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Deep Rock Galactic News

Roadmap Update

[h3]Hello Miners![/h3]

As promised yesterday, we have an updated Roadmap for you, and it should hopefully help answer most of the burning questions you might have!

Right now, we're laser-focused on getting Deep Rock Galactic ready for the actual 1.0 launch sometime during Q2 2020. During this time, we'll be revisiting old systems in need of some well-deserved love, as well getting the game polished to a mirror shine. Update 28 started a lot of this, with the much-discussed Perk Rework, as well as the first batch of improvements to the Space Rig and its overall layout. And with the separation of Weapon Skins into Paintjobs and Frameworks, we also gave all Dwarves many more options in terms of expressing their personality through the looks of their weapons. These are key themes that you will continue seeing as we get the game prepared for 1.0.



Before we're ready to hit the big switch and launch 1.0, we will squeeze in one more update - Update 29. It will feature a lot of under-the-hood optimization and improvements, but more visibly it will see more work done to the Space Rig, a much needed graphical overhaul of the trusty old Drop Pod, and a full visual customization system for your pickaxes. AND, hallelujah, we're finally getting in proper item icons for all your phat lewt!

Update 29 will also bring a new and improved Greenbeard experience, with a brand new tutorial flow, and handy contextual hints. And of interest for any dwarf regardless of experience, we will also see the introduction of the Miner's Manual - an ingame repository of information about all kinds of Deep Rock Galactic related things.

And finally, Update 29 will also include another Weapon Balance pass, touching on many of the issues both we and yourselves have brought up regarding certain weapons.



After 29, we will be officially heading into launch. The Launch Update will not introduce any major new features, but it will still include some pretty tasty things. Apart from a whole lot more bugfixes and optimizations, it will expand the game's soundtrack with almost an hour more of synthy goodness, and it will enable a whole bunch of new Promotion Ranks and associated rewards.



And beyond that - well - depending on the reception of the game upon launch, the sky is more or less the limit. We have a stack of new things we'd like in the game stretching almost to our ceiling, based both on our own wishes and those voiced by our frankly awesome fanbase. The work you're putting in to assist us in making DRG the best game it can
be remains absolutely priceless.

One thing we KNOW we will focus on right after launch, however, is a return to the real meat and bones of the gameplay. We've devoted a ton of necessary work on fleshing out the game's surrounding systems for a long time now, but it's high time we turn our eyes back on the caves themselves. You can at the very least expect more Mission Types after launch, since that's something we rate very very highly on our list of wishes. And once we know a bit more, we will of course update you guys in our usual ways - blog posts, roadmaps, and so forth.

So until then, keep the bullets flying, the blood and ideas flowing, and we shall get back to you again very soon!

Rock and Stone!
The Ghost Ship Crew

2nd Anniversary Update


[h3]Hello Miners![/h3]
Two years ago, we pushed the scary-looking button called "Release to Early Access", in the firm hope that Deep Rock Galactic would become the next big thing in co-op gaming. Today, we can look back at a fantastic journey where we've exceeded all our goals - not to mention the privilege of witnessing you all play and enjoy the game, while helping us spread the word on space-mining dwarves. And even more amazing to us is the fact that Deep Rock Galactic is now played and enjoyed by more players than ever, all over the world. This calls for some celebration!

So, we've just released a small update to remind us all that Deep Rock Galactic has been in orbit for two years. Like last year, Management has dressed up the Space Rig, and every dwarf will receive a unique Year Two Party Hat. And you can claim this for all your classes with one easy click! The 2-Year Party Hat will be available for at least a week.

In addition to this, Bosco now has Paintjobs to unlock in addition to Frameworks, to celebrate the little drone's importance to the operation. Owners of the Supporter Upgrade will receive a special Gilded Paintjob for him, and all players will gain access to four additional new Paintjobs as they upgrade Bosco: Abyssal Frost, Scorched, Corporate Mint, and Primal Blood.

