1. Deep Rock Galactic
  2. News

Deep Rock Galactic News

ROADMAP UPDATE


[h3]Hello, Miners![/h3]
...What a launch! We were excited to the point of hysteria to see the game finally hit 1.0 - and seeing that big Steam Front Page banner in place was just amazing. Milestone Get!
The launch has seen a lot of new players joining the Company Ranks, a ton of Regulars to help them get started, and a horde of existing players return to the caves of Hoxxes. So now it’s time to look forward and talk about the future of Deep Rock Galactic.

[h3]UPDATE 31: QUICK POST-LAUNCH UPDATE[/h3]
In the process of finishing the 1.0 build, we had to leave a handful of new features and content behind. But now we are dusting them off and have decided to quickly put together a new update. This first post-launch update, called Update 31 for now, should be released in about 3-4 weeks time, so early to mid June. It will include 3 new Secondary Mission Objectives which we’d hoped to have ready 1.0, but they needed a bit more time in the pot. The new Secondary Objectives will help add more variation to all missions and is a good example of the overall goal we have for the new roadmap. Check the roadmap picture below for details on this post-launch update.

[h3]UPDATE 32 + 33: BIG UPDATES AFTER SUMMER[/h3]
We’ve had a survey running in the Exit Game menu for several months now, asking you what you’d like us to focus on. The votes are in, and an overwhelming number of you simply want more of what’s already there, more variety. This aligns perfectly with our own desires to get our focus back onto the game’s cave content, and that’s reflected in our sparkly new Roadmap below, and the headlines of the upcoming Updates. At its core, this is a game about action and exploration in alien caves, and we can't wait to get back into the production of new Missions, new Biomes and new Enemy types to make this better than ever. Update 32 will arrive in Q3, so because of summer vacation (yes, even devs go on vacation) do expect quite a bit of waiting time before it lands.



Alongside the 1.0 launch of the game, we released two new cosmetic DLCs - and we kept the price of the game as it was a year ago. The thinking here is to allow existing fans to show their ongoing support of the game by letting them purchase a pack of cosmetic DLC now and then, if they so choose. This is a model we’ll likely keep to, going forward. This lets us keep expanding on the base game and keeping the major content updates free as they should be, while getting us a bit of funding through purely optional cosmetic DLC. To those that aren’t fans of this though, don’t despair - as always, there will be more cosmetics to unlock ingame just by playing too.

The core message here is: We will keep supporting the game and deliver new free content for as long as we have fans that support us. And the feedback we get from you in our growing community will continue to help us prioritize and focus on the things the game needs. So...keep mining, Miners. And keep being as awesome as you have been so far - your support continues to be heartwarming and invaluable.

Rock and Stone, Miners!

With love
Ghost Ship Crew


1.0 LAUNCH IS LIVE!


[h3]Hello Miners![/h3]
It’s fantastic to finally be welcoming you all to Deep Rock Galactic 1.0!

This marks the end of more than two years of Early Access development and It has been an amazing journey! We could not have asked for a better community to have along for the ride. And, if you are a new player, rest assured that hard work in the mines awaits you, alongside high adventure, big guns, fancy beards, alien monsters ... and of course - all your fellow dwarven miners!

We are super, super excited to leave Early Access and seeing where the game will go from here. And fear not...we are far from done adding to DRG!

Rock And Stone!

With Love,
The Ghost Ship Crew

[previewyoutube][/previewyoutube]

[h2]--- 1.0 PATCH NOTES ---[/h2]

[h3]SOUNDTRACK VOL. II[/h3]
For the last year we have been working on a Vol. II of the soundtrack for DRG - and it is finally here - allowing you to mine, fight and groove to 14 completely new tracks of synthy, bassy goodness! Deep Rock Galactic needs to invest in some bigger speakers… NOW!


[h3]NEW PROMOTION TIERS[/h3]
Believe it or not but now there are 3 more Tiers above Gold, for when you are promoting your dwarves: PLATINUM, DIAMOND, LEGENDARY! This is mainly a show-off thing for super veteran players who have been investing blood, sweat and a lot of time in Deep Rock Galactic. We salute you!


[h3]PRESTIGE ASSIGNMENTS[/h3]
As you increase your Player Rank, you will get access to special Prestige Assignments. Completing them will reward you with full sets of Pickaxe parts, Armor skins and new Helmets. Prestige Assignments are unlocked at Player Rank 20, 30, 40, 50, 60, 75 and 100.

A couple of months ago we were toying around with awarding you vanity on the promotion itself (some of you might have tested it on the Experimental build), but we were not totally happy with the system and have instead gone for an approach with unlocking Prestige Assignments based on your Player Rank.


[h3]BIOMES[/h3]
Crystalline Caverns have gotten more crystal variations. It’s now crystal clear why it is called by that name!


