Updates — Deep Rock Galactic (2022)

Hey Miners!

We are glad to announce that we have combined Hotfix 2, 3, and 4 into Super Mega Hotfix for you! The changelists are below!

Hotfix 2


  • Fix for completed campaigns not being counted correctly

  • Remove disable optimization

  • Weapon Modifications can now be unequipped

  • Make terrain scanner zoom speed a little higher

  • After the first promotion of a character, all assignments can be taken at any level.

  • Grappling hook stats added

  • Attempt to fix crash when joining when the game is shutting down

  • Autocannon's accuracy modification is now a 30% improvement to the base value

  • Breach Cutter modification Flying Nightmare, damage reduced.

  • Bombers now deal damage with their projectiles again

  • Fixed Plasma Charger overheat particles would never go away

  • Fix flamethrower could not burn spider webs.

  • Tweak Det pack model size

  • Updated weapon images for the assignments board-terminal

  • Added Gunsling and reload first person and third person animations to the Grappling Hook.

  • Foley sounds added to new dance moves

  • Added third person sawed-off shotgun reload

  • Rename Armor Penetration to Armor Break to be more clear

  • Cobweb shader can burn

  • More Croppa is spawning in magma caves

  • Fix Error Cubes being affected by hazard level. You should never be able to get more than 1 from a map.

  • Attempt to fix Dual Pistols being visible at the start of a mission

  • The level requirements in assignment terminal will now be red if they are not met

  • Hide weapon when a dwarf is taken by cave leech

  • Fixed headlights being turned off when approaching escape pod

  • Fix m1000 stays zoomed in if changing weapon while in focus

  • Fix flamethrower particle FX can sometimes break

Hotfix 3


  • Fixed spelling errors

  • Plasma Charger normal shot friendly fire greatly reduced

  • Fix sound issues if you deposited an egg too soon after it was dug out

  • Fixed Minigun and other fast firing weapons could do reduced or no damage at sub 30 fps.

  • Fix burst pistol, burst damage bonus mod. Add missing burst pistol stats

  • Fix crash when latejoining

  • Pickaxe can once again help unfreeze your fellow dwarves

  • Fixed laser pointer couldn’t point at gunners shield and radioactive crystal damage zone

  • Player and character progress updated correctly on all terminals

  • Changed Voice Volume options name to be more clear

  • Assault rifle: Base accuracy improved. Floating Barrel mod accuracy, Increase value increased. Gyro Stabilisation mod description expanded.

  • Fix last grenade warning triggering always for scout and that it did not trigger for other characters

  • Fix inconsistencies with how many minerals are in your stash and cost of items. (Stash would round up, but the check if you could afford would fail because it did not)

  • Fixed Equipment Upgrades, Bought missionstat not counting + savegame fixup

  • Fix Minigun not doing damage when at max stabilization and not having the mod that tweaks that installed

  • Fixed 'Assignment Complete' window not closing when countdown is finished

Hotfix 4

Weapon Modifications repricing
We have repriced most Weapon Modifications to create a more satisfying character progression. The previous implementation was slower than what we intended, especially taking into account that more purchasable modifications for tools and gear will be added in the future.

For those who bought modifications after Update 19, the difference between the old and the new price will be refunded.


  • Revolver: Floating Barrel mod improved

  • BRT7 Burst Fire Gun: Base recoil reduced

Thank you all for the feedback on Update 19 and especially for the weapon upgrade/ modifications.

As expected it’s been very hard for us to fully balance Update 19 and make it 100% bugfree. With this hotfix, we’ve fixed most of the upgrades that were broken (Grappling Hook is the only known one still lacking). We’ve also seen some comments on performance issues. We think it could be related to the introduction of videos on the character selection screen and those videos have for now been disabled for when you late-join a game.

We’ve seen some people being confused about the refund given based on the changes we’ve made to the upgrade system. Let me emphasize that you’re being refunded with all the credits and resources you’ve spent on buying weapon upgrades in the old system and that you should be able to re-upgrade the weapons to their previous state after the refund. However, since we’ve greatly expanded on the number of available upgrades (modifications) you cannot just unlock them all with the credits and resources you got refunded.

The new modification system is not just a rework but more an expansion of the previous system. If you had a fully upgraded weapon before, after the refund you should be able to reach a very similar state (perhaps even buy some extra modifications). A fully upgraded weapon from before Update 19 should be quite similar to a weapon in which one modification has been bought in every tier of the new system.

With Weapon Modifications, we aim to create a much deeper system that allows players to make interesting choices while they level up and to customize their loadout to suit their playstyle.

Again thank you all for the feedback, it really helps us make a better game!

Hope it all makes sense :-)

Oh and we forgot to tell you, we are supporting mouse and keyboard on Xbox !

  • You can now text chat on Xbox, when a keyboard is connected

    • Text chat is also now available on Microsoft Store PC version too

  • Keybind after your style

  • Feel like you are playing on PC, but still playing on a Console!

Patch notes:

  • Upgrade UI tweak

  • Fixed issue with yes/no upgrade prompt

  • Overheat particle position tweak

  • Shield generator audio

  • Breach Cutter stats added

  • "Warthog" Auto 210 first tier upgrades fo Clip Size and Fire Rate values increased

  • Fix Pickaxe Damage upgrades

  • Plasma Charger's area effect doesn't cause friendly damage anymore

  • “Warthog" Auto 210 base recoil reduced

  • Fixed ammo widget crash

  • Following spelling/ naming errors have been fixed: M1000 -minus "bolt action" in assignment terminal + Retirement fixed to promote in perk unlock + Patch notes updated

  • Fixed unequip crash

  • Fixed campaign mission stats not counting

  • Video now only shows on terminal

  • Fix for Breach Cutter set deploy time for line

  • Fix late join crash

  • Fix a bunch of upgrades and stats

  • Dynamic Lightning material optimized and consolidated

  • "Lead Storm" Powered Minigun effectivity of the modification Cold As The Grave reduced

  • Remove footstep particles on spacerig

  • Shield generator sounds updated

  • Fixed black screen when completing a level with a downed teammate

We got a fat, new update coming your way - this time with a massive upgrade to your armory, improvements to the upgrade system and an overhaul of the retirement system! Read all about it below! Lock n’ Load!



DRG is happy to inform you that we’ve expanded on our list of suppliers, and a new, larger catalog of armaments has been made available! In order to obtain licenses for the new gear, you will need to complete Weapon Assignments. When a license has been obtained, you will be allowed to purchase access to the weapon in question. The following new weapons are now available:


  • "THUNDERHEAD" HEAVY AUTOCANNON: A peculiar but devastating weapon. The slow rate of fire is made up for by heavy damage, delivered with glee by the belt-fed .50-caliber tungsten rounds. The Thunderhead is a somber weapon for the sophisticated executioner, delivering death as inexorably as the passage of time itself.

