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 (268) - 89% of the 268 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (4,873) - 90% of the 4,873 user reviews for this game are positive.
Release Date:
Feb 28, 2018
Developer:

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Curator Review

Recommended
By Just Good PC Games March 2

“A fantastic co-op shooter that is fun to play with friends, or with strangers. Features 4 unique classes, various underground environments, crazy horde combat, with much more to come!”

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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Recent updates View all (62)

November 13

The Challenges of Balancing an Early Access Game

TL;DR:
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.

Summary
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!

Mikkel
Game Director
Ghost Ship Games


PS: The Experimental Branch of Update 19 should go live within the next few days!
123 comments Read more

November 1

Roadmap - Revision 2



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. However, we are working hard to make it available on the Experimental Branch ASAP.

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 this News section.

Until then,
Rock and Stone!
99 comments Read more
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Reviews

“Deep Rock Galactic is the best new co-op shooter on Steam and Xbox One”
Polygon

“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.”
PCGamesN

“The team at Ghost Ship already put together an amazing and satisfying experience that stands shoulder to shoulder with the best co-op titles out there.”
GameWatcher

About This Game

4-PLAYER CO-OP

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!

4 UNIQUE CLASSES

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.


FULLY DESTRUCTIBLE ENVIRONMENTS

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!

PROCEDURALLY GENERATED CAVE NETWORK

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.


HIGH-TECH GADGETS AND WEAPONS

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.

LIGHT YOUR PATH

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

    Minimum:
    • 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
    Recommended:
    • 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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