[h3]COMMUNITY REQUESTS[/h3]
Here are a bunch of features we have added by popular demand:
  • We have added a sweet Golden Paintjob for your trusty Pickaxe to the Supporter Pack
  • We have added a separate volume slider for Mission Control. Don’t tell Management!
  • We have improved head bob scaling to now affect more animations
  • We have added a separate Camera Shake slider, to be able to scale down camera shakes to your liking
  • We have added an option to invert x-axis for the camera when you are downed


[h3]MISC.[/h3]
For the 1.0 launch, we have focused on fixing bugs and various issues, so this part of the patch notes is a bit longer than usual. It includes all fixes done while 1.0 was on the Experimental Branch. Thanks to all who helped us test the game up to launch!
  • Added a few missing Laser Pointer names for the Machine Events
  • Added Patch Notes to the Escape Menu
  • Machine Events now explode if the Drop Pod lands on them
  • Added new miscellaneous ambient sounds throughout the game
  • Added new sounds to the Terminals in the Spacerig
  • Added slanted hex crystals to the Crystalline Caverns biome
  • Updated and improved the sound of the Lootbug
  • Replaced the old chairs in the Medbay with new models
  • Spacerig performance optimization
  • Reload animations now play in third-person when you are sprinting
  • Added an extra collider on the Minehead of Point Extraction missions to prevent Aquarqs from disappearing in the drills below the Minehead
  • Added a new dance move
  • Added Production Babies to the Credits
  • Button input prompts that do not have icons no-longer show a long name but just the button's character itself
  • Resolution now cycles back to the lowest resolution if the player cycles forward from the highest resolution available in the Graphics options
  • Grenades and Glyphid Bulk Detonator cluster bombs now bounce off the protective barrier of the Shield Generator rather than go straight through
  • Readded the much requested blue goo around Spitball Infectors
  • Renamed Basic Pickaxe to Pickaxe
  • Languages in the UI Options are now sorted by their English names
  • Added a Tutorial Hint that explains how to restart the tutorial for players that don’t actively skip or complete it
  • Improved Bosco’s digging logic which should reduce his tendency to prefer detours and digging from the opposite side of Compacted Dirt
  • Improved the Vanity Icons to properly show effects and color of light sources
  • Reduced the objective of Kursite Infection Machine Event to 13 for the Mactera encounter
  • Tweaked the spawn rate of Kursite Infected Mactera enemies in the Kursite Infection Machine Event to ensure it's always possible to complete
  • Fixed a bug that caused secondary gather objectives to not always count what you deposit correctly. This would often cause premature completion of the secondary objective
  • Fixed a bug that enabled large waves of enemies to spawn in Point Exactrion while fighting a Machine Event
  • Fixed a bug that caused the Reinforced Power Drills to not make sound on first use in a Mission
  • Fixed a bug that caused the selected character to sometimes switch back to a previously selected one when returning from a mission
  • Fixed a bug that caused a Red Rock Blaster label to be visible in the Character Selection Terminal without the buff
  • Fixed IFG Grenade displaying as a Support Tool in the Equipment Terminal. It is now correctly categorized as a Throwable
  • Fixed a bug so Exploding Barrels now have a name when pointed at with the Laserpointer
  • Fixed a bug that made jumping from a Zipline very unreliable as client. Jumping and pressing forward makes you jump off the Zipline while just pressing Jump will drop you from the Zipline
  • Tweaked font size & color for the Assignment Complete window
  • Fixed bugs in the terrain generation causing tunnels to not lead completely to the caves.
  • Fixed a mesh error in the Personal Cabins
  • Fixed a bug that prevented players from hosting games after resetting progress
  • Fixed a bug that caused the collider of unwoken Spitball Infectors to be too big when using the Laser Pointer
  • Fixed a bug that caused Spitball Infectors to shoot in weird directions if you step behind cover just as it starts shooting
  • Fixed a bug that caused weapon fire sounds to linger if a player disconnects while shooting
  • Adjusted the pathfinding capabilities of the Naedocyte Breeder to better avoid clipping with terrain
  • Fixed a bug in the sound of the ceiling rocks in the Salt Pits region
  • Fixed a bug that enabled the player to salute while aiming the Laser Pointer
  • Extended the duration of the invulnerability effect for latejoining players to a few seconds after landing
  • Fixed a bug with decals showing in the Terrain Scanner
  • Fixed several collision-related issues on the Space Rig
  • Fixed a bug that enabled Glyphid idle sounds to play while frozen
  • Fixed Cryo Cannon charge gauge to not jitter so much
  • Fixed a bug that caused the Hazard Level setting to not update for clients if the host only changes the Hazard Level and not the entire mission
  • Fixed a bug that enabled Mini MULEs to spawn on top of Machine Events
  • Fixed a bug that enabled the Drop Pod to land below Machine Events and other similar objects
  • Fixed a bug that caused the Graphics options menu to not fit 4:3 aspect ratio
  • Fixed a bug that caused the Loadout slots to overlap description texts
  • Adjusted the location of the Promotion Terminal activation prompt
  • Fixed a bug that caused some Spacerig Terminals to not show a title on their monitor
  • Fixed several 'New Item Available' notification issues on various Spacerig Terminal monitors
