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Deep Rock Ghoulactic event is here!



Ghastly Greetings, Miners!

It is spooky times again and Management has allowed for a temporary change of the Space Rig in order for you to get in the right mood. Additionally, there are two new head wear to be claimed while the Halloween event is running: Deep One Galactic and Headcracker! In order to get the two new hats, you need to first complete the Halloween Party Special assignment. The assignment will also award you with a handful of other goodies!



Oh, and should you have missed some of the previous Halloween hats then you will get those as well.

The Halloween event will last until November 1.

Ghoulastic Goodbyes!
Ghost Ship Games



--- PATCH NOTES ----

HALLOWEEN EVENT ACTIVATED
- New event assignment: Hallowen Party Special
- New headware available: Deep One Galactic
- New headware available: Headcracker
- The Spacerig dressed up for Halloween
- Planet Hoxxes got infected by Pumpkins






... and yes, the BIG update is arriving at November 4, 2021.
Here is a teaser that was shown on our dev stream last Friday:

[previewyoutube][/previewyoutube]

MODDING SUPPORT - Hotfix 1.2



[h3]Hello Miners,[/h3]

This is a small fix and added functionality for the mod game version control and a few fresh translations (And a note of the Crash Fix we sneaked out yesterday).

With Love,
The Ghost Ship Crew

[h3]--- PATCH NOTES ---[/h3]

  • Added Checkbox to Modding menu to disable/enable auto disabling of mods with outdated game version tag.
    Note: Disable at your own risk - some mods can crash when we do updates to the game (if that happen they will automatically get disabled on reboot regardless of this setting)
  • Removed prompt when enabling mods with outdated game version tag
  • Added icon and tooltip next to mods that have been disabled on start because their game version tag is outdated.
  • Added newest translations and pushed translatable strings.
  • Fixed a bug that caused Approved mods to sometimes not disable on join if the Host had uninstalled the mod (without disabling it first).
  • Fixed a crash that happened clicking the checkbox to enable a mod that another mod has as dependency.


MODDING SUPPORT - Patch 1

[h3]Hello Miners,[/h3]

This patch includes a bunch of QoL improvements and some bug fixes for modding support. You get clearer info about what mods a host is running before joining, and we have improved the whole experience around switching to and from a Sandbox save.


We are still looking into raising the mod cap. This turned out not to be a trivial task. And, we are also evaluating if there should be an ‘optional’ tag for Approved mods that don’t require everyone in a session to have it installed. More info to come.


With love,
The Ghost Ship Crew

[h3]--- PATCH NOTES ---[/h3]

- Mods not packaged for the current version of the game will be disabled on game launch to prevent crashes. Mods creators can set the compatible game version on mod.io. Players with an incompatible mod installed are still allowed to enable a mod from a previous game version, but warned when they do so.
- You can now load Regular Saves while on a Sandbox Save. Loading a Regular Save will now disable Sandbox Mods automatically.
- Pop up asking whether you want to change to a Regular Save will appear when all Sandbox mods are disabled.
- You can now cancel changing to a Sandbox save when installing and enabling Sandbox mods. Cancelling will automatically disable all Sandbox mods.
- Players on Sandbox saves can now see all other public servers in the Regular and Deep Dive Server list.
- Players on Sandbox saves joining Regular or Approved modded games will be prompted to change to a Regular save and their mods will be disabled on join.
- Changed text from 'Modded Save Game' to 'Sandbox Save'
- Prevented some illegal characters in save game names to prevent save game corruption.
- Added code to ensure that main saves can not be Sandbox saves. (Note: Changing names and/or info manually on files in the Save Games folder can cause this to break and can irreversibly corrupt your save).
- Added enable/disable all functionality to the Modding Menu.
- Added Cancel button in the Modding Menu to cancel enabling/disabling mods.
- Added ‘Show Only Modded Servers’ filter to the Server List.
- Added icons when joining a Modded server that show which mods are being downloaded and which you already have installed.
- Added that Approval Categories for mods are shown in Join Dialog and Sever List tooltip.
- Added mod info when hovering over mod name in Joining Dialog for Modded Servers.
- Disabled cancelling the joining progress, while downloading and installing mods in order to prevent corruption of mod files.
- Mods with one or more dependencies now get automatically disabled if the mod(s) they depend on are not enabled or not installed.
- Added a small tooltip on the Moddin Menu, when a mod cannot be enabled because of a missing dependency.
- Fixed a bug that caused dependencies to not enable/disable properly on join and leave.
- Fixed a bug that caused players with Approved mods enabled to hang forever in “joining” - when joining a Regular server for the second time after launching the game.
- Fixed a bug that made it so you could not join password protected modded games through the Server List
- Fixed that the mod name sometimes got cut off on the Modding Menu.
- Fixed that the modded text on the chat was not localizable.
- Fixed that the Player Rank icon became stretched when Player Rank was above 999
- Fixed a crash that occurred if a backup save was not detected.
- Fixed blueprint mods spawning one time for every player who joins a mission
- Added slovak language

