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Free Weekend + SALE 35% off

Attention Miners!
As we’re getting very close to the launch of update 25, we want to recruit new Greenbeards to work the mines below the surface of Hoxxes IV. We’ve already passed the mark of recruiting 750.000 brave dwarven brethren, so to celebrate this we’re having a free weekend as a recruitment drive. Join Deep Rock Galactic, the most tenacious space mining corporation in the galaxy, and get your limited edition recruitment helmet, while supplies last.

SALE
During the Free Weekend and an additional couple of days, Deep Rock Galactic will be 35% off, so if you have friends that have been waiting for a reason to take the plunge, this is it. Give them a nudge. The Free Weekend runs until September 16, 5PM UTC. The sale ends September 18, 5PM UTC.



YOU GET A HAT!
As an extra bonus, we have something special for everyone taking part of the free weekend. For this limited time only, we’ll have a special, handcrafted, hot-off-the-forge helmet available in the nearest Accessory terminal (it’s the first one you see when you exit the personal pods). Remember that this is only available during the Free Weekend, so you’ll have to go grab it in the Accessory Shop, or you’ll miss it.

COMING UP
If you join Deep Rock Galactic this weekend, you can look forward to the upcoming release of Update 25, which will feature Deep Dives - a new endgame mode for seasoned, promoted dwarves. Additionally, Deep Dives will grant access to new powerful weapon overclocks and new, glorious beards, helmets and other cosmetic items.

For a full teaser of Update 25, watch this video.

[previewyoutube][/previewyoutube]

Update 25 is slated for release later this September.

Update 25 - Status update + video!



Hello, Miners, and welcome back from summer vacation!

Finish your drinks and pour the sand out of your guns, because it’s time to get back to work and Update 25 is just around the corner.

https://www.youtube.com/watch?v=o4olNe83KX0

The major headline of Update 25 is Deep Dives - our major new End Game mechanic. They are available only to Promoted, veteran dwarves and will come in two variants;
Deep Dives...and ELITE Deep Dives - the latter only for those who are feeling extra masochistic.

Each week, new pre-seeded Deep Dives will become available through the new Deep Dive terminal. All eligible players will play the same Deep Dives for that week and be able to compare results.



But what IS a Deep Dive? A Deep Dive is the sort of ultimate Deep Rock fantasy, where we string together three consecutive, pre-seeded, extra-challenging missions into one long adventure going deeper into the crust of Hoxxes than we’ve ever gone before.

What makes up the challenge? Well, for one thing, Deep Dives are DIFFICULTY-LOCKED - there’s no running these on easy difficulty.

And in each mission, or Stage, instead of contending with just one Main Objective, you get two - randomly selected. Plus: your Health, Ammo, and Nitra... those carry over from one Stage to the next. Complete Stage 1 with 6 Health left? You start Stage 2 with 6 Health. And then there’s the fact that every Stage of a Deep Dive is GUARANTEED to come with Mutators. Both the ones you already know and love, as well as a generous handful of all-new ones we’ve cooked up.

We got some real doozies in Update 25 for you - such as:

Low Oxygen
As the title says - hold your breath and try not to die before you reach an oxygen tank.

Lethal Enemies
The aliens are extra cranky today. All enemies deal significantly more damage.

Regenerative Bugs
I’ll have what they’re having. All enemies regenerate their health if you wound them and don’t take them out straight away.

Volatile Guts
You thought Exploder Infestation was bad? Well, whatever infested those poor creatures has run rampant here. Every alien explodes. Just awful.

Parasites
Well, it gets even worse. The aliens in this place are just… ugh… just full of angry, parasitic worms.

Haunted Cave
There’s... SOMETHING... in this cave. It is hunting you. Relentlessly. And it just... won’t... die!



If you survive and make it that far, actually COMPLETING Deep Dives will earn you new, special rewards only obtainable this way.
Completing the first Stage will earn you a sizeable cache of Minerals, which you’ll crack open post-mission.
The second Stage will earn you an Overclock Infused Matrix Core, a powerful new item that basically counts as a blueprint for one of our all-new Weapon Overclocks.
And completing the third and hardest Stage will earn you a Cosmetic Infused Matrix Core.

This system will be expanded on in later Updates, particularly in Update 26, where we plan to introduce the previously teased Machine Events.
Machine Events are special challenges that will spawn in normal, non-Deep Dive missions, usually consisting of time based combat scenarios or challenges.

The Machine Events will need a Promoted dwarf present to activate them, using a special Tritilyte Key given upon promotion - but all players in the team will be able to take part in the Machine Event and reap the rewards, regardless of Promotions.



Completing a Machine Event lets you Infuse an empty Matrix Core, downloading the data for a rare and lost Weapon Overclock into it.