  • Fixed a bug that caused BET-C to be overly aggressive towards newly tamed Glyphids by continuously shooting at them after being tamed. Calm your jealousy, BET-C.
  • Fixed a bug that caused players to be unable to be revived if they died while on a Zipline
  • Fixed a bug that enabled the Escape Pod to land in impossible to reach locations like the top of a Resupply Pod tunnel
  • Fixed a bug with Dash activating unreliably for players with hold-to-sprint preferences
  • Fixed a bug that enabled the Laser Pointer to be equipped for downed players
  • Fixed a bug that caused Cryo Cannon and Flamethrower particles to suddenly disappear if you unequip the weapon while firing
  • Fixed a bug that caused players to be unarmed if they are interrupted while doing certain actions
  • Fixed a bug that caused Mixer nametags to have collision and block bullets
  • Ebonite Glyphids can no longer be targeted by Bosco or Sentry Guns
  • Fixed a bug that enabled the Impact Axe to damage yourself at certain angles
  • Fixed a bug that caused Tutorial Hints related to Bosco to show without Bosco being in the mission
  • Fixed a bug that prevented Pickaxe animations from playing in third-person after a Power Attack
  • Fixed a client-sided synchronization bug that enabled the Shield Generator to fall through walls
  • Fixed a bug related to the statistics of how many Matrix Cores the player has forged
  • Removed a black artifact on the Pickaxe Terminal
  • Fixed extraction music stopping too early if a wave hits just before you press the button to call for the Drop Pod
  • Fixed pricing for the Armor Breaking mod on the Breach Cutter
  • Increased the draw distance of Alien Egg debris
  • Fixed a bug that caused the character preview of the Scout and the Engineer in the ESC menu to be angled differently than the Gunner and the Driller
  • Fixed a bug with the “Key already bound" confirmation not working
  • Adjusted the description of the Bezerker Perk to be more precise
  • Fixed the 'Restore Save Game' prompt to be a little less obtrusive
  • Fixed a bug that enabled BET-C to shoot through the shield of the Shield Generator
  • Fixed a bug that caused you to keep shooting indefinitely when returning to game after pressing ESC
  • Fixed a bug that caused the Resupply Tutorial Hint to not always show
  • Fixed a bug that caused the Bosco Laserpointer Tutorial Hint to be incompletable
  • Fixed a bug that caused the Mineral Shop Terminal text to be uncentered
  • Fixed a bug that caused the Latejoin Drop Pod to not move downwards when joining a game
  • Fixed the Forge Mastery reward display to show correct cores if you have all Overclocks and/or all Vanity Cores
  • Added Romanian and Vietnamese to the list of languages supported (WIP)
  • Fixed a bug that caused Flaregun flares shot at players to leave a small collider behind that could block other players
  • Fixed a bug that caused Pickaxe Power Attack to not deal any damage if you hit the air or a non-terrain non-enemy mesh
  • Fixed a bug that caused Pickaxe Power Attack to not damage larger enemies if you hit the parts furthest from the body
  • Fixed a bug that often caused Machine Events in Sandblasted Corridors to float in midair
  • Fixed a bug that caused Jury-Rigged Boomstick’s Special Powder OC to not provide same force and airtime as previously
  • Fixed text overflow and various spelling mistakes in the Miner’s Manual
  • Fixed a spelling mistake in the Flex Them Guns Victory Move description
  • Fixed a gap under the Barrel Hoop Game on the Spacerig
  • Fixed the sizing of the Claim Union Reward prompt on the Miner Community Terminal
  • Tweaked Pickaxe and Flares to be less enormous in the Equipment Terminal previews. They now actually fit on screen
  • Fixed a bug that caused the graphics on the Miner Community Terminal to cut off
  • Fixed a bug that caused a black screen to display in place of the “Steam is not running” warning on game launch
  • Fixed a bug that often blocked the Reinforced Power Drills when digging terrain. They now prioritize drilling terrain over hitting enemies if you are looking at terrain right in front of you
  • Fixed a bug that caused bomb spitting plants to not spawn properly in Sandblasted Corridors
  • Fixed a bug that caused the Spacerig loading screen to display in between Deep Dive stages
  • Fixed a bug that prevented Stun animations from playing on the Mactera Goo Bomber
  • Fixed a bug that caused oddities when latejoining in the latejoin drop pod
  • Fixed a bug to prevent enemies from attacking or grabbing players through the Drop Pod walls
  • Fixed a bug that enabled the Glyphid Oppressor to knock around downed players
  • Fixed a bug that caused burst fire weapons to resume in the middle of a burst if unequipped before a burst could fire all of its rounds
  • Fixed a bug that caused Impact Axes stuck in terrain to not have a name when pointed at with the Laserpointer
  • Fixed displacement of the gravity button in the Spacerig
  • Fixed a bug that enabled Lootbugs to move while frozen
  • Fixed a bug that prevented the Laserpointer Tutorial Hint from working correctly in a multiplayer session
  • Fixed a bug that caused Super Slim Rounds OC to not display its stats correctly
  • Fixed a bug that caused Impact Axes to not have any sound when picked up
  • Fixed a bug that caused Deeptora Honeycombs to not be properly affected by poison, radiation and cold
  • Fixed a bug that enabled BET-C to fire weapons while inside a wall
  • Fixed the thumbnail for the Incorruptible Pickaxe Paintjob
  • Fixed Medbay stat displays not working for clients
  • Fixed the description of the Beastmaster perk to reflect the new activation method
  • Fixed a bug that caused certain characters in game server names to not be visible on the Server List




