Join a team of badass space dwarves in this stylish 1-4 player co-op FPS. Fight, dig and explore your way through enormous procedurally generated cave systems, uncover the riches, and make it out alive...
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Release Date: 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Our primary focus is on crafting an awesome co-op experience, so the sooner we can get this game into the hands of the players, the better. This type of game would be extremely difficult to develop in a vacuum, so the players will be an invaluable part of the process. Simply by playing the game and taking part in the development discussion, they will provide us with invaluable assistance while we flesh out the full thing, add new features, and move further into things like balancing and feedback.”

Approximately how long will this game be in Early Access?

“We are estimating somewhere between 1 or 2 years development before we are ready to move out of Early Access. It is practically impossible for us to give a reliable estimate at this point, however - we have so many ideas on how to improve and expand upon the game, and more come up all the time.”

How is the full version planned to differ from the Early Access version?

“At first, the Early Access version of the game will focus on the Core Game Loop - getting the basics right. The plan for the full version is to add and expand on things like:

  • More game modes
  • Much more varied cave systems, and actual biomes within them
  • Many more tools, gadgets, and equipment
  • More character classes, each with access to their own unique gear
  • A deep and meaningful Meta game

More, more, more! :D”

What is the current state of the Early Access version?

“We have a fully playable (and fun!) version up and running, which supports from 1 to 4 players. For now, our focus is on the core game experience: Teaming up as badass dwarves, exploring procedurally generated cave systems, fighting monsters, and digging gold. The current level of variation in the caves is somewhat limited as we flesh out the systems, build assets, and come up with better ways to do things, but we have grand plans for it.

By purchasing the Early Access version, you will have access to:
  • Single-player exploration mode
  • Multiplayer exploration mode for 1-4 players
  • 4 highly unique dwarf classes with individual play styles
  • Procedurally generated cavesystems with endless variation
  • Loads of high-octane co-op shooting and exploration gameplay

Will the game be priced differently during and after Early Access?

“We expect the price for the full release of Deep Rock Galactic to be higher than the price for Early Access, and we plan to gradually raise the price as we implement new content and features.”

How are you planning on involving the Community in your development process?

“We're a team of veteran developers, and have all spent years on productions you weren't allowed to talk about until the game was released. So right from the outset it was decided that Deep Rock Galactic should be a product of OPEN development.

We want to foster a community that will encourage people to interact directly with us, ensure that their feedback is listened to and considered properly, and to produce the very best co-op experience we can. This will happen through a number of channels, primary of which are the Steam community forums, Twitter, Facebook, and Reddit. While we cannot in any way guarantee that all suggestions will become part of the game, we will absolutely strive for listening to and acknowledging any and all feedback.

Homepage: www.ghostship.dk/
Twitter: www.twitter.com/GhostShip_Games
Facebook: www.facebook.com/ghostshipgames/
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Available: 2017

 

Recent updates View all (10)

April 7

Closed Alpha - Update 0.3.1 is now live : Beards



For some bizarre reason, we managed to remove the beards in the previous release. It's hard to think of a worse fate for a dwarf! Beards should be central to this game., so we are talking about adding features, where players can customize their beards. Heck, maybe we'll even do procedurally generated beards some day!

Apart from getting the beards back, there are also many other improvements and fixes. You can see the list here:

  • Probably our most requested feature, BEARDS are in!
  • Dwarf outfits tweaked to match key art
  • Updated icons for dwarves and gear
  • New Status Effect and Affliction systems means we can make stuff like web slowing and fire burning effects more easily.
  • The shooting spider now shoots a web that slows and impairs the vision of the player.
  • Flamethrower can now light enemies and the environment on fire. (not to mention other dwarves)
  • Improved enemy spawn systems means more dynamic enemy encounter and waves.
  • Improved many particle effects across the game
  • Added third person animations for heavy weapons and pistols.
  • Several weapons have had their models and skins improved.
  • Added angle indicator to tools that have angle restrictions.
  • Improved map generation speed.
  • A first, rough pass on the new Biome system is in. Each location will feel more unique already, though we are still only at an early stage of implementation.
  • Grappling hook now has a cooldown between each use and a softer landing ...
  • Improved zipline grabbing, holding E while falling will ensure you grab any zipline that comes close to you.
  • New Flare system: you now hold up to 4 flares in your inventory, slowly regenerating over time as you use them.
  • Improved Enemy Pathfinder. They can now properly avoid and walk on Non-Terrain entities.
  • Cam shake and sound levels on drop sequence have been tweaked.
  • Attenuations on sounds have been tweaked, making the game less loud.
  • Lots of bug fixes and smaller tweaks
  • Added Invert Mouse Wheel and ShowHelpButtons options. Invert mouse is also saved correctly.
  • Fixed some weapons can shoot extra fast just after switching weapons
  • First pass on controller support (only tested with Xbox 360 wired):
    There is currently no aim assist and no acceleration on turning or other fancy features.
    NOTICE! Only gameplay is supported at present! Menus cannot yet be navigated with a controller.

5 comments Read more

April 1

Tale of Two Trailers



Hello Miners!

It is time for a trip down memory lane and to take a look at the trailer for Deep Rock Galactic. (I know! ...memory lane is only 10 month long, but so much has happened that it feels much further away!).