If you have no empty Matrix Cores available, you’ll still gain a hefty bonus in the form of Minerals and Credits, so doing Machine Events will always be lucrative - if you survive the challenge, that is.

The Machine Events are currently in full production and will likely undergo some radical changes before release. And as said, some patience on your part is needed - we don’t expect these to go live before Update 26.

Now, Matrix Cores? Overclocks? What are these things and how do you use them? Well, that’s what the Forge is for.
The Forge is a new addition on the Space Rig - and this is where your Infused Cores go. Every Core you gain will be craftable using resources in the Forge, and are either used to make new, exclusive Cosmetic Items, or the second major addition of Update 25: Weapon Overclocks.



Weapon Overclocks are a new way for you to customize and power up your weapons in Deep Rock Galactic. Overclocks can add elemental effects or boost basic properties like damage and accuracy, and some can radically alter how a weapon functions at the basic level. Many Overclocks come with drawbacks, so think carefully and design your perfect build. Update 25 will launch with dozens and dozens of Overclocks to unlock.

We’ve done a complete overhaul of the entirety of our top-of-the-line Beard Physics™ - beloved by all but a bit prone to getting stuck in the floor. But now - all new physically driven skeletal animation for all of our existing cosmetics, as well as the honestly vast upcoming batch of new offerings.
Magnificent mustaches. Breathtaking beards. A game about mining? More like BEARD SIMULATOR 2020!



Secondly, the next step in our Skin system. Dozens of new skins to unlock, and not just simple recolors any longer - mesh attachments are now a thing. So... yeah. That’s Update 25. We’re quite proud of this one. Deep Rock has finally invested in some better equipment.

And we can’t wait to let it loose on you all.

Rock and Stone, Miners!

(The above text has a few minor differences from the video, and has been modified to clarify the differences.)

Major changes since the roadmap update
  • Instead of batteries, Deep Dives will now reward Matrix Cores, and come in three variants. Blank or infused as a Cosmetic Matrix Core or an Overclock Matrix Core.
  • Machine Events have been pushed to Update 26. We chose to do that, to make sure we could give the Deep Dives and Overclocks the attention they deserve.
  • Deep Dive payout for this update will be like this for Update 25: Completing stage 1 of a Deep Dive will give you materials, Completing stage 2 will give you an Overclock-infused Matrix Core, while completing state 3 will give you a Cosmetic-infused Matrix Core. This change is primarily due to Machine Events being moved. The payouts will probably be modified once Update 26 hits.


Release date

We’re currently on track to release Update 25 later in September. We plan to have the usual experimental phase, where you can test an unstable version of the update before we fully launch it into the wild.

Hotfix 7 Balance Update



Attention Miners!


While you impatiently wait for Update 25 to bring the Endgame to Hoxxes IV, we have decided to give you a little bonus hotfix. We’ve been doing more hotfixes than usual to keep you sated, and this one has a little extra something to keep you busy.

First of all, we have given the gunner a little love in regards to balance, as per request from the community.

The Minigun has gotten some much-needed punch, including both base damage and adjustment of mods. The Autocannon also got an overhaul, although not as significant as the Minigun.

Other weapon tweaks are counting the Boomstick, the Auto 210b, and the Voltaic SMG.

For those of you who like to work the long nightshifts with Bosco as a helping hand, we’ve upgraded the drone algorithm, allowing him to retrieve gems and other objects from afar. However charming that is, please do not spend too much time playing fetch with company property. You’re on the clock.



Q'ronar Shellbacks have had their diet modified and their armor should now be less durable. Their Younglings should also appear less frequent. Hopefully, this will reduce the amount of deadly pinballing in the narrow caverns. The bug causing muffled sound for the entire game has also been squashed.

FULL HOTFIX 7 NOTES

-----------------------------------
  • Bosco can now dig out and carry objects!
  • Q'ronar Youngling encounters should be a bit more rare.
  • Q’ronar Shellback’s armor is significantly weaker. Most weapons will be able to break it in a few shots. Weapons with armor breaking capabilities will still excel at it.
  • Tweaked the rolling animation of the Qronar enemies to resolve unintended jerkiness
  • Changed material on the weakpoint of the Glyphid Menace, when it dies so it does not light up dead
  • Fixed a bug with sounds becoming muffled for the remainder of a mission after getting hit by a rolling Q’ronar enemy
  • Glyphid Praetorian backside is again considered a weakpoint but does not give any damage bonus on its own
  • Fixed a bug with the Mission Assignment icon not showing in the Mission Terminal
  • Fixed a bug with clients being required to open the map in order for the host to be able to see their Mission Assignment
  • Increased attenuation distance for sound and camshake when digging out eggs
  • Fixed a bug with the Terrain Scanner getting stuck
  • Fixed cases where you would switch weapons after mining and using the Terrain Scanner


Weapon Balance Tweaks

We are constantly tweaking and balancing the weapons based on player feedback and our own testing, and quite a few tweaks are coming in this hotfix. Since the weapons are currently a living system that is still growing and evolving, there will certainly be more tweaks in the future, especially with the upcoming addition of the overclocks in the next update. Your feedback has been invaluable in this process so please, keep it coming.