  • BRT7 BURST FIRE GUN:More precise than an SMG, with the stopping power of a small shotgun, the BRT (or "Burt", as it's sometimes called) is highly prized among collectors and connoisseurs alike.


  • M1000 CLASSIC:The original design for the M1000-pattern DRG-issue precision rifle goes back hundreds of years, practically unchanged. High damage, respectable fire rate...and that "Ping". A prime example of "if it ain't broke, don't fix it".

  • ZHUKOV NUK17:Never sophisticated, but never disappointing either. The NUK family of twinned micro SMGs has a long and treasured track record, yet Those In The Know generally agree that the 17 is among the very best.


  • "STUBBY" VOLTAIC SMG:So what's better than an SMG? An SMG that fires ELECTRIC BULLETS! The boys in R&D have wired a prototype ArcGen into the guts of this trusty Subata 312, meaning it now unleashes a storm of electrified DEATH! Word of warning: Keep away from water.

  • BREACH CUTTER:The Breach Cutter releases directional blasts of sonically-charged plasma powerful enough to deal with most any alien in your path. Originally a mining tool, it's now been frequency-tuned to crack open flesh and bone rather than the sediment deposits it was designed for - often with quite spectacular results!


  • CRYO CANNON:Mad geniuses have tried perfecting this implement for as long as anyone can remember, but our lads at R&D seem to have perfected it! Handily portable (for a dwarf, anyway), it does exactly what you think: It's a friggin' freeze ray. Let 'em have it.

  • EXPERIMENTAL PLASMA CHARGER:Bullets are so last year. Instead, why not incinerate your enemies from the inside out with a highly experimental anti-matter-powered gun firing supercharged plasma bolts? What's the worst that could happen? (If you find out, please report to R&D).


The Weapon Upgrade System has been scrapped in favor of a brand new Weapon Modification System, and each weapon can now be customized and tweaked to your individual tastes! More than 200 new Weapon Mods have been introduced, a lot of them consisting of entirely new features. For example, “Blow-through” is now a thing - fire bullets straight through an enemy to hit enemies behind it! Or how about “Fear” - send enemies into a fleeing panic by sheer brunt of your firepower!

For this round of upgrades, the new system has been implemented for all new and old weapons, but it is not yet implemented on tools, grenades, and armors. This will happen with future updates.

Also, no more static still-pictures of gear on the upgrade screen - we’ve finally gotten a proper and rotatable 3D model viewer implemented!

KNOWN ISSUE: All non-weapon Mods are currently NOT showing the change in the UI stats.


All vanity items and weapon upgrades have been repriced! You’ll keep any vanity items already unlocked. All weapon upgrades have been refunded, leaving you open to explore the new system at leisure.


The Retirement system has received a fairly significant overhaul. The changes are as follows:

  • “Retirement” has been rephrased to “Promotion” instead.

  • The level cap for each dwarf has been raised from 20 to 25

  • The last mission in a Promotion Qualification Assignment is no longer a forced solo mission

  • Promoting your dwarf no longer takes any progress away from you! Yes, you read correctly - all weapon upgrades carry over! The only thing that resets is your character’s level

  • You still have to clear your debt to DRG before getting a promotion

  • Titles for player ranks have been extended to player rank 75 and a lot of new titles have been added


The Gunner has swapped his DET PACK for a SHIELD GENERATOR. It creates a force field that keeps the bugs at bay and protects everyone inside it. We got a quick comment from the gunner: “To be honest, sharing gear with Drill-boy ain’t for me, so I called in a favor with the eggheads up in R&D to make me something special - and they came back with a friggin’ Shield Generator! Now I can safely stand my ground while killing bugs galore! Good times!”

keyboard and mouse enabled on Xbox

You can now play Deep Rock Galactic with your keyboard and mouse on the Xbox, yeah! More info here.


Digging an egg free in Egghunts now has a chance of spawning a group of angry bugs. The number of eggs you need to collect have been increased a bit.


TODAY’S SPECIAL:A Randomly chosen buffed beer will be available for purchase each “day” (it updates when the mission map gets new missions). Also, the buffs are actually working now! :-)


With the Terrain Scanner active, hit [SPACE] / (A) to spin your character around to face in the direction of the map.


Once in a while you can now run into pure waves of Praetorians, Macteras, Glyphid Warriors or Swarmers. Whether these waves are harder or easier than normal waves is for you to figure out.


  • NEW ENEMY - THE GLYPHID VETERAN WARRIOR: The Veteran has 50% more health and much stronger armor than a normal Glyphid Warrior.

  • Glyphid Praetorians have been to the gym! Their health has been buffed by 50% and they’re less susceptible to being shot in the head than before - getting behind them and shooting them in their big fat butts is now much more important.

  • Sound has been added to Exploder footsteps. Listen carefully and you can hear them sneak up upon you!

  • Removed fire particle effect when other enemies are hit by the Praetorians Acid Spray. It was not supposed to be there and was causing a significant frame drop.

  • Tweaked the number of enemies spawning for 2-player games down a bit for Hazard 2 and 3.


  • Small Character Videos added to the Character Selection Screen to give a quick impression of the different classes.

  • Hints on the loading screen have been updated with 3 new hints for Milestones and Perks, The Terrain Scanner and Mision Mutators.

  • Added some more motivational quotes for screens in Space rig.

  • Bosco now determines the angle of which to dig tunnels in dirt from the players face, rather than their feet, to the point they pointed at. This should result in more expected results, especially when standing close to the dirt

  • Damage multipliers on Physical materials changed to be on the physical material

  • When someone late-joins your game, there is a grace period where their friendly fire is reduced so they deal significantly less damage to you and your teammates.

  • Fixed Abyss Bar menu not closing correctly when pressing ESC

  • Changed Acid symbol to Biohazard / Poison symbol.

  • Better flare overdraw prevention

  • Flares now cast shadows!

  • Grenade Launcher grenades are much more visible while in the air.

  • Purchase Item UI now show all required resources

  • Heat cooldown on Minigun tweaked

  • Mactera Spawn should now rotate correctly when shooting

  • Fixed a bug that caused Bosco to abort his light task as soon as there were any enemies near the player

  • Made Praetorians burn a bit later

  • Memorial screen no longer stacks up names to spawn and spams them all at once if framerate is low

Change Lists from Experimental builds on Steam:

The Challenges of Balancing an Early Access Game


We're in Early Access, the game is being developed in chunks, with the help of your feedback, and we sometimes need to go back and rebalance stuff, while trying to avoid progress wipes. This will be easier for some updates, harder for others, but our goal here remains to make a kick-ass co-op game with dwarves. Now, onto the meat of this post:

Hi all,

In this post, I want to explain some of the challenges we are facing when balancing a live game. For players, and sometimes ourselves, it can be easy to forget that we are in Early Access. In a way, we are very flattered by this misconception, and we see it as a testimony to the stability and polish we try to apply to everything we do.

