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.
Recent Reviews:
Very Positive (460) - 94% of the 460 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (7,582) - 92% of the 7,582 user reviews for this game are positive.
Release Date:
Feb 28, 2018

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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, and to do that we wanted to get the game into the hand of players as soon as possible. This type of game would be extremely difficult to develop in a vacuum, and our players are an invaluable part of our process. Simply by playing the game and taking part in the development discussion, they will provide us with 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?

“When we launched in Early Access in February 2018, we estimated that we would stay in early access somewhere between 1 to 2 years. We feel like the game is shaping up nicely, thanks to the feedback and support from our community, and we’re aiming at having the 1.0 version of the game released during 2019.”

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

“Since we launched in Early Access, we’ve added a TON of features and content based on player feedback, including

  • New and redesigned game modes
  • New and improved biomes and environmental hazards
  • Weapon and upgrade redesign including 8 all-new weapons, and an overhaul of weapon models and animations
  • Added a campaign and promotions system
  • Added 4 all-new enemies
  • Added a perk system, mission mutators, and a temperature system
  • Added LOTS of quality-of-life features based on community feedback
  • Opened a bar and introduced beers
  • PLUS: new voice lines, tweaks, buffs, animations and fixes

We still want to add more enemies, a system of daily adventures, customization of Bosco, more levels of difficulty, exploration mode, the lore terminal, a redesign our Space Rig and more before the game is ready for 1.0.”

What is the current state of the Early Access version?

“Most of the game’s systems have been fleshed out around the core of Deep Rock Galactic experience: teaming up as badass dwarves, exploring procedurally generated cave systems, fighting monsters, and digging gold. Some systems, like exploration mode and the lore terminal, are still missing, but even without those, the current version is a rich experience.

By purchasing the Early Access version, you will have access to
  • Multiplayer co-op for 2-4 players
  • 4 highly unique dwarf character classes with individual play styles and weapon builds
  • Single-player with the aid of the drone Bosco
  • Procedurally generated cave systems 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.”

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

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Recent updates View all (70)

February 7

UPDATE 21 - HOT FIX 1 + 2

UPDATE: Hot Fix 2 released! (patch notes at the bottom of this post)


Upon releasing Update 21 we quickly realized a couple of significant bugs had crept in. The Cryo Cannon wouldn’t freeze enemies as intended (freezing a Praetorian was almost impossible - yikes), and after watching various streams from players, we also saw a need to tone down the frequency of random enemy wave spawns. Please try it out again and let us know what you think. That and multiple other things should also be fixed with Hotfix 1 for Update 21 - check the Patch Notes below for a full overview. Lethal is still Lethal though :-)


One of our more ambitious gameplay reworks to date landed with Update 21 - a full rework of how we calculate Difficulty in the game. For a long time, we’ve used a relatively simple system for this, and it was simply not living up to our demands any longer. Now we have a bigger and much better system under the hood - we have way more knobs to turn, but it also means that the Difficulty settings currently in the game all have changed - and perhaps in ways we have not yet fixed, tweaked, or even realized.

Some of you have taken to Reddit, Steam, and Discord to write about this. As always, we appreciate your candid and honest feedback about these things, both the positive and the negative. Right now we are hard at work on the first Hotfix for Update 21, and there will be much more balancing, tweaking, and reworking of the numbers coming in the next Hotfixes and Updates.

As usual, do not take anything in the game as final. Numbers will continue to be tweaked on pretty much everything as we go forward. And in that regard, we cannot emphasize enough how much we value the feedback we are getting from you guys. We may not answer every post, but we do our hardest to read all of them.

In short: Constructive criticism is good, and we want all of it, on any aspect of the game. Tell us what you like, what you don’t like, what you feel is awesome or lacking. Do so in as much or as little detail as you want, just remember that more detail means we have more to work with - for instance, when commenting on Difficulty, please state which Difficulty you are playing.

The point of it all is this: We want this game to be awesome. And you Early Access adopters are a key ingredient in making that happen.