Minigun
The minigun has been suffering, especially in high hazard missions, so we’ve made a few changes to address this.
  • Increased base damage
  • Increased value of the Lighter Barrel Assembly mod to allow for more a more responsive gun build
  • Increased value of Magnetic Bearings mod to better balance against the rest
  • Increased slightly how long you can shoot before overheating to help against larger swarms
  • Increased value of Magnetic Refrigeration mod to better balance it against competing options
  • To better balance it against the other choices the Aggressive Venting mod will now also cause enemies to flee
  • Stun is now a default function of the Minigun to help gunners stand their ground, we are also working on improving the stun system in general for the next update.
  • Changed the Stun mod to a Stun Duration mod since stun is now built-in


Auto 210
Some of the mods for this gun have not been able to hold their own so we’ve done some changes to better balance the whole weapon and prepare it for the upcoming overclocks.
Tweaked the crosshair to look a bit more balanced and moved hit confirmation to the inner markers
Shortened base stun duration
Increased base stun chance
Stunning a creature now requires a weakpoint hit
Replaced the Stun mod with a Stun Duration mod
Decreased the bonus of the Overstuffed Magazine mod
Increased power of Choke mod
Swapped places of the Choke and High Capacity Magazine mods
Increased base pellet count to compensate for the mod rearrangement


Boomstick
This has been another weapon that needed an overall balance shift to make the mod choices more relevant and interesting.
  • Increased the rate of fire bonus from Double Trigger Mod so it feels smoother, also rephrased the description a bit
  • Decreased effect of the Bigger Pellets mod to better balance against the Expanded Ammo Bags mod
  • Increased base damage to compensate for the Bigger Pellets mod tweak
  • The Boomstick now has a base chance to stun targets
  • Increased the power of the Stun mod to better balance it against the competition
  • Increased effect of 3rd row Expanded Ammo Bags Mod to better balance against the High Capacity Shells mod


Autocannon
The Gunner’s Autocannon also needed a little love, though not nearly as much as the minigun.
  • Increased value of Damage Reduction Mod so that just like with the minigun, players can better stand their ground against a swarm.
  • Increased base splash damage range to help the gun deal with large swarms
  • Removed friendly-fire from splash damage so you can safely fire into the fray and not hurt yourself when shooting enemies at point blank range.


Voltaic SMG
This little powerhouse had a crazy build hiding in it, those mods responsible have been reigned-in to better compare to the Auto 210 while others got a needed boost.
  • Fixed the Electrocution Bonus mod (it used to give a 120% damage bonus which was crazy) now it does 30% just like the NUK17s.
  • Renamed the Electrocution Bonus mod to Conductive Bullets since the two mods were identical in function.
  • Adjusted the values of Increased Caliber and High Velocity Rounds to better balance against the other mods and other weapons.
  • Increased the value of the Improved Gas System mod to make it more relevant
  • Swapped places of the second Expanded Ammo Bags mod and the Improved Gas System mod
  • Increased the range of the Electric Arc mod as it was too short


Other Weapon Tweaks
  • Increased damage done by the Gunner’s Sticky Grenade to the creature it is stuck on as it felt a bit meh before.
  • Decreased the damage bonus of the Defender mod for the LMG Gun Platform as it has turned out to be too powerful.


If you missed the previous hotfixes, here’s a highlight of the dents we’ve hammered out since the update was released.

PREVIOUS HOTFIX HIGHLIGHTS

-----------------------------------
  • Hole plugged in upper launch bay.
  • Throwing axe can now hit all killable things & Fixed various Impact Axe shenanigans
  • Certain vanity items no longer show up red when Frozen
  • Players who just joined the game can no longer be grabbed just as they spawn
  • Fixed the barrel hoop game combo display
  • Disabled saluting while having a grenade equipped.
  • Improve spawning of enemies
  • Improved carriable gems logic in an effort to fix bad cases with throwing and dropping when dying
  • Space Rig exterior GFX improved
  • Removed confusing requirement for the "Total Makeover" achievement that required players to change to a non-default owned skin color
  • Naedocyte Breeder has been nerfed. It now spawns more rarely and the spawn amount of
  • Naedocyte Hatchlings from the Roe has been decreased.
  • Weapon reloads now better-synced with audio-visual cues
  • Mine head sentry gun now dismantles, rather than disappear, when ammo is spent
  • Mule, Drop Pod, etc. now have floating icons again when holding the laser pointer


And much, much more below.