[h3]EXPERIMENTAL PATCHES[/h3]
BUILD 39791 (1st Patch to Experimental)
  • Added Romanian and Vietnamese to the list of languages supported (WIP)
  • Improved Bosco’s digging logic which should reduce his tendency to prefer detours and dig from the opposite side of Compacted Dirt
  • Readjusted the cost of the last 3 Promotion Tiers
  • Updated the Patch Notes with more stuff including names for the last 3 Promotion Tiers
  • Added slanted hex crystals to the Crystal Caverns biome
  • Fixed a bug that caused the Mineral Shop Terminal text to be uncentered
  • Fixed a bug that caused the Latejoin Drop Pod to not move downwards when joining a game
  • Fixed the Forge Mastery reward display to show correct cores if you have all Overclocks and/or all Vanity Cores
  • Fixed a bug that caused the M.U.L.E. to move slower and more hesitantly
  • Fixed a bug that prevented the Dreadnoughts from carving
  • Fixed a bug that caused Dreadnought cocoons to have a weird offset on the Terrain Scanner
  • Fixed Spacerig Terminal text not scaling down when switching languages
  • Fixed a bug that caused the Resupply Tutorial Hint to not always show
  • Fixed a bug that caused the Bosco Laserpointer Tutorial Hint to be incompletable
  • Fixed a bug that caused secondary gather objectives to not always count what you deposit correctly. This would often cause premature completion of the secondary objective
  • Fixed a bug that caused the Miners Union logo to cover up the text in the Miner’s Union Terminal
  • Fixed a bug that caused you to keep shooting indefinitely when returning to game after pressing ESC
  • Fixed changing loadout in pickaxe terminal does not refresh view of pickaxe and parts selected
  • Fixed the Scout’s Regal Aegis Paintjob to now use the correct material
  • Fixed a bug that enabled BET-C to shoot through the Shield Generator. Grenades now also bounce off the shield rather than go straight through
  • Fixed miscellaneous typos


BUILD 39816 (2nd Patch to Experimental)
  • Fixed a bug that caused the Reinforced Power Drills to not make sound on first use in a Mission
  • Fixed a bug that caused the selected character to sometimes switch back to a previously selected one when returning from a mission
  • Fixed a bug that caused a Red Rock Blaster label to be visible in the Character Selection Terminal without the buff
  • Improved the Vanity Icons to properly show effects and color of light sources
  • Fixed IFG Grenade displaying as a Support Tool in the Equipment Terminal. It is now correctly categorized as a Throwable
  • Fixed a bug that enabled players to activate exploded Machine Events
  • Fixed various typos in the Miner's Manual
  • Tweaked the material on the new crystals in Crystalline Caverns
  • Fixed a bug so Exploding Barrels now have a name when pointed at with the Laserpointer
  • Fixed a bug that made jumping from a Zipline very unreliable as client. Jumping and pressing forward makes you jump off the Zipline while just pressing Jump will drop you from the Zipline
  • Fixed a bug while using a controller which prevented B from properly registering when purchasing accessories in The Shop


BUILD 39926 (3rd Patch to Experimental)
  • Fixed a bug that caused Flaregun flares shot at players to leave a small collider behind that could block other players
  • Increased invulnerability after latejoining slightly
  • Added Production Babies to the Credits
  • Fixed a bug that caused Pickaxe Power Attack to not do any damage if you hit the air or a non-terrain non-enemy mesh
  • Fixed a bug that caused Pickaxe Power Attack to not damage larger enemies if you hit the parts furthest from the body
  • Fixed a bug that often caused Machine Events in Sandblasted Corridors to float in midair
  • Fixed a bug that caused the Kursite Infection Machine Event to explode in fear if a player dared to get close
  • Fixed broken particle effects on the new crystal debris in Crystalline Caverns
  • Fixed a bug that made certain confirmation prompts unresponsive with controller input
  • Core Infusers now also disappear if a Machine Event explodes from the Drop Pod landing on it
  • Fixed text overflow in the Miner’s Manual
  • Reduced the objective of Kursite Infection Machine Event to 13 for the Mactera encounter
  • Tweaked the spawn rate of Mactera enemies in the Kursite Infection Machine Event to ensure it's always possible to complete
  • Fixed a spelling mistake in the Flex Them Guns Victory Move description
  • Fixed a gap under the Barrel Hoop Game on the Spacerig
  • Fixed the sizing of the Claim Union Reward prompt on the Miner Community Terminal
  • Fixed a bug that caused a music track to not loop properly
  • Tweaked Pickaxe and Flares to be less enormous in the Equipment Terminal previews. They now actually fit on screen
  • Renamed Basic Pickaxe to Pickaxe
  • Fixed a bug that caused the graphics on the Miner Community Terminal to cut off
  • [COMMUNITY REQUEST] Glyphid Bulk Detonator cluster bombs now bounce off the protective shield of the Gunner’s Shield Generator
  • Resolution now cycles back to the lowest resolution if the player cycles forward from the highest resolution available in the Graphics options
  • Fixed a bug that caused a black screen to display in place of the “Steam is not running” warning on game launch
  • Fixed a bug in the Promotion Terminal and Character Selection Terminal which prevented players from exiting the Terminal with B
  • Fixed a bug that often blocked the Reinforced Power Drills when digging terrain. They now prioritize drilling terrain over hitting enemies if you are looking at terrain right in front of you
  • Fixed a bug that caused bomb spitting plants to not spawn properly in Sandblasted Corridors
  • Readded the much requested blue goo around Spitball Infectors
  • Fixed a bug that caused the Spacerig loading screen to display in between Deep Dive stages
  • Removed the 'Milestone Reset' warning from the info screen as it is no longer relevant
  • Added a Tutorial Hint that explains how to restart the tutorial for players that don’t actively skip or complete it
  • Fixed a bug that prevented Stun animations from playing on the Mactera Goo Bomber
  • Fixed a bug that caused oddities when latejoining in the latejoin drop pod
  • Fixed a bug to prevent enemies from attacking or grabbing players through the Drop Pod
  • Fixed a bug that enabled the Glyphid Oppressor to knock around downed players
  • Fixed a bug that caused burst fire weapons to resume in the middle of a burst if unequipped before a burst could fire all of its rounds
  • Fixed a bug that caused Impact Axes stuck in terrain to not have a name when pointed at with the Laserpointer
  • Fixed displacement of the gravity button in the Spacerig
  • Fixed a bug that enabled Lootbugs to move while frozen
  • Fixed a bug that prevented the Laserpointer Tutorial Hint from working correctly in a multiplayer session
  • Added a new dance move!
  • Fixed a bug that caused Super Slim Rounds OC to not display its stats correctly
  • Fixed a bug that caused Impact Axes to not have any sound when picked up
  • Fixed a bug that caused Deeptora Honeycombs to not be properly affected by poison, radiation and cold
  • Fixed a bug that enabled BET-C to fire weapons while inside a wall
  • Fixed the thumbnail for the Incorruptible Pickaxe Paintjob
  • Tweaked text in the how-to-restart-tutorial prompt