But Early Access is still the reality, and the majority of the challenges that we are facing in balancing the game is related to the following topics:

  • Releasing unbalanced updates

  • The game is constantly evolving

  • Trying to avoid progress wipes

  • Making a 1-4 player co-op game

Releasing unbalanced updates

We are striving to release updates for DRG on a regular basis. We were at update 7 when we released the game to Early Access, and today we are working on update 19. That is 11 major updates in 8 months time. The only way we have been able to have this rapid release cycle has been through releasing updates as soon as they are functional, but not necessarily balanced.

Let me provide an example:

With update 18 we released a huge system change with Assignments and Retirement of dwarves. Assignments were introduced to provide a smoother start for newcomers and are something we’ll use for players to unlock new content in the future - alternate weapons, for example. The process of retiring characters was introduced to create a sustainable end-game loop for experienced players.

Our goal is that the whole game experience is contained within the first retirement cycle (bringing a dwarf to max level 20). However, we’ve realized that getting your character maxed out happens a lot faster than we initially planned. Several things play into this, but probably the biggest factor is the recent introduction of Mission Mutators, some of which can leave you with an enormous XP hazard bonus.

In the future, we are adding more assignments, and we will introduce something we refer to as “Daily Adventures” and we need to contain all this new gameplay within one retirement cycle. (Please note that there is no guarantee they will be daily, even though this is how we refer to them right now). This means that we will extend the character level cap beyond level 20. Retiring a dwarf is something we consider to be for the few very dedicated players and is something that rewards prestige more than anything else. The first implementation worked, but not entirely as we hoped. So, with update 19 there will also be some significant changes to the Retirement System, including a name change!

The short of it is that discovering the issues with the retirement flow was impossible for us to foresee before we released update 18 and we will have to do tweaks and changes to the system. And some players will win, some players will lose when we do tweaks, and that is a consequence of releasing updates often and early.

The game is constantly evolving

We are not making everything at once but over time. Sometimes we add features that make the game easier, and sometimes we add features that make the game harder.

When we introduced the Mactera Grabber (a flying enemy that will grab a dwarf and carry him up and away from combat), the game became a lot harder. When we introduced weak points on enemies, the game became easier. And so it goes. Once and a while we need to revisit features we balanced in the past and give them an overhaul, and sometimes our players will feel that they lost something they had just become accustomed to.

When we introduce new weapons with Update 19, we will be in a similar state: The weapons will not be perfectly balanced, and we will have to rebalance them over the following updates. We expect you, our early adopters, to give us feedback and tell us bluntly when something is totally overpowered or laughably weak. But we also expect that you are patient with us and that you trust that we, over time, will deliver a balanced game.

In short, we are not producing features for DRG in a sequence that automatically creates a balanced game, and old game features will continuously be tweaked as time goes by.

Trying to avoid progress wipes

We have so far avoided doing any global save wipes or progress resets, and our philosophy is that if possible we would like to avoid it. When we remove or change anything players have spent resources on - like vanity items or weapon upgrades, we strive to refund he resources. However, with the last update, we’ve seen some players having accumulated so much prior XP that retiring their characters boosted them to Player Ranks we never intended for the system.

At some point, we may encourage players to reset their save games to get the full experience of DRG, and we might even have to force reset them. With a game that is constantly changing and not yet complete, it may turn out to be too hard for us to continuously avoid save wipes. We will, however, make sure to give you fair warning if we go down that road.

This is all part of being an Early Access title, and something we consider part of the deal when buying DRG.

Making a 1-4 player co-op game

In the early days of the game, we made some key decisions that set us apart from most co-op games: We would not introduce bots to replace real players, and we would allow the game to be played by 1-4 players.

The biggest reason for not using bots is that DRG takes place in fully destructible, procedurally generated game world. Producing an AI to reliably traverse that kind of environment in a believable, “human” manner would simply be outside the scope of our small team. Instead, we chose to scale enemy difficulty based on player numbers. This works quite well for 2-4 player games, but making the co-op-style gameplay work for a single player game has been and continue to be very challenging for us.

To assist solo players, we’ve introduced Bosco - a multipurpose flying drone. Bosco can assist you in mining and combat, and revive you when you go down. Bosco is not the equal of a real player companion, but he helps to close the gap up to a co-op game.

We have several mission types that are not particularly solo friendly. If you are playing solo and you are facing a mission that is too hard, I recommend that you lower the difficulty of the game. If you are used to playing 4 players on Dangerous (hazard 3) maybe you need to be playing Challenging (Hazard 2) when playing solo. There is no shame in turning the difficulty up or down depending on which missions you play and how many players you are playing with.

DRG is first and foremost a Co-op game, and in the future, we will be introducing more enemy types and environmental hazards, where being more players will be an advantage. But whenever we do this, we need to consider how it impacts the solo experience.

We want to deliver a great experience for solo players, but not at the expense of providing an excellent co-op experience. Nevertheless, as we add features to the co-op game, we will revisit the single player experience and improve it. Just expect it to be co-op first, solo second.

That said, Bosco himself will be getting an overhaul in the near future. We are hard at work making him a much more useful partner, as well as developing an upgrade system for him, specifically aimed at making Solo play a more viable experience.


To sum it up: DRG is an Early Access game. That means that the game is not done yet! Our approach is to get new features into the game fast, and then get them into the hands of the players sooner rather than later. That means functional but potentially unbalanced updates, with continuous rebalancing based on the invaluable feedback we are receiving from the community. We are not trying to please specifically the hardcore or casual players. We are trying to make an excellent experience for everyone.

Early Access has been an awesome experience for us. It has helped us priority tasks, balancing the game and getting ideas for features. It is the best thing in the world to read all your comments, motivational posts, and crazy memes. It puts a big smile on our faces, and it makes all the hard work we do 110% worth it.

DRG is still an Early Access Game. We will let you know when it isn’t anymore! Until then….Happy mining!

Rock and Stone!

Game Director
Ghost Ship Games

Hello, Miners!

Update 19 is edging closer, and trust us when we say we're as eager as you are to see it go live! It's going to be our most significant update and systems-overhaul since we originally launched, and it includes a ton of changes and re-balancing. Our last update, Update 18, changed some very core aspects of the game, and it made it clear to us that we need more time to test core changes like that before we release them to the Main Branch.

Therefore, we've chosen to extend development a bit on this update, and pushed Daily Adventures to Update 20. Consequently, this will push later updates a bit as well.

We would love to give you a precise release date for Update 19, but "Late November" is the best we can do right now.

The past few weeks have shown us just how tricky it is to develop on a live game (Early Access in a nutshell), and we expect to release a blog post on the subject sometime next week - keep an eye on the Deep Rock Galactic Official Club.

Until then,
Rock and Stone!

Good EEEEEEvening, Miners!