HOTFIX 8

-----------------------------------
  • Changed Q'ronar Shellback’s unintended 100% Explosion Resistance to 80%
  • Woodlouse Younglings are no longer completely immune to explosions and electrical damage when rolling
  • Fix for Bosco making gems unreachable after someone Latejoined


HOTFIX 6

-----------------------------------
  • Players should no longer get stuck in an invulnerable downed state
  • Fixed a bug with BET-C’s pulsating sound
  • Fix for ambient occlusion only working for dynamic objects
  • Mule, Drop Pod, etc. now have floating icons again when holding the laser pointer
  • Fixed Mine Head Launch icon not properly disappearing for clients


HOTFIX 5

-----------------------------------
  • Sound added to pickup of throwing axes
  • Tweaked colors of power attack cooldown display
  • Fixed a bug with pickaxing frozen teammates not breaking them free
  • Fixed the extraordinary laziness of Molly which made her refuse to follow players


HOTFIX 4

-----------------------------------
  • Added Steam Rich Presence, since Pedro was bored. You may need to restart Steam before it works
  • Naedocyte Breeder has been nerfed. It now spawns more rarely and the spawn amount of
  • Naedocyte Hatchlings from the Roe has been decreased.
  • Enabled Hoarder's physical animations
  • Fixed more cases where enemies would not spawn
  • Fixed pathfinder issues around special objects
  • Fixed emission on a plant that was wrong in Lush
  • NUK17 - The NUKs now have static bullet spread that is not affected by either shooting or moving. Run & gun or spray & pray to your heart's content.
  • Weapon reloads now better-synced with audio-visual cues
  • Mine head sentry gun now dismantles, rather than disappear, when ammo is spent
  • Pathfinder fixes for issues seen around mine head
  • Resource bag now only spawns if the player that left had any resources
  • Fixed late-join drop pod choppiness
  • Fixed a bug where beards get stuck floating in the air when a player gets downed
  • Shortened the Sticky Grenade fuse time
  • Cryo grenade now affects Naedocyte Shockers / Hatchlings


HOTFIX 3

-----------------------------------
  • Removed confusing requirement for the "Total Makeover" achievement that required players to change to a non-default owned skin color
  • Fixed a bug that enabled the mission time achievement to trigger after waiting in the space rig for an hour and dropping into a mission
  • Fixed various Impact Axe shenanigans
  • Fixed an animation problem in third person for the M1000 Classic causing it to be misplaced when reloading
  • Improved spawn location logic for enemies in an effort to fix missing enemies
  • Fixed issues with saluting during auto-reload causing magazine spam and broken animations
  • Shadows disabled on point lights on Load Screen
  • Fixed white light flashes in space rig terminals


HOTFIX 2

-----------------------------------
  • Typo fixed on Impact Axe description
  • Disabled saluting while having a grenade equipped.
  • When dropping a gem / carried the item, you no longer switch weapons twice. If you press 1-4 on client you also now get the correct weapon/tool for that item slot.
  • Improve spawning of enemies
  • Fixed cases of enemies not being allowed to spawn
  • Fix choppy motion when late-joining and dropping down.
  • Remove Disable Optimizations Pragma
  • Grenade count will now be correctly counted when rejoining a game after disconnecting
  • Updated Grenade UI after late-joining
  • Players rejoining a game after disconnecting will now spawn back directly instead of going down with a drop pod
  • Improved carriable gems logic in an effort to fix bad cases with throwing and dropping when dying
  • Fixed Shield Regenerator deploying twice
  • Fixed weapon mastery skin not being available for Bulldog, Autocannon, and NUK17
  • Scaled the Q'ronar Younglings smaller
  • Localization update
  • Rotating movement removed from planetary ring outside space rig until we find a better solution
  • Fix space rig hologram performance (collision related)
  • Procedural Smoke and Fire progress
  • Space Rig exterior GFX improved
  • All the Loading Tips have gotten a grammar- and typo-fixing pass
  • Enor Pearl material set to Local Space
  • Fixed material issue on Tentacles around Dreadnought Egg
  • Fix pickaxe and Gems could become invisible on client if he got downed
  • Fix throwing a gem/item on clients would not always select the last weapon.
  • Fixed Retroactive milestone progress for achievements "Performance matters" and "Management Approves"
  • Added text explaining that Hazard 4 is demanded to play on to unlock Haz 5 in the
  • assignment
  • The Achievements requiring you to not call in a supply pod or die, now only triggers if you haven't called a supply pod