Tomorrow, the 28nd of February, on the actual 2-year day, we'll be livestreaming from the office of Ghost Ship Games, as well as host another AMA on Reddit at r/deeprockgalactic. The AMA will start at 10am CES and continue for many hours into the afternoon. We'll also be revealing the new Roadmap, further outlining our current plans up until launch and into the future.

The livestream will kick off with the usual Deep Dive stream at 1pm CET (UTC+1), but we plan to continue all day long and into the evening, so fans around the globe can get a chance to watch it live and participate in the chat. We'll stream simultanously to the Steam page, Twitch, Youtube, and Mixer.

Rock and Stone, Miners! Let's make this weekend a Deep Rock Galactic weekend!

Cheers
Ghost Ship Crew



[h2]Patch Notes[/h2]
[h3]New Content[/h3]
  • 2-Year Party Hat claimable for all in the Space Rig
  • Space Rig party celebration
  • Gilded Bosco Paintjob added to Supporter Upgrade
  • 4 Paintjobs added to Bosco's Mastery bar


[h3]Misc. fixes[/h3]
  • Added final countdown to Iron Will Activation, when the entire team is down
  • Fixed potential crash
  • Made mission select monitors work on client + late join
  • Fixed Dash sound activation being too loud

Update 28: Hotfix 8

[h3]Hello Miners,[/h3]
We are back with yet another hotfix for Update 28. This hotfix will most likely (fingers crossed) be the last one before we fully start to focus on Update 29.

When we launched Update 28, we had removed two perks: Weekend Athlete and Souped Up Zipline Motor. We were super focused on explaining some of the other perk changes we had made (guess which!) and we forgot to tell you some of the reasoning behind why these two were pulled. So here it goes:

When we were rethinking the perk system, there were two things that we wanted to change: perks that were boring because they presented an obvious choice to the player and perks that were causing uninteresting and not enjoyable in the long run gameplay. In the case of Zipline Motor, we just thought that everyone should be able to use a speed increase and it should not be a choice against other perks. Unfortunately, we didn’t implement it in time, but here it is!

For Weekend Athlete, the conversation was similar. More speed was too strong to allow the rest of the perks to compete and that was the reason for its removal. However, we didn’t realize the big impact it would have for all the players who have enjoyed the game at that speed for so long (including many of us devs). We have spent these weeks trying to find out what we think is the ideal speed for the game and we have decided to increase the base sprint for everyone to a value similar to what the first stage of Weekend Athlete was.

Hotfix 8 also has a lot of other perk-improvements visually as well as functionally. Look in the notes below for details.

And finally, Thank you for all your feedback! It really helps us shape the game, and even though all of you are not always happy with the changes we do, we do listen and decisions we make are never set in stone. Please keep it coming :-)

Cheers,
The Ghost Ship Crew



[h2]-- PATCH NOTES --[/h2]
[h3]MISC. FIXES[/h3]
  • General Sprint Speed increased
  • Enemy Movement Speed has been slightly increased for Haz 4 and 5 and on Elite Deep Dives now that player Sprint Speed has gone up
  • Added a new mechanic to Ziplines. All dwarves can now slide fast on Ziplines that are angled downwards. Simply look down the zipline and press and hold forward to let go of the break. Release forward to slow down again. Sliding speed is relative to the angle of the Zipline
  • Fixed a bug that prevented Machine Events from being interactable when the FIRE button is remapped
  • Fixed text overflow for certain languages on elements in Mission Selection
  • Improved the logic of how enemies select a target and distribute themselves between the player, Steeve, Pheromones and the Lure
  • Reverted a previous change which has since caused M.U.L.E. to be more likely to walk through terrain


[h3]PERK TWEAKS[/h3]
SHIELD LINK
  • Shield Boost now lasts for 30 seconds at final rank
  • Added first person effect to Shield Boost when giving and receiving it.


BERZERKER
  • Updated the Perk description, old text could be misunderstood.
  • Added a new first person effect overlay to give you a better feeling of how long it lasts.


THORNS
  • Added a small cooldown so that a large group of swarmers does not get killed in a single pass and can still pose a minor threat to the player.
  • Added a 4th tier to the perk bringing the damage assigned upto 24hp.