Halloween is upon us and we have made a small update for you to get spooky! We don’t really consider this a true update since we are working on the next big update which will include new weapons and upgrade system and a total makeover of the prices for vanity and upgrades. Exciting times ahead!



  • Pumpkins added to the Space Rig for you to kick!

  • Trick-or-Treat Pumpkins in the caves. Try your luck smashing them!

  • Limited sale of Pumpkin Helmets! Boo muhahaha!!!!

  • Banner in Abyss Bar and moody lighting.


We have been really positively surprised to see how well the retirement system has been received. However, we never intended people to go through a full retirement cycle as fast as we can see some of you are doing right now (as low as 4 hours). Our intent is that leveling a character to retirement level should take much, much longer. We have right now made a bunch of fixes to the existing system, but with update 19 you should be expecting a much bigger change to the system of Retirement and XP's. Consider yourself warned :-)

  • Prevent Giving Retirement Rank if you have 0 XP

  • Prevent multiple clicks on retire character in the UI

  • Retirement assignments mission rewards removed

  • Triple XP is now Double XP


  • Fixed crash when failing Salvage mission during fuel pod stage

  • Fix for damage indicator could get stuck on the screen

  • Fixed some minor issues in Magma Quake

  • Graphics Settings: Disabling fullscreen restore to prevent mouse issue and not being able to click continue into the game

  • Fix case of clients cant load on join

  • Fix scout IFG slowdown, was incorrectly set to only 30% slowdown, reset to 75%

  • Lootbug drop nerfed. Used to drop 15-25 value gold and Nitra - now drops 5-15.

  • Fixed Eliminations mission not always spawning enough cocoons. Dreadnought cocoon now carves a space for itself and has less strict spawn requirements

  • Fix for cursor disappearing on campaign reward window.

Time to put on your brand new armor sets, drink beers with buffs and take on new exciting assignments. Oktoberfest is over and we have been busy packing a big bag of cool features for you. Enjoy!


Our goal with the assignment system is to create a smoother start for new players and at the same time create excitement for getting access to new content. Assignments in the future will be used to unlock new content like alternative weapons (planned for Update 19) and planet regions.

When you start the game for the first time you now have to complete the Probationary Period in order to prove your worth as a miner. The Probationary Period is a 9-missions long assignment and will take you through the different regions of Hoxxes and challenge you with various missions to complete.

You can join any missions on the server list, regardless of completion of the Probationary Period. Completing missions that is part of an assignment grants you bonus rewards in the form of crafting materials and credits. After completing the Probationary Period you will have unlocked all regions and missions.

Players who have played the game before will get an option to skip the Probationary Period from The Assignment Board terminal.


When you max out a character at level 20, you get the option to complete the Retirement Application Assignment for that character. Select it from the Assignment Board Terminal. When you have completed the assignment you get the option to retire that character from the Character Selection Terminal.

When you retire a character that character will reset to level 1 and you will lose all progress on weapons and upgrades for that character. You will, however, keep all progression on perks, credits, crafting materials, and vanity items. The first time you retire, you will also unlock an extra perk slot for that specific character. Retiring a character is the only way you can increase your player rank above 26, since you need to gain character levels in order to gain player ranks. We are also considering to introduce unlocks of vanity and other features for players above player rank 26.


We are happy to announce that we have gotten the server list feature into the Xbox One and Microsoft Store version of the game. This should make it easier and better for you to play the game together!


In order to make a smooth Probationary Period assignment, and in general to improve the long-term mining experience, we have tweaked some of the missions and made both simpler and more complex versions of them.

We have for a long time been wanting to improve the missions types Egg Hunt and Search & Extract. In the end, we decided to just merge them together. Here are the changes:

  • Egg hunt now takes place in a cave system, similar to what you used to encounter in Search & Extract.

  • Instead of having to run around and search for the eggs you can use the Terrain Scanner (hold down [M]) to spot their location.

  • You have to collect fewer eggs than previously.

  • Egg hunt now has multiple complexities and lengths.

  • Search & Extract have been removed for now.

  • We resisted the temptation of calling Egg Hunt for Search & Eggstract!


  • The cave systems can now generate both medium and high complexity levels

  • Length short (Assemble 2 MINI MULES) and long (Assemble 3 MINI MULES)


  • Added a Medium Length (Collect 7 Aquarq). This will also be part of the Probationary Period Assignment


  • The cave systems can now generate both medium and high complexity levels

  • Length short (Kill 2 Dreadnoughts) and long (Kill 3 Dreadnoughts)


Buffs have been added to some of the beers and prices have been adjusted, so beers with buffs costs quite a bit more than those without buffs.

  • RED ROCK BLASTER: +30% to max health

  • SKULLCRUSHER ALE: +50% Pickaxe damage

  • DARK MORKITE: +20% Morkite mined

  • GLYPHID SLAMMER: A new none-buff beer, but it will still make you happy :-)

Beers with buffs have been given a lower potency effect, so you can drink one without getting drunk. This is done to prevent you from always having to drink the Leaf Lover’s Special if you don’t want to play with the drunk effect on.

Note that Buffs will remain after drinking Leaf Lover’s Special. And also note that Buffs won’t stack. Also-also note that beers have some randomness in how hard they affect you.

As always, we will monitor both in-game metrics and your reactions to further iterate on the effect of Beers.


Scouts assault rifle has gotten an overhaul of model, animations, and sound.


8 new Armors (called MK3 Basic and Heavy) have been implemented, ready for you to buy and equip. They will be unlocked at player rank 10 and 12 respectively. if you are lower than player rank 8 you will only see the MK2 armor in the shop.


Hazard levels for 2-player games have been tweaked to make the jump from playing solo to two players less steep. Scaling factors of enemies for 2-player games have been adjusted like this: Low risk 0.4 to 0.3, Challenging 0.5 to 0.4, Dangerous 0.75 to 0.66, Extreme 1.0 to 0.9

The Mactera Plague warning has been tweaked down in difficulty. Some craziness is still ensured, but now it should be less punishing.


  • New dance move when listening to the jukebox.

  • Zip-line fix. Now clients also get forward momentum when jumping off the zip-line.

  • Save files are not overwritten if there is no connection to steam

  • Third person flamethrower gunsling added

  • Fix recoil. It was added before the shot was fired, so you could never be fully accurate.

  • Fix a case where clients are unable to load the map. Resulting in stuck on loading screen.

  • Detect chunks and gems falling out of the world and beam them back

  • SpaceRig - No more blue light in drop pod when launching a mission

  • Oktoberfest banner changed

  • Savegame: Players can no longer gain extra XP above the cap

  • Added mission stats: Total beverages consumed & Total beverage round ordered

  • Fullscreen mode is now handled correctly and does not reset in between sessions.

  • Sun added behind Planet Hoxxes in Spacerig. Planet model slightly updated as well.