HOTFIX 1

-----------------------------------
  • Glacial Strata - Decreased the cooling rate for Frost Praetorian breath attack and death cloud.
  • Glacial Strata - Cooling effect from blasts of freezing air now stop as soon as you leave the area of effect
  • [COMMUNITY REQUEST] Typo fixed in Plasma Burster grenade description
  • [COMMUNITY REQUEST] Hole plugged in upper launch bay. Well spotted, miner.
  • [COMMUNITY REQUEST] Elevator shafts on Space Rig cleaned up a little because there's nothing we won't do for our players.
  • Minor hole plugged in monitor mesh
  • Fixed XP bar showing for players on the loading screen
  • Fixed poodle related overlay issues
  • Fixed bomber puddles creating permanent overlays
  • Fix for terrain related crashes
  • Hoarder's electrical resistance increased
  • Cryo Grenade area of effect increased
  • Fixed the retroactive functionality for promotion achievements
  • Throwing axe can now hit all killable things
  • Fixed player able to throw grenades after death
  • Certain vanity items no longer show up red when Frozen
  • Grenade loadout UI: Extra Detail button hidden for grenades
  • Players who just joined the game can no longer be grabbed just as they spawn
  • Fixed the barrel hoop game combo display
  • Bugfix - Fixed Impact Axe sometimes getting stuck to the player throwing it
  • Tweaked stationary enemy encounters in caves

Roadmap Update - June 2019




EDIT: We posted an FAQ in the Steam forums. Find it here.

Listen up, Miners!

Fasten your safety harness and keep your eyes focused on the information terminal - this is going to be a long lecture.

The next update is a big one. The smart ones among you have probably already guessed it; Update 25 is all about the Endgame in Deep Rock Galactic.

What does all that mean? Well, first and foremost, the endgame will be focused on content that is primarily available once you have enough missions under your belt to promote your first dwarf. We are aware that once you get your dwarf past the first promotion, there are other and better-paying mining gigs out there, so we are setting you up for some special assignments for you to do once you reach the appropriate rank.

Be aware that this is a preliminary description of what we want to do; as this is a creative process, the design is subject to change along the way.



Deep Dives

Once your first promotion happens, we will trust you enough to grant you special privileges and access to a new mode called Deep Dives. This new mode is a set of periodical high-risk multi-objectives, that won’t give you the normal payout, but instead, award you "Batteries".

Each part of a Deep Dive will take you deeper into the bowels of Hoxxes IV, and you will have to field a full team of reliable dwarves from the very beginning to be able to make it to the end - the current personal drop pod will not be able to make it this deep (and the current budget does not allow us to upgrade their performance to this extent), so at the end of each part, we won’t be retrieving you but supplying you with a fresh pod to take you to the next and deeper part of the Deep Dive.

A Deep Dive will consist of three different missions chained together with a mix of objectives. These objectives will be similar to the main objectives you already know, except more than one will need to be completed. Example; In one mission you might have to salvage two Mini-M.U.L.Es and battle a dreadnought. Health and ammo will carry over from one Deep Dive mission to the next, so be sure to stock up on Nitra and Red Sugar before you move on.

The difficulty level on a Deep Dive will be fixed. You will not be able to bring a greenbeard to a Deep Dive. Do not attempt a Deep Dive on your own or while ill-prepared - you’ll be wasting company resources, and you don’t want that kind of attention from Management.

A new Deep Dive will appear every week. You will be able to do a Deep Dive several times, but you will only be able to reap the main rewards once. Should you fail during a Deep Dive, which we fully expect many shall, you will receive a partial reward - but the real gold is at the end of the Deep Dive, behind the hordes of vicious aliens.

Furthermore, each Deep Dive will take place in the same caves, with the same types of aliens for everyone. However, spawns will still be unpredictable, so stay alert while on a Deep Dive.

Machine Events

Using Batteries, you will be able to access Machine Events, that will randomly appear in the normal missions. You will be seeing abandoned machinery appear in some normal missions, but interacting with them will only be possible if you have Batteries. Every dwarf, even greenbeards, on the team will be able to get access to these events as long as at least one dwarf has enough Batteries to activate it, and chooses to do so.
Activating these events will add something entirely new to do, like hunting Glyphids for resources, tracking treasure or throwing explosive barrels at something big and angry.
The rewards for activating and successfully completing a Machine Event will be a craftable item Blueprint, credits, and XP.



Blueprints and Overclocks

Blueprints will give you access to a new, powerful type of weapon modification called Weapon Overclocks, that goes in their own unique slot. There will be a vast number of available overclocks for the weapons, but beware - turning up the juice might not be all it’s cracked up to be as the more powerful Weapon Overclocks comes at the cost of instability in the form of drawbacks.
Blueprints will be awarded randomly - and some might be rarer than others - but you will never be awarded the same Blueprint twice.
Blueprints will also cover new rare cosmetics, such as weapon skins and glorious beards, matching the latest dwarven trends from back home. Even Bosco might get some fancy new skins.