Today I'm gonna show you a comparison between the first version of our trailer and the updated version of it. And why is this interesting, you may ask? Well first of all it shows how crazy fast this project has developed. Secondly it shows the game before and after we nailed - or I should maybe say, sort of haphazardly discovered - the high level art direction of the game. And last but not least, I’m doing this because I simply wanted to see the trailers running side by side :-) …. But first I will give you a little background about why we made the trailers.

The first trailer was created around one month after we got together and founded Ghost Ship Games. From the start we knew that we needed to get some funding in place, so we were heavily focusing on making a playable prototype and at the same time preparing a lot of material for the fundraising. The gameplay trailer was the single most important piece of promotional asset we could make. The purpose of it was to give potential investors confidence that we had a strong game concept and that we had the skills and experience to go through with the production of the game.

Our first prototype of the game used a fairly simple voxel based system to generate the caves - it looked a bit like Minecraft. We didn’t like it and we knew we wanted to get away from this look and create an artstyle that was stylish and unique without being too simplistic. Henrik, CTO at Ghost Ship, further developed the terrain tech and made it look more smooth. This system (or the 1st iteration of it) is what you see in the old trailer in the video.



The gameplay trailer worked and we secured funding from Capnova and received a government grant from DFI. We were happy and in business :-)

The updated trailer was made when we started attending our first couple of game conferences. The first conference was Steam Dev Days 2016 in Seattle. Here, we were attending to connect with Valve, so we could get our store page live on Steam and start the closed alpha. The second conference was Games Connection in Paris a couple of weeks later, where we went to meet with potential business partners.

Before these events, we had had an amazing breakthrough in the art direction. Henrik had made a system, that enabled us to generate debris and smaller objects like stalactites and crystals and turn them into a diggable and destructible material. When it got in the hands of Robert (our art director) magic happened and he created some amazing looking caves. Now we could see that the combination of a mesh based terrain combined with extended use of debris sets enabled us to create seemingly endless variations in the caves.



Since we felt that the game now looked so much better we decide to update the trailer. We didn’t really have any time to do a new trailer, so instead we just did a remake of the old one. And almost shot by shot, we recreated the trailer.

The updated trailer looked much better and helped us get a lot of attention from publishers and gamers - signing up for the Closed Alpha (and yes, we will release more keys soon!). It also played a big part in Coffee Stain noticing us and in the end, closing a publishing deal with us.

So if there is a lesson to be learned it is that a cool trailer can work wonders for your game and your company, so you better invest time in making a cool one!
Below is the video showing the two trailers running side by side. It is marvelous to see the giant leap we made in the art style between the two trailers and in so short time. To me, It is a testament of the magic and wonder of game development. Enjoy!

- Mikkel Martin Pedersen, Game Director

https://youtu.be/Azi6D-hNM2Y

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Reviews

“I can't think of another game that has fuelled my curiosity more!”
Grabit Magazine

“You all saying that there's nothing else you can innovate on FPS, look at this shit. This shit is amazing! This might be the first indie game that I'm actually going to play!”
Joe Au Yeung

“Deep Rock Galactic is a class-based, co-op FPS which precisely snips out and preserves the experience I had when I went cave-diving in Minecraft with my friends. It also has the advantage of being set in space, and of starring fantasy dwarves-- which is the kind of bonkers pitch that draws my attention immediately.”
ZAM

Closed Alpha

Want to try the game - earlier than early access?

http://www.deeprockgalactic.com/

About This Game

Join a team of badass space dwarves and fight, dig and explore your way through enormous cave systems and uncover the greatest riches.


DEEP ROCK GALACTIC is a first-person co-operative sci-fi shooter for up to 4 players, featuring fully procedural and destructible environments to explore, mine, and explode your way through to reach your objectives. As a team of veteran dwarven space miners, you must take on perilous missions for the interplanetary mining corporation DEEP ROCK GALACTIC and go where no-one else dares - into the deepest, most dangerous cave systems of the most hostile planet ever discovered.

  • TEAMWORK ABOVE ALL - For efficient traversal and exploration as well as combat, you will need to rely on your teammates.
  • A MATTER OF CLASS - Pick the right class for your play style - mow through enemies as the Gunner, scout ahead and light up the caves as the Navigator, chew through solid rock as the Driller, or support the team with defensive structures and turrets as the Engineer.
  • CARVE YOUR OWN PATH - Fully destructible and procedurally generated environments means there is no set path - it is up to you how to reach your goal.
  • THE TOOLS THAT YOU NEED - A plethora of tools and gadgets at your disposal means no obstacle is insurmountable.
  • INTO THE DARK - The only light is what you bring, and the pitch-black alien caves will not give their riches up easily.

System Requirements

    Minimum:
    • OS: Windows 7 64 Bit
    • Processor: 2.4 GHz Dual Core
    • Memory: 6 GB RAM
    • Graphics: NVIDIA GeForce GTX 460 or AMD Radeon HD 5770 /w 1GB VRAM
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
    Recommended:
    • OS: Windows 10 64 Bit
    • Processor: 2.4 GHz Quad Core
    • Memory: 8 GB RAM
    • Graphics: 1 GB NVIDIA 970 / AMD Radeon 290
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 10 GB available space
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