BUILD 39999 (4th Patch to Experimental)
  • Fix rare audio crash.
  • Tweaks to several Pickaxe Paintjob thumbnails
  • Fixed hanging airvent on spacerig + updated patchnotes with most recent fixes
  • Fixed Infirmary stats not working for clients
  • Fixed, some screen displays on the spacerig had duplicates, causing z-fighting and slight performance loss
  • Fix Flaregun flares would pass through the wall on clients.
  • Fixed Flaregun flares impact FX was not working on clients
  • Fixed Sticky Spiderweb had become bulletproof


BUILD (5th Patch to Experimental)
  • Removed more duplicate terminals in the spacerig (causing Z fighting)
  • Updated Credit list
  • Beastmaster Description: Changed 'Press E' -> 'Hold E'
  • Tweaks on space rig
  • Fixed a bug where controller input did not work after first promotion
  • [DRG-1436] Fix for " in servername.
  • Tweaked volume on all the new pieces of level music
  • Languages in 'Language Selector' option sorted by their english names
  • Turned volume up a bit more for some of the new background tracks
  • Fixed Boomsticks special powder OC not providing same force as before


Now Available on Steam - Deep Rock Galactic

Deep Rock Galactic is Now Available on Steam!

Deep Rock Galactic is a 1-4 player co-op FPS featuring badass space Dwarves, 100% destructible environments, procedurally-generated caves, and endless hordes of alien monsters.

TRAILER COMPETITION WINNERS


[h3]Hello, Miners![/h3]
We have been absolutely flabbergasted with the crazy amount of amazing trailers you all produced in two weeks of recording and editing frenzy. When we decided to run the competition, we honestly didn’t know what to expect, but now we know we have a community packed with very talented trailer-making people all around the world!

Before we jump into the result of the competition, we just want to state that 1.0 of Deep Rock Galactic will launch tomorrow, May 13th, at exactly 3 pm CEST / 6 am PST / 1 pm UTC. With the help of you, we have finally reached the finish line and we can’t wait to see what will happen on Wednesday when we all say Rock and Stone to the world. And calling it a finish line is a bit wrong. It’s more like a pitstop, since we will keep on running and deliver more juicy content onto the game.

Oh, and tomorrow, on launch day, we know some of you might expect us to live stream from the office. But the whole Corona-situation has made preparations for that quite a bit more tricky than expected, so we will probably just end up doing some streams from the game. We’ll give you a rain check on the live streaming.

[h3]Now onto the trailers![/h3]
When we realized that we had so many cool trailers, we had to change the rules for how to award the winners. First of all, we decided to make everyone a winner by awarding every participant with a pair of the new launch DLCs. Secondly, we decided to select the best 40 trailers (even that was difficult) and showcase them all. Thirdly, we decided to showcase the top 15, one trailer per day, and award those with even more DLCs packs. Finally, we decided to add the winning trailer to the Steam store page of Deep Rock Galactic and promote it directly in the press release for our launch.

How did we decide on the winners, you might ask? It was a pretty brutal decision and it could easily have ended up in a different order. We looked through all the participants, made shortlists of contenders for top positions, discussed the various trailers and their qualities, looked for creativity and technical excellence, and in the end decided with our hearts.

So, here goes....

[h2]TOP 40 TO 16[/h2]
Top 40 to 16 can be viewed in this playlist. They are not ranked and all of them are very good and worth a look.

