Reconnected Micro Missile Launcher weak point stats so they show up in the equipment terminal
- Only the first shot of the micro missile launcher buck shot was being predicted
- Changed armor break stat so it only shows when upgraded on the DRAK Plasma Carbine.
- Fixed Corrosive Sludge Pump flaps are out in weapon preview. (They are only out when charging)
- Dying on the vault will leave your body inside the extruded vault when it opens up. Reviving is possible but you will still be stuck inside.
- Cargo Crate Batteries should no longer spawn inside the caretaker
- Reduced the harassing drone wave enemy count that comes while you connect the hacking pods to the power stations to reduce the time/ammo sink
- Tweaked some timings on the phase bomb and repulsion fields attacks on the caretaker
- Sniper turrets no longer gets invulnerable while hiding
- Caretaker kills all enemies quickly as soon as it dies to prevent players getting killed right after the fight
- Added more caretaker scaling based on player numbers to make solo fights a little easier
- Rival Tech projectiles now scale based on hazard level with haz 4 having the same velocity as before
- Added more timer scaling based on hazard to make the fight easier on haz 1 and 2
- Added hazard scaling to tentacle cooldowns and the electrocution attack
- Doubled the distance at which a tether can connect to the Data Deposit.