So when is this happening? Due to the size of the upgrade, and the upcoming summer holiday, it's going to take a bit longer than usual. We're committed to releasing Update 25 in August/September. This is a huge thing which we know you'll love.

Once again, be aware that this is a work in progress and that anything in our roadmap might change as we test and improve.



And more?

While we’ll focus on the Endgame in this update, we might add some additional small surprises to Update 25, but you’ll have to stay tuned for those.

Are we at 1.0 yet?

Not yet. As you may have noticed, we’ve shuffled the roadmap a bit. That doesn’t mean the ideas for future content we had listed have gone away for good - we just want to focus on Update 25 and commit to that. We still have a lot of content we want to make come alive in Deep Rock Galactic, and the Endgame update is not the end of that.

UPDATE 24 - EXPLOSIVE EXPANSION + HOTFIX 1, 2, 3, 4, 5, 6



Take your seats, Miners!

We got new grenades, eye candy, personal drop pods, a bunch of new enemies, and a TON of gear tweaks to brief you about, so grab a brew and listen up!

Also - look out for the [COMMUNITY REQUESTS] - these are things you guys have been very adamant in talking about and bringing to our notice, so keep up the good work! It is, as always, very appreciated. :D

--- PATCH NOTES ---
GRENADE LOADOUT
-----------------------------------
The boys and gals in R&D have been hard at work once more! All the old grenades have been reworked, and a ton of new ones have been added. Each class can now unlock up to three distinct types of class-specific throwables, with the potential for more to come in future Updates.
- Engineer: L.U.R.E, Plasma Burster, Proximity Mine
- Gunner: Sticky Grenade, Incendiary Grenade, Cluster Grenade
- Scout: IFG, Cryo Grenade, Pheromone Canister
- Driller: Impact Axe, HE Grenade, Neurotoxin Grenade


LOADING SCREEN MAKEOVER
-----------------------------------
We’ve finally gotten our new orbital drone cameras installed, enabling much better and varied scenic views of mining crews descending to the surface of Hoxxes at the beginning of each mission.


END SCREEN MAKEOVER
-----------------------------------
The End Screen shown at the end of each mission has gotten a much-needed overhaul as well. Now you get to pose and display all your lovely cosmetics in full 3D while the mission data ticks up!


STEAM ACHIEVEMENTS
-----------------------------------
They’ve been a long time coming, but they’re finally here! 50+ Steam Achievements have been added to the game, ready to be unlocked! We’ve strived to make them retroactive anywhere it made sense.


NEW MOBS

-----------------------------------
NAEDOCYTE BREEDER
Imagine a floating bag of slime, constantly spewing out pulsing egg-sacks full of ravenous young. They may look like gentle giants (depending on how much you like tentacles), but trust us when we say you want to take these oozing blimps out quick.

NAEDOCYTE HATCHLING
The result of leaving the Naedocyte Breeders to do their thing. We’ve run into more developed varieties of these before, but this is the first time we’ve ever encountered them in their larval state. They are hatched ravenously hungry, so mind yourselves that you don’t get overrun.

Q’RONAR YOUNGLINGS
Younger and softer variation of the Shellbacks. Unlike their more solitary-minded mature state, the Q’ronar Younglings hunt in packs. Do not underestimate them.

GOLDEN LOOTBUG
Now, this is an interesting one. Unlike the common Lootbug, this particular breed gorge themselves on gold alone. Management has no qualms with employees taking them out for sport and personal gain.

HUULI HOARDER
This rare beastie seems like a bit of an oddity among the otherwise mostly hostile Hoxxes fauna. Often referred to as “The Clown Car”, the Huuli Hoarder is an abject coward and will run away from any potential threat once startled. However, like the common Lootbug, they subside solely on a diet of precious minerals - as in, taking them out will net you a tidy profit, just take care that you don’t let it separate you from your team.


LATE JOIN DROP POD
-----------------------------------
[COMMUNITY REQUEST] Let it not be said that Management does not care about employee complaints. Joining a mission already in progress now dumps you into a personal drop pod, letting you safely land in the mission area instead of utilizing the horribly unreliable teleportation technology used so far. As with the Supply Pod, it is recommended to keep a safe distance to the landing zone.


BETTER DISCORD INTEGRATION

-----------------------------------
Sign up for the Miner’s Union and join our wonderful Discord community directly from the Space Rig! We have bigger plans for this down the line, but for now, you can use it to see the number of active members and such.