Happy digging!
The Ghost Ship Team


UPDATE 21 - HOTFIX 1: Patch Notes

Overall Difficulty tweaks
  • Longer time between random enemy spawns for all difficulties (Lethal not so much)
  • Difficulty rating of Mactera Grabber and Bomber increased, so the spawn system spawns them less often.
  • Enemy encounters in caves reduced in size
  • Less enemy spawning during Salvage and Point Extraction (Please remember that we still want these two missions to be the most hectic missions)
  • More Nitra spawning in Egghunt missions

Weapons, Upgrades & Mods
  • Naming and Descriptions of Upgradeable Armor Suits updated
  • Optimization of Skin Thumbnail material
  • Breach Cutter should no longer be framerate dependent
  • Tweaks to Breach Cutter damage to match the frame rate dependency fixes
  • Fix stat view of all armors
  • Fixed issue with health mastery not applying correctly
  • Fixed Bosco’s stats for its Upgrades in the APD-Terminal - they will now show different stats depending on what rocket is active and other stats have been fixed to look nicer
  • Cryo Cannon and Flamethrower no longer stops after hitting the first enemy
  • Charge Blaster hold button functionality
  • Driller Armor - Fixed shield mod value
  • Driller changes: Double Drills, Lowered initial Mining Rate slightly, Increased base fuel,
  • Increased fuel mod values, Drills can now hit multiple targets at once, Drill Speed tweaked
  • Fixed drills not being able to hit enemies at point blank
  • Velocity modifier for the cryo cannon firing audio is now set up correctly
  • Cryo Cannon - The spray goes through enemies so multiple targets can be damaged at once (this change applies to CRSPR Flamethrower too).
  • Cryo Cannon - Base pressure drops at a slower pace allowing to hold fire for longer.
  • Cryo Cannon - Base direct damage increased
  • Cryo Cannon - Base direct cold effect increase (enemies freeze faster)
  • Cryo Cannon - Tweaks to some enemies' temperature resistance.
  • Plasma Charger - Total ammo increased
  • Fix Scout Dual SMG Skins only applied to one weapon

  • Fixed cave leeches so they no longer spawn during waves when Cave leech mutator is active
  • Fanfare not playing double
  • BET-C grenade particles significantly optimized
  • You can no longer pick flowers and take a leisure ride on the zipline while getting grabbed by a Cave leech
  • Crash fix for Shellback

  • Moved Skins icon down a bit
  • Layout and font tweaks on a lot of Popup windows
  • Mission Bar layout tweaks
  • Fixed a bug where downed players would get stuck in the air if the terrain under them gets removed, they will now fall down to the nearest floor instead.
  • A lot of difficulty tweaks
  • Serverlist ClassLock icon updated
  • Mouse Icons added for several missing buttons
  • Tweaks to Salvage difficulty
  • Potential Fix for a crash related to the intro movie

Update 21 Hotfix 2
  • Fixed spiders exploding after having been frozen and then unfrozen now work correctly
  • Serverlist tweaks
  • Increased Ammo amount in Minehead Sentries
  • Increased cost for Mactera and Grabber - they are a bit rarer
  • Tweaked Point Extraction a bit easier - longer between big waves and bit smaller end wave
  • Minor overall tweak on the difficulty
  • Fixed up some grammar issues on the Motivational Quote monitors
  • Small tweaks on various enemies sight
  • Minor tweaks on overall Haz 4 and 5
  • More mission names added
  • Poison resistance upgrade icon updated
  • Fixed several bugs related to players dying from Iron Will after the droppod leaves, entering and beginning to leave in the droppod with Iron Will active will now block the player from dying.
  • Fixed wrong values for Gunner and Driller revive invulnerability mod
  • Increased Ammo amount in Minehead Sentries
  • Increased cost for Mactera and Grabber - they are a bit rarer
  • Tweaked Point Extraction a bit easier - longer between big waves and a bit smaller end wave
  • Try to fix Bet-c sound issue where shooting sound gets stuck
  • Fixed a bug where the beers would get removed when picked up in the spacerig
  • Fix Cave Leech den not spawning more cave leeches.
  • Fix bug that could cause slightly more cases of single type waves in low difficulty circumstances
  • Fixed a bug where the deposit-bucket would get stuck on the player character
79 comments Read more

February 6


Hello Miners!
With this update, we are introducing more insane challenges - a new LETHAL difficulty level for you to master, multiple new enemies, Mastery and Skins for weapons, and a gazillion other fixes and improvements.

Lunch Break is over! It’s time to go to work!

- The Ghost Ship Team



Deep Rock Galactic didn’t invest much in the safety system of their BET-C series of combat M.U.L.E.’s. It only takes a few Xynarch Charge-Sucker parasites licking the robot’s circuits to turn them against the dwarves. In that situation, BET-C’s fast-tracking auto-turret and grenade launcher could become a major threat for any expedition. If you find an infected model, aim for the attached organisms and, once they are eradicated, carefully hammer BET-C until it turns into a trustworthy companion for the rest of the mission.

The Q’ronar Shellback is a deadly creature that you might bump into in the Radioactive and Salty regions of Hoxxes. Their tough shells and fast movement speed make them quite hard to kill - try to dodge its rolling attack and kill the Shellback when it stops to spray poison venom at you.