[h2]TOP 15 TO 5[/h2]
Top 15 has been showcased on our social media channels for the last two weeks. These have been ranked to the best of our judgement.

15: Tyler Sholty
[previewyoutube][/previewyoutube]

14: Andrew Taylor
[previewyoutube][/previewyoutube]

13: Dustin Valcalda
[previewyoutube][/previewyoutube]

12: Nathan Hunt
[previewyoutube][/previewyoutube]

11: Digital Gunman
[previewyoutube][/previewyoutube]

10: Giacomo Leonardi
[previewyoutube][/previewyoutube]

9: Larkdinux94
[previewyoutube][/previewyoutube]

8: Waiyi Li
[previewyoutube][/previewyoutube]

7: Space Miner Dwarf
[previewyoutube][/previewyoutube]

6: Skeleton Crew
[previewyoutube][/previewyoutube]

5: Tony Murillo
[previewyoutube][/previewyoutube]

[h2]THE RUNNER-UPS[/h2]
4: Christian Schreiber
[previewyoutube][/previewyoutube]

3: Nicolas Cloetens
[previewyoutube][/previewyoutube]

2: Vitaly
[previewyoutube][/previewyoutube]

[h2]THE WINNER![/h2]
1: Doomer
[previewyoutube][/previewyoutube]


Congratulations to all of the participants! We are forever grateful for your effort!

Rock and Stone!

Love from the Ghost Ship Crew

Behind the Soundtrack


[h3]Hi Everyone,[/h3]
Mikkel Martin Pedersen here, Game Director of Deep Rock Galactic! The game will launch soon and along with it the second volume of the soundtrack - with more than 50 minutes of new synthy goodness!

To introduce the new soundtrack (and because I really want to!) I'll be telling you the story behind DRG's Soundtrack Vol. I + II, as well as diving into some of the inspiration and thoughts behind it.

I have put two links in the text with samplers of Vol. I + II, so you can listen to bits from the soundtracks while reading. First sampler is right here.

Let's press play and get started!

https://youtu.be/MfjiyvRuVA8

[h2]Finding a Musical Direction[/h2]
It was 2016. Ghost Ship Games had just been founded and we were working on DRG and had reached a point where we needed music for the game. But what kind of music? What would be a good backdrop to the gameplay? What kind of music would fit the Darkness, the Danger and the Dwarves?

I began my research simply by playing the prototype of the game while listening to a bunch of different music. This helped me out a lot in getting a feeling for what felt right.

I tried out everything from big epic orchestral fantasy music - like you'd find in Lord of the Rings - to tense action-thriller music, to heavy metal (Doom 2016 -style), and western music - spaghetti or otherwise.

The first thing I realized was that using epic orchestral fantasy music didn't really cut it. It felt too much like a cliché and was counterproductive to our intentions for the game. Even though we have dwarves as our main protagonists, we wanted to have our own take on the dwarves, not just blindly copy paste traditional fantasy dwarves - and epic orchestral music wasn't really helping to set us apart.

Secondly, if the music was too upbeat, it would ruin the tension of exploring dark caves.

The one track that stuck out while testing was the main theme from one of my all-time movie favorites: The Thing by John Carpenter.

The main theme is built around a super simple bassline that just goes BUM BUM - pause - BUM BUM. This generates a very strong feeling of you facing your destiny, that the clock is ticking and that unavoidable doom is coming ever closer. The feeling of all hope being lost in this isolated and godforsaken place. And that was it!

That was exactly what I was looking for. To make the camaraderie between the dwarves stronger, the game needed a backdrop of music that emphasized the feeling of isolation and awaiting doom. Where the best thing you can hope for is to not die alone - or at least die while saving you friends and where the only thing that keeps your spirits high is you and your fellow miners wisecracking and friendship and the code binding you together: Leave No Dwarf Behind.

Though the soundtrack for The Thing is actually composed by Ennio Morricone it has a very straight John Carpenter feel to it. And I really felt that the synth music worked well within our heavy industrial take on sci-fi.

So I started looking into the direction of 80s synth soundtracks aka what John Carpenter had been composing. We actually briefly toyed with the idea of asking the Maestro himself if he would make the soundtrack for us, but chose against it in the end. We had no money to spend and highly doubted he would do it for free, and we simply didn't want the game to become "John Carpenter's Deep Rock Galactic".

At this point in time, Stranger Things had just hit Netflix with a soundtrack that was very inspired by John Carpenter’s work as well, and I feared that we would be compared too much to that. So the goal became to head in that direction, while still finding our own voice and niche within the genre of 80s synth music.



[h2]Gathering of the Team[/h2]
When we founded Ghost Ship Games in April 2016, we were six people on the team: a CEO, three programmers, an artist, and me as Game director, game and level designer, and finally sound designer (since nobody else was around to lift the task). So we had a lot of great intentions, but we didn't possess the skills to make the soundtrack ourselves.

Our first office in 2016 was just a modest room with no composer or sound designer in sight.

A couple of months after we started working on DRG, it was time to add some music to the game, but how were we going to do this with no funding in place and no money to spend?