MISSIONS AND ASSIGNMENTS

-----------------------------------
- [COMMUNITY REQUEST] The Mission Map now displays Assignment Icons for every team member, making it easier to choose which missions to go on.
- [COMMUNITY REQUEST] The Hazard 5 Unlock Assignment now requires you to play the associated missions on Hazard 4 difficulty
- [COMMUNITY REQUEST] Dwarves leaving a game will now drop a resource pouch with any materials they had in their inventory
- [COMMUNITY REQUEST] Added an option to opt Bosco out of solo missions at the Drone Modification Terminal


UI AND CONTROLS

-----------------------------------
- Personal Temperature HUD overhaul
- [COMMUNITY REQUEST] Added option to disable Mouse Smoothing
- Improved gear stats display in the Equipment Terminal


PICKAXE POWER ATTACK

-----------------------------------
Surrounded by awful bitey things? Let them know how you feel about that! While having your pick out, hit Fire to unleash a devastating Power Attack. There’s a cooldown on it, so spend it wisely.


MODELS AND AUDIO
-----------------------------------
- New Heavy Sentry model for Engineers
- New Sentry models for the Minehead
- New Floodlight models for the Minehead
- Several new enemy and weapon sounds
- New Hoxxes model shown on Space Rig


GEAR TWEAKS
-----------------------------------
PICKAXE
- Fixed the Q-mining exploit

"THUNDERHEAD" HEAVY AUTOCANNON
- Fixed a bug with Autocannon fire rate not resetting
- Fixed Autocannon lighter barrel assembly mod
- Tweaked Autocannon fire rate to increase in a more linear manner
- Removed Stun mod

"LEAD STORM” POWERED MINIGUN
- Decreased Stun mod chance
- Decreased Stun duration
- Fixed Aggressive Venting modification to properly function as client

DEEPCORE GK2
- Renamed Stagger to Stun
- Gear stats now display the weapon's stun on weak point hit functionality correctly

EXPERIMENTAL PLASMA CHARGER
- Renamed Normal Shots Bounce mod to Bouncy Plasma
- Renamed Charged Projectile Explodes mod to Unstable Containment Field
- Increased Radius and Damage of Unstable Containment Field implosion
- Fixed some EPC shots doing "generic" damage

“BULLDOG” HEAVY REVOLVER
- Removed Stun Mod (anyone who purchased it will get a refund)
- Added stun chance as an inherent property of the gun

JURY-RIGGED BOOMSTICK
- Stun Mod proc chance increased
- Tungsten Pellets Mod armor damage multiplier increased
- Blast Wave description made more clear (hopefully)
- Blowthrough Mod changed to Super Blowthrough (can penetrate multiple targets)
- Fixed Blast Wave mod to work consistently

ZHUKOV NUK17
- Removed the Stun mod (anyone who purchased it will get a refund)
- Rearranged some of the other mods to better balance the potential builds
- Increased the accuracy penalty while moving
- Increased the speed with which accuracy is regained
- Decreased accuracy spread when shooting
- Increased Tier 4 Expanded Ammo Bags mod from +100 to +150 ammo

M1000 CLASSIC
- Added a tutorial hint for Focused Shot
- Fixed Stun modification to work properly

BREACH CUTTER
- Fixed the Breach Cutter so it no longer damages the player if fired directly downwards


MISC TWEAKS

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- Deeptora Honeycomb is no longer immune to fire
- Glyphid Praetorian acid gas can now be lit on fire again
- Fixed cases of mission weapon assignment completed not being counted correctly
- Fixed some invisible colliders in levels displaying as ‘Unknown Material’
- Credits pages now change properly
- Fixed a bug that caused a floating Shield Generator or Satchel Charge to appear at the - location of the spawn point
- Fixed some bugs related to saluting while reloading
- Fixed certain armors that caused the player’s arms to be invisible at the beginning of a mission
- Fixed the revive progress bar so it no longer stays on the screen if another player starts and cancels the revive process
- [MIXER Interactivity] Resupplying Ammo now works
- Super Blowthrough modifications changed from 10 penetrations to 3 for all weapons that have them
- Added a failsafe for Shield Generators that fail to deploy

HOTFIX 1

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  • Glacial Strata - Decreased the cooling rate for Frost Praetorian breath attack and death cloud.
  • Glacial Strata - Cooling effect from blasts of freezing air now stop as soon as you leave the area of effect
  • [COMMUNITY REQUEST] Typo fixed in Plasma Burster grenade description
  • [COMMUNITY REQUEST] Hole plugged in upper launch bay. Well spotted, miner.
  • [COMMUNITY REQUEST] Elevator shafts on Space Rig cleaned up a little because there's nothing we won't do for our players.
  • Minor hole plugged in monitor mesh
  • Fixed xp bar showing for players on loading screen
  • Fixed poodle related overlay issues
  • Fixed bomber puddles creating permanent overlays
  • Fix for terrain related crashes
  • Hoarder's electrical resistance increased
  • Cryo Grenade area of effect increased
  • Fixed the retroactive functionality for promotion achievements
  • Throwing axe can now hit all killable things
  • Fixed player able to throw grenades after death
  • Certain vanity items no longer show up red when Frozen
  • Grenade loadout ui: Extra Detail button hidden for grenades
  • Players who just joined the game can no longer be grabbed just as they spawn
  • Fixed the barrel hoop game combo display
  • Bugfix - Fixed Impact Axe sometimes getting stuck to the player throwing it
  • Tweaked stationary enemy encounters in caves