The Naedocyte Shocker is a strange alien flying jellyfish-like creature. They often appear in large swarms and is preferably dealt with before they get close enough to zap you with electrical shocks. So far they’ve been spotted in the regions of Dense Biozone and the Glacial Strata.

By popular demand, we’ve added a LETHAL new difficulty setting only for the most masochistic and badass dwarves out there! We hope you have “fun”... :D


The general logic behind how we handle spawns has gotten a big overhaul - balancing waves is now a much more exact and controllable thing for us. This is actually the biggest of all changes we’ve done to the difficulty system, but also the hardest to explain in detail - maybe we’ll do a blog post on this in the future :-)

The Mission Generator now also pre-selects the specific mix of enemies players will encounter in a given mission. Instead of randomly selecting from every enemy type available in the game, players will now face themed swarms of enemies. This change won’t be particularly visible right now, but will serve to improve the overall feel and flow of the enemy swarms as we add more enemy types to the game.

The goal here is to make each mission feel a lot more unique, as well as making it more attractive for players to pursue a more strategic approach - if you have a rough idea of what awful things you might face down in the depths, you stand a better chance of going in as prepared as you can be.

TIME: As a rule, lowering the time between spawning enemy waves means more enemies in general, which results in an overall higher difficulty. Knowing this, we’ve made a few changes to how we time waves:
  • Time elapsed before the first wave appears is based on Difficulty - so higher Difficulty means the first wave arrives faster.
  • Subsequent waves will also spawn faster depending on difficulty level.

SPEED: Attack speed, projectile speed, and movement speed of enemies are increased for the highest difficulties.

ENVIRONMENTAL HAZARDS: You now take more damage from environmental dangers on higher difficulties.

YOU GET THE WAVES YOU DESERVE: Multiple waves are now allowed to spawn at the same time and do not cancel each other out.
  • Example 1: Digging two eggs out in Egg hunt will generate two small waves instead of only one.
  • Example 2: You can not cancel a wave in progress by calling in the drop pod
IMPORTANT BUGFIX! It turned out Difficulty scaling from 3 to 4 players was not working before - meaning that a 4 player game was as easy as a 3 player game. That is fixed now - so you should feel an overall increase in difficulty for 4 player games on all difficulties. We’ll, of course, continue to monitor and tweak as needed.


We’ve completely revamped the way we put health bars on enemies. Now it will show when the player is aiming at an enemy and it will do it on top of that enemy (instead of in the center of the screen). Additionally, it displays the damage applied to the enemy with every shot.

The Mission Readout Bar visible on the Space Rig has been updated with more information about the mission in progress, as well as gotten a graphical overhaul.

In The Salt Pits Region, you’ll now start seeing fragile Salt Platforms - stand on them, but be careful. They’re not tested for dwarf girth.

You want a diverse team? You don't like teams with three Engineers? The Host now has the option to select “PREVENT LATE JOIN DUPLICATION” from the Escape menu and Options menu. Selecting this option means players LATE JOINING your game will need to select a character class not currently in play.

Please note: This option does NOT restrict character selection on the Space Rig - we leave that up to you guys to figure out among yourselves.

The new Modification System has now been implemented for the traversal tools. That means more customization for the Power Drills, the Platform Gun, the Zipline Gun, and the Grappling Gun. Furthermore, your armor modding opportunities also got some tender, loving care...

A Weapon Mastery Bar has been added to all gear - as you unlock mods for a given piece of gear, your Mastery with it increases. At certain levels of Mastery, you’ll gain free bonuses. For now the bonuses are restricted to Skins, and only for the primary and secondary weapon slots. Each weapon has three unlockable skins to get.

The majority of our time with this has been spent on getting the system up and running, but we definitely intend to expand on the Skins System as we move a bit further ahead - you can expect other ways than just through the weapon masteries to earn skins in the future.

Yes, we have been both buffing and nerfing a lot of the weapons and here is a compiled list of changes!

  • Flying Nightmare damage no longer stacks on top of direct hit damage.
  • Bouncy Projectiles also bounce on enemies.
  • Charged Shot base area of effect reduced.
  • Normal shot damage increased.
  • Plasma Charger and other projectile weapons no longer ignore armor. Now they have to break it.

  • Base total ammunition increased.
  • Oversized Drum mod value increased.
  • Hot Bullets mod activates earlier.
  • Cold As The Grave mod no longer goes to a set value every time. As originally intended, it will now reduce the heat of the gun a certain amount per kill.
  • Aggressive Venting mod now works as intended.

  • Default effectiveness against armor reduced.