Deep Rock Galactic board game coming to Kickstarter next year




If a board game version of Deep Rock Galactic's dwarf mining and spider-killing sounds fun, good news: Developer Ghost Ship is launching a Kickstarter campaign sometime in 2022 to make it a reality. They've even published a blog showing off what early versions of the board game look like and how it translates the co-op experience to the tabletop...
Read more.

Deep Rock Galactic: The Board Game



[h3]Hello, Miners![/h3]

We are finally able to reveal a “small” side project that has been in the works since the beginning of 2021. And yes, as some you have guessed, we are making a board game adaptation of Deep Rock Galactic! To give you some background on this, our CEO and co-founder, Søren Lundgaard, has prepared this blog post for you.

But before you read on, please check the pre-Kickstarter page HERE and make sure to sign-up for a notification when the Kickstarter goes live next year! And a chance to WIN your own copy!




[h2]From idea to board game[/h2]

Apart from loving computer games, many of us at Ghost Ship are also board game enthusiasts, and we’ve dreamed of a board game adaptation right from the beginning. Back in November 2020, I received an email from our good friends at MOOD Publishing about collaborating on a board game project and I quickly replied: Yes! It got even better when we convinced our friend and professional board game designer, Ole Steiness, to join in. Ole has several released board games under his belt - one of them (Champions of Midgard) even broke into the Top 100 in Board Game Geek.

The idea was to first create a prototype and then do a Kickstarter to measure interest and scale the production. This method has worked well in the board game industry - much better than for computer games.

[h3]So, is this a good idea?[/h3]

Before you start on a project like this, it’s always a good idea to do a bit of research, right? I wanted to know how many board games were created based on computer game IPs, and specifically how many of those were launched on Kickstarter, successful or not. So I trawled through the entire Kickstarter page and compiled a list of all the computer-game-IP-related projects that I could find. If you are interested, you can see the result here.


                                List of board game Kickstarters based on computer-game IPs

So, what did we learn from this research? It showed me that very few of these actually failed their goal, so that was comforting. I was also looking for how “heavy” those games were, and it looked like they leaned towards the heavier side of board games - again this was good, as I expected a DRG board game to be somewhat heavy. Looking at how the games were received on Board Game Geek, it was also clear that we shouldn’t expect to create something that would rock the board game world. Getting restrained by an IP and trying your best to live up to expectations from the community does not always result in a masterpiece of design. Unsurprisingly, many of the successful Kickstarters had games that offered a cool selection of miniatures. This played in the favor of Deep Rock Galactic as well.

All in all, the conclusion was that this project was viable, so we decided to get a prototype started.



                          A very early prototype of the Driller player mat along with cards and tokens

[h3]Finding the Fun[/h3]

The first few prototypes were honestly not that fun. We were trying out all sorts of things to find the unique elements that a Deep Rock Galactic board game could bring to the table. There was never any doubt that the core of the game should be a 1-4 player co-op dungeon-crawler, and we would not be afraid to build on good design principles from other co-op board games. The first prototypes were quite focused on the traversal and exploration aspects of Deep Rock Galactic, and while it looked quite cool, it turned out to be too fiddly. So, we decided to focus more on the combat, while still experimenting with the cave layout and cave sizes.