HOTFIX 2
  • Typo fixed on Impact Axe description
  • Disabled saluting while having a grenade equipped.
  • When dropping a gem / carried item, you no longer switch weapons twice. If you press 1-4 on client you also now get the correct weapon/tool for that item slot.
  • Improve spawning of enemies
  • Fixed cases of enemies not being allowed to spawn
  • Fix choppy motion when latejoining and dropping down.
  • Remove Disable Optimizations Pragma
  • Grenade count will now be correctly counted when rejoining a game after disconnecting
  • Updated Grenade UI after latejoining
  • Players rejoining a game after disconnecting will now spawn back directly instead of going down with a droppod
  • Improved carriable gems logic in an effort to fix bad cases with throwing and dropping when dying
  • Fixed Shield Regenerator deploying twice
  • Fixed weapon mastery skin not being available for Bulldog, Autocannon, and NUK17
  • Scaled the Q'ronar Younglings smaller
  • Localization update.
  • Rotating movement removed from planetary ring outside space rig until we find a better solution
  • Fix spacerig hologram performance (collision related)
  • Procedural Smoke and Fire progress
  • Space Rig exterior GFX improved
  • All the Loading Tips have gotten a grammar- and typo-fixing pass
  • Enor Pearl material set to Local Space
  • Fixed material issue on Tentacles around Dreadnought Egg
  • Fix pickaxe and Gems could become invisible on client if he got downed
  • Fix throwing a gem / item on clients would not always select the last weapon.
  • Fixed Retroactive milestone progress for achievements "Performance matters" and "Management Approves"
  • Added text explaining that Hazard 4 is demanded to play on to unlock haz 5 in the assignment
  • The Achievements requiring you to not call in a supplypod or die, now only triggers if you haven't called a supplypod


HOTFIX 3
  • Removed confusing requirement for the "Total Makeover" achievement that required players to change to a non-default owned skin color
  • Fixed a bug that enabled the mission time achievement to trigger after waiting in the spacerig for an hour and dropping into a mission
  • Fixed various Impact Axe shenanigans
  • Fixed an animation problem in third person for the M1000 Classic causing it to be misplaced when reloading
  • Improved spawn location logic for enemies in an effort to fix missing enemies
  • Fixed issues with saluting during autoreload causing magazine spam and broken animations
  • Shadows disabled on point lights on Load Screen
  • Fixed white light flashes in spacerig terminals


HOTFIX 4
  • Added Steam Rich Presence, since Pedro was bored. You may need to restart Steam before it works
  • Naedocyte Breeder has been nerfed. It now spawns more rarely and the spawn amount of Naedocyte Hatchlings from the Roe has been decreased.
  • Enabled Hoarder's physical animations
  • Fixed more cases where enemies would not spawn
  • Fixed pathfinder issues around special objects
  • Fixed emission on plant that was wrong in Lush
  • NUK17 - The NUKs now have static bullet spread that is not affected by either shooting or moving. Run & gun or spray & pray to your hearts content.
  • Weapon reloads now better-synced with audio-visual cues
  • Mine head sentry gun now dismantles, rather than disappear, when ammo is spent
  • Pathfinder fixes for issues seen around mine head
  • Resource bag now only spawns if the player that left had any resources
  • Fixed latejoin drop pod choppiness
  • Fixed a bug where beards get stuck floating in the air when a player gets downed
  • Shortened the Sticky Grenade fuse time
  • Cryogrenade now affects Naedocyte Shockers / Hatchlings


HOTFIX 5
  • Sound added to pickup of throwing axes
  • Tweaked colors of power attack cool down display
  • Fixed a bug with pickaxing frozen teammates not breaking them free
  • Fixed the extraordinary laziness of Molly which made her refuse to follow players


HOTFIX 6
  • Players should no longer get stuck in an invulnerable downed state
  • Fixed a bug with BET-C’s pulsating sound
  • Fix for ambient occlusion only working for dynamic objects
  • Mule, Drop Pod etc. now have floating icons again when holding the laser pointer
  • Fixed Mine Head Launch icon not properly disappearing for clients