  • Armor Penetration mod value increased.
  • High Capacity Magazine value increased.
  • Stun Hit mod renamed. Chances increased.

  • Rate of fire mod renamed to "Double Trigger".

  • Armor Breaking mod damage increased.
  • Stun Chance mod increased.
  • Turret Whip damage increased.

  • Electrocution Bonus mod value reduced.

  • Incendiary Compound mod decreases the direct damage taken by enemies, but it will set them on fire.
  • Pressure Wave value fixed.

  • Extra Ammo mod value reduced.
  • Damage tweaks to compensate for the frame rate dependency fix.
  • Adjustments to the projectile to make it framerate independent.

  • Sticky Ice cold effect reduced.
  • Base freezing power reduced.
  • Total ammo increased.

  • Increased base damage.
  • Decreased base Rate of Fire.
  • Decreased base tank capacity.
  • Decreased tank capacity upgrade.
  • Decreased base sticky flames duration.
  • Decreased sticky flames duration upgrades.
  • Increased direct damage upgrade.
  • Increased direct burn upgrade.
  • Increased targets explode upgrade chance.

  • Mactera Neurotoxin mod effect increased.

For quite some time, we have been stuck with Unreal Engine 4.19, but we finally managed to update the engine to 4.21. It seems to have fixed a lot of GPU crashes. Happy days!

  • Alien Egg Collection mission should now properly distribute the eggs in the mission area.
  • Assignment missions can now include Mission Modifiers. For difficult assignments, higher complexity missions will be preferred.
  • Fixed Restore Save pop-up showing up unnecessarily for ultrawide monitors.
  • Small adjustment to Steam warning message.
  • Fixed a LOT of spelling errors (Yes, we know. Keep sending ‘em our way if you spot any :D).
  • Attempt to fix voice chat issues.
  • A maximum of 2 voice lines for waking up in Medibay will now be played.
  • Umanite and Inert Uranium materials now look a lot more distinct from each other.
  • Landing in Sticky Goo reduces fall damage.
  • Fixed a bug with area damage falloff.
  • Friendly fire modification added to Bosco.
  • Glyphid Warriors, Spitters, and Web Spitters now don't always run away from explosions. It is chance based on different resistances depending on the enemy.
  • Mactera should no longer die just from being frozen.
  • Spitballers weak points now correctly take additional damage from weapons that do extra damage to weak points.
  • Fix hanging grunt scream.
  • Doubled the number of enemies that are able to target one player.
  • Acid Spitters now properly do Poison Damage. (Yes we know - expect a name change here later… :D )
  • Management has approved fixing critical mesh clipping of gantries near Abyss Bar.
  • More random mission names.
  • Many spelling errors fixed.
  • New fanfare when getting promoted.
  • Added Slovenian Language

Known Issue
  • Breach Cutter is still FPS dependant - but now in inverse. Enjoy this on your potato machine until it's hot-fixed!
  • Server list is kind of broken! It overflows and can't be scrolled. We'll hot fix this one ASAP!

Change lists from experimental builds
145 comments Read more
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“Deep Rock Galactic is the best new co-op shooter on Steam and Xbox One”

“Deep Rock Galactic is a riot, it turns out. A heady cocktail of Left 4 Dead and Minecraft in which capitalism and facial hair reign supreme.”

“Deep Rock Galactic Is A Cooperative Blast”
Game Informer

Living Roadmap

About This Game

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.


Work together as a team to dig, explore, and fight your way through a massive cave system filled with hordes of deadly enemies and valuable resources. You will need to rely on your teammates if you want to survive the most hostile cave systems in the galaxy!


Pick the right class for the job. Mow through enemies as the Gunner, scout ahead and light up the caves as the Scout, chew through solid rock as the Driller, or support the team with defensive structures and turrets as the Engineer.


Destroy everything around you to reach your goal. There is no set path so you can complete your mission your way. Drill straight down to your objective or build an intricate network of paths to explore your surroundings -- the choice is yours. But proceed with caution, you don’t want to stumble into an alien swarm unprepared!


Explore a network of procedurally generated cave systems filled with enemies to fight and riches to collect. There’s always something new to discover and no two playthroughs are alike.


Dwarves know what they need to bring to get the job done. This means the most powerful weapons and the most advanced gadgets around - flamethrowers, gatling guns, portable platform launchers, and much, much more.


The underground caves are dark and full of terrors. You will need to bring your own lights if you want to illuminate these pitch-black caverns.

System Requirements

    • Requires a 64-bit processor and operating system
    • 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: 3 GB available space
    • Requires a 64-bit processor and operating system
    • 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: 3 GB available space

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