                                Very early prototype with focus on random layout and traversal

During the prototype phase, we kept experimenting with the ability to dig into the terrain. And we realized that this would be the unique thing that the game would bring to co-op dungeon-crawlers. While the caves are pre-placed, there are no pre-made connections. It’s all up to the players to create their own tunnels and be clever about the impact that has on the movement of both the enemies and the players. But there were still many other issues to solve.


                           This prototype is closer to where we ended up with the cave design layout


[h3]Rock and Stone in Co-op[/h3]

Just like in the computer game, we wanted the collaboration between the players to feel important and to form the experience. The synergies between the classes helped here, but it wasn’t as pronounced as in the digital game. Part of this was the toned-down focus on traversal, and we felt the game needed something else to spice up that pure feeling of co-op gameplay. We also wanted the players to get into the role-playing aspect of the game, and the solution came in the form of a set of Rock And Stone cards.

While shouting “Rock And Stone” in the computer game doesn’t actually affect gameplay, we thought it could be cool if it actually did something in the board game. And to improve the co-op aspect we decided to let the Rock and Stone cards always be about helping your fellow dwarves. This worked out really well, especially when you play with the rule that you have to say the Rock-and-Stone line out loud for the card to have effect :-)


                                    Work-in-progress versions of some Rock and Stone cards


[h3]Missions vs Campaign[/h3]

Initially, we thought that the game would be a series of smaller missions played together in a campaign - with character improvements and progression between missions. That’s how the computer game works, and other co-op board games have accomplished this. But the more we playtested, the more we felt like part of the progression should happen inside the mission. This feeling also came from the fact that the missions were not that short - it looked like playing a mission with 4 players would take about 1-2 hours. Along with the random event cards, the different mission types, the flexible layout, and this in-mission progression, it moved more and more towards a single-mission design rather than a campaign focus.

Now, there is nothing stopping you from playing several missions in a row and forming a sort of story out of that. But we decided to keep the focus on a single mission to make sure that it would be a fun challenge in itself. And then later, we might create mini-campaign expansions. Just as its digital counterpart, the board game quickly proved to be very expandable.


                        Playtest of the prototype at the Ghost Ship office - Leave no dwarf behind!


[h3]From Mockup to Production[/h3]

When you start designing a board game, you just use whatever is in your toolbox to get things going. During the playtests, Ole, the designer, always had a box of mockup tokens and miniatures scavenged from other board games, and it helped us imagine how the game would play out. As the prototypes became more refined in gameplay, our friends at MOOD started supplying us with tokens and board elements that were closer to how the game could look in a finished version. Though, for the miniatures, it would take longer as that requires a lot of detailed modeling and 3D printing, so we have only tested with a few of those in the prototypes. For the final production, the miniatures will be created using molds in a factory setup, so that we can create as many as needed in high quality.

Part of the fun of this project is that this gives us a physical representation of Deep Rock Galactic, which is otherwise just a digital product. I’m personally very much looking forward to placing a magnificent board game box packed with DRG miniatures on my already overloaded board game shelves!


                        Playtest session at the MOOD office with some work-in-progress board art


[h3]Alright, I want it! When is it ready?[/h3]

Right now, we don’t have a definite answer for this. We have a very good prototype now and everything is moving along nicely, but there is still a long way to go. First, we have to run the Kickstarter (and that will not start before sometime next year ), and then we will plan the actual production. When the factory has produced and packed the boxes, they will be shipped around the world to all the backers. And there is always a risk that they will get stuck somewhere - like in the Suez. So, we’ll need to be patient on this one.

For now, you can sign-up on our pre-Kickstarter page HERE and, of course, notify your friends to do the same! Signing up also gives you a chance to WIN your own copy!


Rock and Stone to the Board!

With love
Søren Lundgaard, CEO of Ghost Ship Games

Bonus info: my personal favorite co-op board games are: Gloomhaven, Aeon’s End, Defenders of the Realm, Robinson Crusoe, and Spirit Island