  • Clients can now open the mission map while in a hosted game

Changelists from Experimental builds on Steam



Say hello to your drone bartender Lloyd, who will be serving cold refreshments for all of you hard workers! Be aware that the refreshments come in different potencies, so take it easy and drink responsibly - you are at work after all!


The Jukebox has 13 new songs for you to enjoy, Dance Monkeys!!


Who is paying for the next round? Go kick some barrels through the incinerator hoop and see who wins!


To really celebrate Oktoberfest, you can buy the OKTOBERFEST FEDORA for 1200 credits from the Vanity Shop. The Fedora is on sale for a limited time only, so get it quickly!


We have added a bunch of new perks:

  • HEIGHTENED SENSES: Get a warning when a Cave Leech is targeting you!

  • LOVEABLE: Take less damage from friendly fire!

  • IRON WILL: Stay functional for a short time after reaching 0HP!

  • VAMPIRE: Regain a little health when you kill medium and larger sized creatures with a melee attack!

  • STRONG ARM: Throw flares further

  • Tweak to VETERAN DEPOSITOR: At perk level 5, you receive a 30% damage reduction when you are close to the M.U.L.E.!


Now you can drop, throw and catch gems or other carryable items! Press [E]/ (X) to pick up. Press [E]/ (X) to drop. Press [LEFT MOUSE BUTTON]/ (RIGHT TRIGGER) to throw.


  • Small lava geysers in groups added

  • Earthquakes now might cause the ground to crack open


Burn enemies for a while to set them on fire. Fire can propagate to nearby enemies. Same goes for Dwarves, so watch it!


  • Brand new and improved flamethrower model

  • Updated weapon icons

  • Improved first person particles plus new and revamped particles for most weapons


  • Damage of Praetorian acid spray reduced by approximately 50%

  • Improved Bomber death animation

  • Enemies take more damage when they are frozen


Milestones related to Vanity or Upgrade acquisitions will retroactively be awarded to those who achieved them before they were introduced.


  • A bunch of new voice lines for the dwarves!

  • New weapon audio: Minigun, Flamethrower


  • Improved cave generation, items less likely to spawn inside level geometry

  • Map display resolution increased

  • Voice lines for destroyed terrain no longer trigger if volume mined is 0

  • Proper naming on a Red Crystal in Salt Caves + particles

  • Weapon can no longer be reloaded when you’ve run out of ammo

  • Molly’s Destination Marker should no longer rotate weirdly if joining in progress

  • Client’s screen should no longer shake if the Host is trying to break free of ice

  • Correct animation now plays if the Bomber dies while spitting acid

  • Language settings changes are now correctly saved

Hello Miners!

We’re back in the saddle after some lovely summer vacation and have cranked out a new patch for you. In response to all the hot weather we’ve been having, we figured the obvious thing to do was add an ice biome. Right?

Patch Notes

GLACIAL STRATA- a brave all-new icy hellscape biome, complete with unstable and deadly ice spikes in the ceiling, terrifying crevices opening up under your feet, exclusive enemy types, and the first iteration of our all-new Temperature system! Play it cool - just be careful you don’t end up as a meat popsicle...


  • Fixed Molly choosing to walk away while someone is depositing. Manners, Molly!


  • Fixed Scout IFG Grenade not applying the proper damage resistance penalty.

  • Fixed an issue with Ziplines where clients could move slightly and increase speed while on the zip line.


  • The Spitball Infector now starts dormant and only wakes up if you get too close or it is injured in any way.

  • Mactera Spawns have become much weaker to melee attacks.

  • Mactera Grabber should no longer scream unless it’s actively chasing you.

  • Enemies should no longer continue making sounds after they’re dead. Stands to reason, really…

  • Mactera Spawn should no longer get stuck outside the Navmesh after dashing.


  • Fixed framerate drop when pointing the laser pointer at Glyphid tunnels and embedded minerals.

Changelists from Experimental Builds (Steam, where we had it tested)

Hello Miners!

Before we head out for a couple of weeks of sorely needed summer vacation, we have cooked up a lovely little mutation to the game for you all!


From now on, all missions have a chance to appear with Mutators attached to them. They come in two variants: Warnings and Anomalies. Anomalies are neutral or even positive, while Warnings will severely increase the danger you’ll face. Missions with Warnings on them also add a substantial Hazard Bonus to the final score. Look on the mission map for the new Warning and Anomaly icons!

The following Warnings and Anomalies are already implemented, and we expect to add lots more in future patches.


  • EXPLODER INFESTATION: Whatever mutation affects the Glyphid Exploders, this is likely one of the epicenters! Hordes of ‘roided-up, rabid Glyphid Exploders will do their best to turn you into a fine red mist.

  • SHIELD DISRUPTION: The cave is heavily electrostatically charged. And wouldn’t you know it, it makes your shield generators short out. So...no shields!

  • MACTERA PLAGUE: Macteras of all kinds have completely taken over this cave! Flying horror descends from the sky! You could say it’s going to be... Macterrible!

  • CAVE LEECH CLUSTERS: If you have a phobia of Cave Leeches, this cave will either cure you or confirm your worst fears...


  • GOLD RUSH: This cave has extraordinarily rich deposits of gold; huge veins of it just waiting for the sweet caress of your pickaxe!

  • MINERAL MANIA: Crafting Minerals galore! It is the reason to go to Hoxxes after all.

  • TRIPLE XP: 10 credits says you can’t guess what it does...

  • LOW GRAVITY: Jump vast chasms! Scale nearly vertical walls! Just keep in mind... fall damage is still a thing, so don’t get TOO cocky...

  • CRITICAL WEAKNESS: Multikill! Aim for the weak spots for severely increased damage!

  • GOLDEN BUGS: Each kill earns gold for the team!

  • RICH ATMOSPHERE: You feel energized and can move more easily around. Your beautiful voice may appear slightly altered by the rich atmosphere, Chipmunk!


The ol’ flat Terrain Scanner has had an overhaul! The camera is now fully rotatable and zoomable, and you’ll have a much easier time finding where you need to go. Terrain Scanner has been mapped to both [TAB] and [M] by default. Go try it out!


For Update 14, we experimented briefly with locking hair colors to classes, to make them stand out more. It turns out the players didn’t enjoy that too much... in fact, we practically feared being strung up like elves! Rejoice, however! Custom hair colors are back, and are even a bit more advanced now!

A couple of new hairdos have been added (The Franklin and The Gamekeeper), as well as a bunch of much-requested variations to some of the hats and helmets!

Ever wondered what your dwarf looks like from behind? Well, you can now rotate your dwarf in all the relevant menus!

Note:For those who wondered where all your armor went after Update 14, it was down to a massive reworking of the system we use for all the Vanity items. All those affected should have gotten all the credits and minerals you spent on them back.


Bosco has had a brain upgrade and should now be much better at doing what he’s told and dishing out damage. He is so good that we had to tweak down his damage from 8 to 6 per bullet. His burst fire has also been adjusted to be a bit slower.