Well, music finds a way, and as we were spreading the word about us founding a company and working on DRG, my nephew Sophus Alf Agerbæk-Larsen heard about what we were doing, and he contacted me and asked if he should try to make some music for us. At first, I was like "Nah, that's never gonna work!" - don't mix work and family, but after debating it with the other founders, we agreed that it couldn't hurt to try to let him make some music for the game. He was trying to start his own rock band (and unemployed) and had the time and passion for giving it a shot. I would actually say he was unstoppable.

The many faces of composer, Sophus Alf Agerbæk-Larsen. Leadsinger and guitarist in his old band Polio, that later developed into Sunraker. Rock'n Roll!

I told him that we wanted a synth soundtrack and pointed him in the direction of John Carpenter and the theme from The Thing. He came back with his first composition ("Into the Abyss"), which made it clear to us that the direction for the soundtrack would work, and that Sophus was the right composer for us. We quickly saw that we needed some more up-tempo music for fighting waves of enemies, and Sophus came back with "Attack of the Glyphids" which we also ended up using for our E3 Xbox Reveal/ and most recently our 1.0 Launch Trailers.

A month after Sophus started composing the soundtrack, we hired Troels Jørgensen as sound designer. Troels came from the TV and movie industry, with a ton of titles within the LEGO Star Wars and Ninjago universe behind him. At the time, he didn't have any experience with sound design for computer games, but he was exceptionally talented and eager to learn, and he also just happened to have a big taste for synth music.

Our musical dream team was in place!

Troels Jørgensen putting his magic touch to the music and sound of DRG. If you want the grenades to make bigger KABOOM's - he is the one to ask!


[h2]Categorizing the Music[/h2]
At the same time as Sophus was composing, I was trying to figure out how we should use the music in-game to generate a dramatic narrative throughout one mission. I ended up dividing the music into different categories based on the situations that they were going to be used in. These are the main music categories:

Level Music
Level Music is continuously playing in the background. This is the steady drumming on a Roman slave ship, where you are rowing to the beat. This is music for exploration and mining! Usually, these tracks are around 5-8 minutes long.

Wave Music
When Mission Control announces a wave, we step up a gear, and the music supports the tension and pressure from the wave hitting you. Wave music is among the most intense music you will find on the soundtrack. Tracks are around 2 minutes long, which supports the length of you fighting a wave.

Boss Wave Music
A variation of music for the Dreadnaught fights that is more epic than normal wave music.

End Wave Music
Endwave music setting the tension for you running to the Drop Pod. These tracks have a feeling that the clock is ticking and they have passages where more Heroic and grand melodies are elevating the drama - Are you going to make it before the timer runs out? Will you turn back and jeopardize the mission to save a fallen comrade?

Misc. Music
"The Deep Dive" is used as Level Music on the Space Rig, "Ode to the Fallen" is used in the Memorial Hall and "Beneath the Crust" is used on the Mission Complete screen. A variation of "The Last Ascent" is used in-between stages on Deep Dives. And finally, before you all start pinging me for why the Jukebox music isn't on the soundtrack, let me tell you that all the Jukebox music is pureply stock music and it would be kind of weird (besides propably illegal!) to but it on the Original Soundtrack.




[h2]Making Vol. I: All Tracks Needs a Signature[/h2]
After Sophus had composed the first bunch of tracks, we had established the baseline for the soundtrack. Still, in order for the soundtrack to feel fresh and original, I started dictating new elements I wanted to hear in each of the tracks that he was composing. This could, for instance, be a feeling, an unusual sound, an instrument, or a music or movie reference. I felt this approach was needed, so we didn't have too many repetitions, and it made it easier to distinguish the different tracks.

Take "Fathomless Tomb", for instance. It started out with me asking for music to play at the deepest, darkest and most lonely place on Hoxxes, and Sophus came back with the track and the great use of the single note playing in the beginning that resembles a sonar - making you think of submarines and emphasizing the feeling of being deep beneath the surface.

An example of where we used original instrumentation could be "A Matter of Skill and Ammunition" that has a very moody spaghetti western harmonica (beautifully played by Troels) mixed in with the synths. This track was also partly inspired by the main theme of The Untouchables.

And finally, an example of a music reference could be "The Descent" that is partly inspired by The Cures - A Forest or "They're Here!" where the track surprisingly goes full euro-techno at the end.

Sophus was excellent at taking all the references and ideas we came up with and mixing them with synths and dwarf quirkiness and creating something entirely new and original. While Troels was so skilled at giving the tracks that special 80s synth sound, that we could easily do a lot of far-out things with the music and still have consistency between all the tracks.




[h2]Making Vol. II - Let's go Crazy[/h2]
After we finished the soundtrack and launched Deep Rock Galactic into Early Access, we thought we were done with the soundtrack. But after the success of DRG and due to all the praise we got for the soundtrack, we felt that it could be very cool to expand it. Furthermore, we thought that the game could need more musical variation when you are fighting waves - especially since you can easily encounter three waves during a single mission.

So we rehired Sophus to compose more music and this time around we had all the principles in place. The baseline was already established and we were ready to take the soundtrack further than before. We wanted to make it even more playful and fun - with the confidence that no matter how far we pushed the envelope, Troels would keep the soundtrack coherent through his arrangements and mix.