HOVER BOOTS
  • Hold to activate time decreased to be way more snappy
  • Cooldown decreased to a 75 secs when max upgraded
  • Hangtime Increased to 3.5 when fully upgraded
  • Improved the Hoverboots visual effects


FIELD MEDIC
  • Instant Revive now activates instant on button press instead of hold.


SEE YOU IN HELL
  • Explosion now leaves an electric field behind for 15 seconds electrocuting and scaring off enemies.
  • Explosion deals double damage of what it used to and can now take out Pretorians on some difficulty settings.
  • Fixed a sound bug, that would mute the explosion sound if music was turned down.
  • Passive Effect added to the Perk. Any time an enemy hits you with a melee attack you get a temporary melee damage bonus. This effect lasts for 1.5 seconds. Revenge never felt this good before :-)


DASH
  • Reduced cooldown of Dash on all tiers
  • Increased the speed of Dash slightly
  • Added new third person effects to Dash
  • Added a new sound for when Dash is activated
  • Fixed a bug that caused Dash to sometimes not activate, it should be way more reliable now.


SWEET TOOTH
  • Changed Sweet Tooth to give you more health from Red Sugar


BEAST MASTER
  • Steeve can no longer be affected by Sticky Flames
  • Added new sound and particle effects when you tame a Grunt
  • Steeve is no longer ignored by other enemies


ELEMENTAL INSULATION
  • Temperature insulation is now called Elemental Insulation and gives resistance to all elemental damage: fire, cold, poison/acid, radiation, and electricity
  • Percentage bonuses on the tiers have been reduced to +20%, +25%, +30% to not make this perk too OP with the changes listed above


SECOND WIND
  • Speed percentage bonus of Second Wind has been reduced. The percentage increase on Second Wind is based on the general sprint speed, and since that has been tweaked up, we had to tweak the percentage bonus down in order to have the effect of Second Wind stay the same as it was.

UPDATE 28: HOT FIX 7

:pick: HOTFIX 7 LIVE NOW! :pick:

Hello Miners,

This hotfix includes an attempt to fix a bug that caused the crosshair to mysteriously disappear. We have also made more Paint Job / Framework separation improvements and fixed a bug that prevented enemies from spawning under special Management-disapproved circumstances.

Changelist
  • More Paint Job / Framework separation improvements
  • Attempted to fix a bug that caused the crosshair to vanish and not return
  • Fixed a bug that enabled multiple people to tame the same enemy using the Beastmaster perk, applying the buff several times
  • Fixed a bug that caused the Drop Pod to land in the same location every time when you escape from a Point Extraction mission
  • Fixed a bug that enabled the player to tame frozen enemies
  • Fixed Iron Will slowdown reduction being broken and making the player move extremely fast
  • Fixed a bug that prevented enemies from spawning if all the players hid in a small hole and covered the entrance

UPDATE 28: HOT FIX 6

:pick: HOTFIX 6 LIVE NOW! :pick:

Hello Miners,

This hotfix includes several miscellaneous bugfixes and improvements to the sound, visuals and functionality of certain perks. Look out for a new animation for taming Glyphids, improved effects for Shield Link, and damage reduction of the Veteran Depositor perk to now also apply near the Minehead! We have also managed to resolve an issue which prevented perk cooldowns from properly showing in the UI.

Changelist
  • More Paint Job / Framework separation improvements
  • Unstoppable Perk now affects a lot more slowing effects
  • Added a new animation when the player tames a Glyphid
  • Added effects to Shield Link perk
  • Improved Shield Link perk sounds
  • Fixed a bug with Driller and Engineer level up milestone set to 4 for the first step
  • Impact Axes can now be picked up while the player is airborne
  • Fixed a crash caused by latejoining
  • Damage Reduction of the Veteran Depositor perk now also applies to the Minehead on Point Extraction missions
  • Added Beastmaster activation particles
  • Fixed a bug that broke the perk cooldown display after someone latejoins
  • Fixed a bug that made enemies completely ignore dead players