When starting a multiplayer game solo, Bosco joins you until another player joins. If that player drops out again, Bosco will reappear!


Invite your friends directly into your game! And you don’t even have to have set up a mission yet!

You can always join your friend’s game - unless they already have a full team that is!


Health will regenerate to a specific minimum after taking massive damage. No more running around with 1 hit point!

The Minigun has had a massive overhaul, with a snazzy new model, improved animations, and new particles. After firing the Minigun, the accuracy is reduced at a slower rate.

An icon is shown next to a player’s icon when using voice chat.

Some aspects of the HUD can now be hidden through the Options. For now, Enemy Health Bars, the Compass, your depth, Player Name, Class, and Class Icon.


  • Uplink and Fuels Cells have gotten new models and animations.

  • Escape Pod powering up time reduced from 120 seconds to 90 seconds.


  • Increased the sprint speed bonus of the Weekend Athlete perk.

  • Rank 3 Field Medic Perk will send nearby Glyphids fleeing when you finish reviving a teammate.

  • Rank 5 Resupplier Perk will auto-reload all your weapons when you resupply.

  • Fixed grammar and typos on several Perks and Milestones.

  • Red Sugar Rocks: Max rank will give you a 20% speed boost for ten secs.

Summer Vacation Time
Summer is upon us, and that means we are also going on summer vacation. So we will be a bit less active in our different forums, social media etc.
Also, we are moving to new offices in August, due to we have grown in team size. We need more SPAAAAAAAAAAAAAAACE!
We will slowly be more active in August, and at full speed in September!

Until then there is only one thing to say:


Hello Miners! This time around we’ve cooked up a fairly massive update together for you, just in time for summer vacation. And speaking of summer vacation - DRG just cancelled yours! New missions and monsters await and you got a ton of milestones to meet! So get to work!




It is your job to go in and clean up after a failed mining expedition. You will have to salvage three Mini Mules and repair a damaged drop pod in order to bring all the lost equipment home. Get ready for a combat heavy experience where teamwork and good preparation is key to success! Don’t be another failure!


The Grabber is the new terror from the sky. It snatches up a random dwarf and flies away with him, before dropping him to crack like a nut on the floor below! Depending on your luck, you might just end up with some bruises - or you might end up being dumped into a chasm! Shoot ‘em quick, that’s our suggestion...


Deep Rock Galactic is now tracking your work performance! On the KPI screen in your cabin you can check out detailed stats on your performance. By reaching predefined milestones you earn perk points, that can be spend on awesome perks for your dwarves, making your day to day work a little easier.


The Vanity System has had a complete overhaul, expanding greatly on our options. Here are some of the new features:

  • Build the beard of your dreams! Individually customize hair, eyebrows, sideburns, moustache and beard!

  • All armor has received an overhaul! More detail has been added in general, and armor now supports textures! Look at the nice tiger stripes on the Gunner’s armor!

  • The original selection of beards has been broken up into parts and added back in to support the new system.

  • A small selection of new Hats, Hair, Helmets, Beards, Moustaches, and Sideburns have been added. We are by no means done here yet, this was just what we managed to get in for this patch.


  • During missions in the Sandblasted Corridors, you will now have a chance of encountering blinding sandstorms and forceful wind tunnels.

  • The Magma Core just got a lot hotter! Try to avoid the hot magma rock - It burns! Also notice that explosions will expose the hot magma rock under the surface - turning the battlezone into a dangerous place for friends and foes.




  • Start ammo increased from 10 to 12 platforms.

  • Mag size increased from 3 to 4 platforms.

  • Extra platform upgrade added. First upgrade adds 4 to max ammo, second upgrade adds another 4, making it possible to shoot out 20 platforms when fully upgraded. Time to build some awesome bridges and staircases!


  • Starting sentry gun max ammo increased from 400 to 425.

  • Damage per bullet has been decreased from 7 to 5.5.

  • You can now upgrade max ammo for the sentry guns. The upgrade gives +75 max ammo - making you reach a total max ammo capacity of 500.


  • The starting clip size of the Handgun has been increased from 8 to 12 bullets.

  • Clip size upgrade has been increased from +4 bullets to +6 bullets.


  • Bosco now deals 8 points of damage instead of 6 per shot

  • Friendly fire factor decreased from 0.2 to 0.1. Not fun being killed by your favorite Drone afterall!




  • Praetorians now spit acid!

  • Praetorian difficulty rating increased. It is now more deadly, so you will encounter fewer of them.

  • Fixed Deeptora Swarms not attacking players.

  • Added armor and weak spots to Infector. Also increased base HP, aim for the weak spots for a quick kill.

  • Fixed swarmer tunnel debris in Radioactive.

  • Blood splatter when enemies hit you.

  • Added Jump attack to the Glyphid Swarmers.

  • Tweaked end wave pressure.

  • Reduced the alert distance of Glyphid Grunts and Praetorians. Players have to be closer before they attack.

  • Added new Glyphid sounds and tweaks.

  • Swarmer Tunnels debris material fixed

  • Salt Caves tunnel crystal madness fixed.

  • Exploders get speed boost when near another Exploder exploding.

  • Fixed Glyphid Spawner weak points.

  • Increase AI avoidance for Exploders.

  • Fixed Cave Leech grabbing already paralyzed target.

  • Align Glyphid Spitters towards target when stationary.

  • Magtera spawn no longer shoots through walls and require line of sight before shooting at a player

  • Magtera spawn are now able to shoot when the host isn’t looking at them


  • Red Sugar leaves chunks on the ground if you mine it while at full health.

  • Radioactive materials and colour tweaks.

  • Tweaks on post process effects.

  • Steam Geysers in Fungus Bogs can now spawn at more interesting angles. Have Fun!

  • Made the Glowtree illuminate a much larger area. The more Bulbs you shoot the brighter it gets

  • Fungus Bogs wall material tweak.

  • Lush wall material tweaks, Nitra tweaks, Gold tweaks.

  • Slightly randomize animation speed of animated foliage so they are not all in same phase of animation.

  • Added exploding plants to Fungus bog and Dense Biozone (as colour variant).

  • New passive creature: Silicate Harvester added to Dense Biozone and Radioactive regions. You can ride it!


  • New cave shapes. More variations for the level generation.

  • More randomization for the existing cave shapes.

  • Unique cave structure for the Salvage Operations.

  • Cave complexity is now more accurate, making sure that the difference between simple and complicated caves is more apparent.

  • High Complexity missions are now locked to player rank (2 for medium and 3 for high complexity).

  • Hazard level: Tourist has been removed for now. Very few players were playing this mode and it felt a bit broken how you were earning zero gold or xp.


  • Added laser pointer warning to radioactive crystals.

  • Added Gatling Gun gunsling animation.

  • Fixed laser pointer distance bug.

  • Holding time to equip laser pointer with controller is shorter.

  • Sentry gun fix - It would sometimes shoot things that were not enemies.