Now it is time to listen to Vol. II of the soundtrack!
https://youtu.be/RpaVY-hQuxQ
Below is a list of all the references and ideas we used to make the new tracks for Vol. II stand out and have their own signature. If you try to keep the pace you can read about each track as they are playing in the sampler.
  1. I Welcome the Darkness: This is our take on a spy theme in the vein of Mission Impossible, The Saint or James Bond. Dwarves on a mission ...with a license to drill!

  2. A Distant Terror: For this track, we were playing around with the idea of making a unique piece of music for the different types of waves you can encounter. This one was made for the pure Mactera waves. In the end, we decide not to split up the music for the specific waves simply to have as much variation as possible in the wave music category. When you listen, think of a swarm of Macteras attacking you!

  3. Follow Molly: The inspiration for this track is Fascination Street - again by The Cure (Both Sopus and I are big Cure fans if you haven't guessed it by now!). Troels applied the very techno-like WAOP WAOP melody towards the end of the track. At first, I hated this and thought it was too intruding when playing the game. But sometimes musical elements that at first sound off to you can grow on you and become the element you genuinely love about a song. And this is one of those cases.

  4. Let's Go Deeper: This one was inspired by Blade Runner and was an attempt to make a more atmospheric and moody piece of music - it's probably one of the most relaxed tracks of Level Music we have in the game.

  5. Absolute Zero: Here we toyed the idea of making unique Level Music to the different biomes. This one is made with the cold icy caves of Glacial Strata in mind. Again we went away from the idea of unique biome music simply to prioritize variation.

  6. Echoes From The Past: We need humming Monks! This is our take on a choir bourne track. The first sketch Sophus composed was too much fantasy and too little synth, so to tame this track, Troels had to apply a lot of work. This is probably the closest we will ever come to music in the style of Diggy Diggy Hole. But I really love that the rules we established for the soundtrack allow us to do tracks like this.

  7. Dance of The Dreadnought: Let's use some distorted guitars! This track is a full-blown rock song with inspiration drawn from Queens of the Stone Age and other artists in the stoner rock genre (how appropriate when you think about it!). The harmonica also made a return here, and towards the end of the track, you will find a drum break that sounds familiar to fans of Killing in The Name by Rage Against the Machine. Good stuff!

  8. Interstellar Nightmares: The dramatic and grand-sounding organ used in this track is inspired by classical music by Bach, and the organ works very well in a sci-fi setting, I think. The organ sound is also found in "Fighting the Shadows" on Vol. I and it works very well at emphasizing the opposing threat you are facing when fighting a Dreadnought. This is pure Boss Music.

  9. The Core Infuser: When we designed the Machine Events, we needed a unique piece of music to stress you out as the clock is ticking. Troels composed this one.

  10. Deceived by Light: This one has a good deal of the fatalistic mood you would find in a Terminator movie, but it also has a great melodic section. The massive double drum-slams you hear in this track are also used in other tracks. A storm is coming!

  11. In the Belly of the Beast: This track is a piece of Wave music and has an intense groove and a spacy midsection that is inspired by Pink Floyd's On the Run.

  12. The Last Ascent: This one is one of my favorites! We were looking at the main theme from Where Eagles Dare and the way that track is building up with a single military march drum rising in intensity and then going big and epic. This is the team embarking on an impossible mission. At first this track was building up slowly, but it became to boring in-game, and we rearrarranged it, so there is more bang for the buck in the beginning. For the melodic hero theme towards the end, we drew some inspiration from Bon Iver's Perth.

  13. RUN!: Here we tried to infuse some of the energy from Prodigy and make the drums very tense and in your face. This is another track where we really push the limits of the style of the soundtrack.

  14. Axes Out: For this track, we were looking at colorful horror music like what you would find in the themes from Addams Family or American Horror Story. At first, this was too silly, but we played around with it and made it darker, and it worked out great in the end.

...And that is the end of my small walkthrough of Vol. II. After playing and developing DRG for 4 years, I can wholeheartedly say that all the new tracks from Vol. II are breathing a lot of fresh air into the whole game experience, and I'm very excited to hear all your reaction to the new soundtrack, when we go 1.0 on the 13th of May ːsteamhappyː



[h2]Closing Comment[/h2]
A lot of the fun we’ve had when developing DRG is due to one thing: The Dwarves!

The Dwarves add a colorful twist to the deep space isolation sci-fi theme in the game and it allows us to do a lot of funny stuff without breaking the suspension of disbelief - simply because all the dwarf tropes are already established.

When it comes to the soundtrack, the dwarves also helped us be creative and push the boundaries of what you usually would expect to hear in 80s synth soundtracks.

I am super proud of the soundtrack. Just like we set out to create a mix of L4D and Minecraft and create something new and original through the game itself, we used much the same approach for the soundtrack. We tried to find our own space within the 80s synth music genre, by combining and introducing original and unexpected elements into the music from movie references to rock music and out of left field instrumentations - and so we found our own sound - the sound of Deep Rock Galactic.

I’ll let you be the judge as to whether we succeed or not, but either way I am extremely proud and happy about the end result.

[h3]Thank you, Sophus and Troels, for the Music![/h3]
Rock and Stone, Miners!

With Love,
Mikkel Martin Pedersen