  • Bullet casings for gatling gun and assault rifle have been reactivated.


  • Teammates icons always visible displaying current health, special states (like being grabbed by a cave leech), and shouts.

  • Laser pointer pings when it hovers over a resource.

  • When laserpointer equipped, hold FIRE to place personal waypoint.

  • New crosshairs for most weapons.

  • Hit indicators removed in their previous form. Now some parts of the crosshair will turn red to confirm that an enemy has been hit. Red arrows appear on the health bar when the shot hit a weak spot.


  • Update Chinese translation.

  • Turkish added to supported languages.

  • Fixed trading buy/sell+crash exploit.

  • Fix Bosco related crash.

  • Tweaked 'Player Down' HUD & team icons.

  • Mission Control now announces gravity recalibration.

  • The hosting player now jumps the same height as clients (was lower before).

  • For Xbox we have added Dynamic resolution

Hey Miners!

It’s that time again, and we have some interesting changes for you to enjoy! This update is more experimental than usual with tweaks to the health system. Please try them out and share your thoughts using the Feedback button in game.

We realize it's a smaller patch than usual, but that's just because we're working on some meatier stuff in the background we're not quite done with yet. Watch this space for more info!

Also for Xbox Players we have added a Feedback button, where you can give some feedback to us. It is very helpful for us!


    Some of you hardcore miners have been requesting that the game was harder - especially on higher difficulties. We have tried to make tweaks that make the game harder on higher difficulties but feel almost the same on lower difficulties. We have lowered your starting shield from 30 to 25 and changed the shield upgrades to the shield from 10 to 2.5 (giving a 10% boost).

    To compensate for the lack of shield - we’ve increased player health from 100 to 110 hp.

    Furthermore, the amount of healing you get from red sugar has been increased 25% and the amount of red sugar spawned in a mission has been increased by 10%.


    Exploring the caves of Hoxxes by yourself takes more time and can be brutal, so we have made it so the swarms will be a little bit smaller when you are on your own. Enemy health has also been lowered a little bit for solo expeditions. The creatures of Hoxxes are still dangerous so don’t drop your guard!

    While he really wants to, Bosco can’t always save you from a cave leech. He feels really bad about it and has requested that he be allowed to revive you 3 times instead of 2. The request has been granted.

    In a continuing effort to perfect the Mactera Spawn, we have changed its health from 180 to 210. Remember to use cover and aim for the weak-spot!

Hey Miners!
It’s patch time again, and we have a bunch of cool new stuff for you! Tweaks, bug fixes, and the first new enemy! Also, along with these smaller updates, we are now initiating some larger content and feature development. More on this later, when we reveal a larger roadmap of things to come.


A very popular request from the community has been for Bosco to join you when you start hosting a game. This way you can start mining with Bosco assisting you, while you wait for your friends or strangers to join your game. We have done a rough first implementation with no bells and whistles, and it works like this:

  • Bosco joins you when you start hosting a public/ private game and head in alone.

  • When the first a player joins your game, Bosco will self-destruct for that game session.

Jadiz has been one of the hardest crafting materials to collect and we have buffed it! Jadiz will now spawn a bit more often in the Crystalline Caverns region and we have changed the value range of it from 7-18 to 10-18.

Some of you have been requesting been able to take nice clean screenshot and we actually also need that feature! Now you can Hold [H] to toggle the HUD on/off.


    The Mactera Spawn is our first proper flying enemy. It will attack from a distance using its vomit attack. Smack that Fly!

    You can now come across strangely looking small tunnels coming out of the walls. Glyphid Swarmers live here. They are very territorial and will aggressively defend their nest! A simple advice: Avoid them!

    Previously, when a dwarf was dropped from a dying Cave Leech, he might drop for a long distance, mysteriously taking no fall damage, which was as designed but seemed weird. Now the Cave Leech slackens its’ tongue and lowers you down more gently, making it seem more realistic that you don’t take fall damage.

    Direct enough firepower to those pesky armor plates to shoot them off and expose the soft underbits underneath!

    The Dense Biozone region of Hoxxes is now inhabited by large, passive, flying jellies.

    In the Mineral Trade Terminal you can trade your credits for crafting materials, but be advised that materials are priced fairly exorbitantly. You can also sell your precious crafting materials for credits, but again don’t expect a fair price. Deep Rock Galactic are always trying to maximize their income even if it comes from its workers!

    The Gunner’s Revolver now has a proper reload animation - as well as a cool gunslinger move when you try the reload while it’s fully reloaded.

    Range on the dwarves’ flashlights has been tweaked down from 12.50m to 11.00m, making them a bit weaker.

    Enemies are now less likely to go straight through thin cave walls.

    If for some reason the MULE does not find its way back to the Escape Pod, the doors will still open 15 seconds before countdown runs out.

...And tons of minor stuff, mostly bug-fixes behind the scenes, but also small visual upgrades. For full overview see the patch notes below.


  • Tweaked sound for drop pod drills on spacerig

  • Red Sugar is more red

  • Added Developer Tags

  • Fix carriable scaling after picking up in first person

  • Decreased maggot crawl volume

  • Cave leech audio tweak

  • Cave leech audio tweak again again

  • Revolver reload

  • Tweaked Sound on electric crystal

  • Affliction overlay now does a quick fade in

  • Death Cam overlay tweaked

  • Droppod audio tweak - Not as loud in space rig

  • Shotgun audio tweak

  • Spawn effects when enemies come out of the ground now work on clients

  • Added ground light and gunlight seperation + added a backlighting making dead cam look better.

  • Fixed - Your own vanity would not show as equipped to you on missions or in the spacerig.

  • Changed the first person weapon lighting, and submitted at shitload of material tweaks to match it..

  • Try to fix players spawning on top of each other

  • Try to fix delay on collectibles again!

  • Hooked up armor & health bar in player down hud

  • Added Resources to serverlist display

  • Added Third Person Character Turning (WIP)

  • Fixed electric crystals making death noises and particles when removed during generation

  • Submitted a lot of particle optimizations, to improve performance in Fungus

  • Fixed sentry gun reload audio not networked correctly & outline being always on

  • Tweaked hit indicator coloring

  • Increased sticky flame life time

  • Fewer Electrocrystals, smaller damage radius, longer pauses between connections

  • Fixed flamethrower first person particle effect being too small

  • Mineral distribution changed, Gold and Nitra are more evenly spreadout throughout the cave

  • Trading Terminal

  • Improved headshots on spiders

  • Made tentacle lower player to ground on death

  • Glyphids now only stagger when hit by weapons

  • Don't play death particle on headshot

  • Fixing cave leech accidentally 'reviving' dead dwarf

  • Pathfinder improvements. Less going through terrain.

  • Added audio cue to swarmer tunnel spawn

  • Passive Jellies added to Dense biozone

  • Changes to tunnel settings - Less small tunnels in some regions

  • Bettersound on radioactive glowing crystals

  • Small tweak to revolvers accuracy.

  • Improved laserpointer performance when checking against terrain

  • Bosco now spawns if you start a game alone and dissapears if someone joins

  • Swarmer tunnels with new material, sound, particles

  • Fix enemy healthbar initial state for weakpoint indicator

  • Shoulderlights tweaked down from 12.50m to 11.00m reach making them a bit weaker.

  • Added correct name to torn off glyphid legs

  • Added Shooter leg, instead of reusing spitter leg.

  • Changed lighting on the electric plants, and optimized the particles a bit.

  • New flamethrower fire.

  • Added ignition effect for when enemies catch on fire.

  • Added Weakpoint Kill Particle for the flyer shooter

  • Players will fall from the zip-line if they take sufficient damage

  • Hold H to toggle HUD on/off

  • Glyphid Dreadnought area attack now does full damage in the entire area (There was a falloff before)

  • Tweaked Jadiz amount - Fixed bug where Jadiz spawning only had a value 2 to it having a 2 to 3 range + Changed value range from 7 to 18 to 10 to 18

  • Decreased loot from loot bug: amount of chunks spawned was 15-30 now is 15-25 and chunk value was 1-4 now is 1-3

Hey Miners, on Xbox One and Windows 10.

Update 10 and 11 are ready for you! We hope that you enjoy the update!


  • Fixed several issues with mouse sensitivity. Sensitivity was not the same in Space Rig and in a Mission, they are now the same. Sensitivity had different values for horizontal and vertical, they can now be set in option.

  • Disconnecting controller no longer disables mouse and keyboards

  • Test fix for primary monitor (somewhat untested!)

  • Fixed Grappling hook infinite life bug


  • First implementation of different tunnels for every planetary region

  • Added crystal spikes than can drop from the ceiling in Salt Pits

  • Sticky Goo added to Fungus Bogs

  • Electro Crystals are added and can be found in the Crystal Caverns Region

  • Try to prevent dead end tunnels when they are really small and have tight bends.


  • New icons for Complexity and Length. It should now be more obvious that Complexity is a serious difficulty increase.

  • Complexity icons now shown above Mission icons

  • Mission payout directly show below Mission icons


  • There is a new switch in the space rig, I wonder what it does?


  • Cycle through players while waiting to be revived or for the game to end. No more staring at your soon to be corpse!


  • Sawed off Shotgun shoots 15 pellets dealing 6 damage each - increased to 10 damage each

  • Sawed off Shotgun Max ammo 30 bullets - decreased to 16

  • Sawed off Shotgun Max Ammo Upgrade - decreased from +10 to +8


  • Starting Ammo Capacity changed from 1800 to 1600 rounds.

  • It is now fed ammo continuously from a single, upgradeable ammo drum - no more reloading!

  • Overheats slightly faster - tweaked from 10 seconds of continuous fire to 9.

  • Overheating is more punishing - time to cool down raised from 8 seconds to 10

  • Upgrades reworked: Upgrades involving ammo and magazine increase have now been made to only focus on the magazine size. First upgrade originally gave you +400 bullets to max ammo it has been changed to +400 to magazine size. Second magazine upgrade will give you a total boost of +400 bullets where it before only increased the magazine size. Resulting in the Gatling Gun packing impressive 2400 bullets when maxed out!

  • New Tungsten Bullet upgrade for Gatling Gun has been added allowing you to boost the damage 25%. A mandatory upgrade for players with affinity for Extreme difficulty.

  • Added smoke effect to make it more obvious when you overheats


  • Changed viewmodel FOV for 100 to 90

  • First person view of Weapons are now less stretched

  • Reduced overall clipping issues


  • Pickaxe will be less aggressive in hitting non hostile objects

  • FIX: Grappling hook getting stuck in grapple mode

  • Prevent Pickaxe when using Last Equipped weapon key

  • Rephrased super shotgun upgrade to match that it does not get double barrel fire only faster fire rate.

  • Fixed Shotgun reload speed upgrade not showing correct numbers


  • Bosco can now detect smaller veins of minerals when you order him to mine

  • Bosco is now be better at not being in the way when you're mining minerals


  • FIX: Control layouts now contains Controller Layout (again)

  • Fixed large upgrade digits barely fit in the UI

  • Mission Map locked mission gfx update

  • Mission Map: Mission Icons now transparent if mission is locked, Password has correct spacing

  • Fix ui bug if incoming player is kicked before he selected character


  • Added more space between text lines on terminals (for accented languages)

  • Updated all languages from Crowdin

  • Korean added to game


  • Driller Pistol Reload Animations

  • Driller Pistol and Scout Shotgun are now considered reloaded when it fits the animation, not when the animation ends. This will be implemented on other weapons when they get their own reloads. (Sound update missing)

  • Fixed console background anims on clients

  • Laser Pointer gfx update

  • Background removed from Interact popups

  • Damage Overlay gfx updated

  • Improved cave leech sounds

  • Made Fire animations for flamethrower and gatling gun loop correctly instead of starting over repeatedly

  • Fixed tracer on assault rifle

  • Shield & health damage overlays now clears after revive

  • Drop Spike audio fix

  • Added maggot crawl audio

  • Tweaked camera offset on 1st person arms.

  • Gatling Gun muzzle particle offset tweaked

  • Tweaked Tentacle audio location

  • Add Weapon Sway to all items

  • Added new gatling overheat particles

  • Power Drills is now smoking when they overheat.

  • Scaled up the flamethrower particles


  • Server list defaults to not show password servers

  • Asteroids no longer smooth shaded on loading screen!!!

  • Controller Right stick is now used as mouse scroll wheel

  • Remove Steam Friend test when inviting friends. Private sessions should handle it better now and it was preventing clients inviting friends that were not friends with the server.

  • Fixed Molly not being Golden in Memorial Hall when unlocked

  • Make Molly and the large spiders prefer to walk on floor

  • Fixed Weapon crash

  • Enemies are no longer "staggered" by physical damage (Melee)

  • Fixed updated Ammo and Clip size was not applied when you first spawned into the mission

  • Changed Item scale in first person so that they clip less with other objects.

  • Minor fix. Make molly prefer positions on floor when searching for random spot

  • Try to fix/improve network errors. Enable kick of players that have not selected a character

  • Fixed flare gun flare randomly getting ejected from walls when they are destroyed nearby

  • Fixed depth meters for Biomes

  • Better support for pathfinder blockers and danger zones. NPCs recalculate paths when entering an area that has changed.

  • You can no longer revive while carrying a gem

  • Fixed enemies not being able to walk where the drop pod was landed after it has taken off

  • Platforms can no longer form inside the drop pod

  • Supply Pods can only be called down on terrain.

  • Better host quit message

  • Newest FOV changes... moved the weapons a bit further away in some animations

  • Fix dwarf status is not shown on endscreen

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