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:
Overwhelmingly Positive (445) - 95% of the 445 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (9,323) - 93% of the 9,323 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 (81)

June 7

Roadmap Update - June 2019

EDIT: We posted an FAQ in the Steam forums. Find it here.

Listen up, Miners!
Fasten your safety harness and keep your eyes focused on the information terminal - this is going to be a long lecture.

The next update is a big one. The smart ones among you have probably already guessed it; Update 25 is all about the Endgame in Deep Rock Galactic.

What does all that mean? Well, first and foremost, the endgame will be focused on content that is primarily available once you have enough missions under your belt to promote your first dwarf. We are aware that once you get your dwarf past the first promotion, there are other and better-paying mining gigs out there, so we are setting you up for some special assignments for you to do once you reach the appropriate rank.

Be aware that this is a preliminary description of what we want to do; as this is a creative process, the design is subject to change along the way.

Deep Dives
Once your first promotion happens, we will trust you enough to grant you special privileges and access to a new mode called Deep Dives. This new mode is a set of periodical high-risk multi-objectives, that won’t give you the normal payout, but instead, award you "Batteries".

Each part of a Deep Dive will take you deeper into the bowels of Hoxxes IV, and you will have to field a full team of reliable dwarves from the very beginning to be able to make it to the end - the current personal drop pod will not be able to make it this deep (and the current budget does not allow us to upgrade their performance to this extent), so at the end of each part, we won’t be retrieving you but supplying you with a fresh pod to take you to the next and deeper part of the Deep Dive.

A Deep Dive will consist of three different missions chained together with a mix of objectives. These objectives will be similar to the main objectives you already know, except more than one will need to be completed. Example; In one mission you might have to salvage two Mini-M.U.L.Es and battle a dreadnought. Health and ammo will carry over from one Deep Dive mission to the next, so be sure to stock up on Nitra and Red Sugar before you move on.

The difficulty level on a Deep Dive will be fixed. You will not be able to bring a greenbeard to a Deep Dive. Do not attempt a Deep Dive on your own or while ill-prepared - you’ll be wasting company resources, and you don’t want that kind of attention from Management.

A new Deep Dive will appear every week. You will be able to do a Deep Dive several times, but you will only be able to reap the main rewards once. Should you fail during a Deep Dive, which we fully expect many shall, you will receive a partial reward - but the real gold is at the end of the Deep Dive, behind the hordes of vicious aliens.

Furthermore, each Deep Dive will take place in the same caves, with the same types of aliens for everyone. However, spawns will still be unpredictable, so stay alert while on a Deep Dive.

Machine Events
Using Batteries, you will be able to access Machine Events, that will randomly appear in the normal missions. You will be seeing abandoned machinery appear in some normal missions, but interacting with them will only be possible if you have Batteries. Every dwarf, even greenbeards, on the team will be able to get access to these events as long as at least one dwarf has enough Batteries to activate it, and chooses to do so.
Activating these events will add something entirely new to do, like hunting Glyphids for resources, tracking treasure or throwing explosive barrels at something big and angry.
The rewards for activating and successfully completing a Machine Event will be a craftable item Blueprint, credits, and XP.

Blueprints and Overclocks
Blueprints will give you access to a new, powerful type of weapon modification called Weapon Overclocks, that goes in their own unique slot. There will be a vast number of available overclocks for the weapons, but beware - turning up the juice might not be all it’s cracked up to be as the more powerful Weapon Overclocks comes at the cost of instability in the form of drawbacks.
Blueprints will be awarded randomly - and some might be rarer than others - but you will never be awarded the same Blueprint twice.
Blueprints will also cover new rare cosmetics, such as weapon skins and glorious beards, matching the latest dwarven trends from back home. Even Bosco might get some fancy new skins.

So when is this happening? Due to the size of the upgrade, and the upcoming summer holiday, it's going to take a bit longer than usual. We're committed to releasing Update 25 in August/September. This is a huge thing which we know you'll love.

Once again, be aware that this is a work in progress and that anything in our roadmap might change as we test and improve.

And more?
While we’ll focus on the Endgame in this update, we might add some additional small surprises to Update 25, but you’ll have to stay tuned for those.

Are we at 1.0 yet?
Not yet. As you may have noticed, we’ve shuffled the roadmap a bit. That doesn’t mean the ideas for future content we had listed have gone away for good - we just want to focus on Update 25 and commit to that. We still have a lot of content we want to make come alive in Deep Rock Galactic, and the Endgame update is not the end of that.
157 comments Read more

May 15


Take your seats, Miners!
We got new grenades, eye candy, personal drop pods, a bunch of new enemies, and a TON of gear tweaks to brief you about, so grab a brew and listen up!

Also - look out for the [COMMUNITY REQUESTS] - these are things you guys have been very adamant in talking about and bringing to our notice, so keep up the good work! It is, as always, very appreciated. :D

The boys and gals in R&D have been hard at work once more! All the old grenades have been reworked, and a ton of new ones have been added. Each class can now unlock up to three distinct types of class-specific throwables, with the potential for more to come in future Updates.
- Engineer: L.U.R.E, Plasma Burster, Proximity Mine
- Gunner: Sticky Grenade, Incendiary Grenade, Cluster Grenade
- Scout: IFG, Cryo Grenade, Pheromone Canister
- Driller: Impact Axe, HE Grenade, Neurotoxin Grenade

We’ve finally gotten our new orbital drone cameras installed, enabling much better and varied scenic views of mining crews descending to the surface of Hoxxes at the beginning of each mission.

The End Screen shown at the end of each mission has gotten a much-needed overhaul as well. Now you get to pose and display all your lovely cosmetics in full 3D while the mission data ticks up!

They’ve been a long time coming, but they’re finally here! 50+ Steam Achievements have been added to the game, ready to be unlocked! We’ve strived to make them retroactive anywhere it made sense.

Imagine a floating bag of slime, constantly spewing out pulsing egg-sacks full of ravenous young. They may look like gentle giants (depending on how much you like tentacles), but trust us when we say you want to take these oozing blimps out quick.

The result of leaving the Naedocyte Breeders to do their thing. We’ve run into more developed varieties of these before, but this is the first time we’ve ever encountered them in their larval state. They are hatched ravenously hungry, so mind yourselves that you don’t get overrun.

Younger and softer variation of the Shellbacks. Unlike their more solitary-minded mature state, the Q’ronar Younglings hunt in packs. Do not underestimate them.

Now, this is an interesting one. Unlike the common Lootbug, this particular breed gorge themselves on gold alone. Management has no qualms with employees taking them out for sport and personal gain.

This rare beastie seems like a bit of an oddity among the otherwise mostly hostile Hoxxes fauna. Often referred to as “The Clown Car”, the Huuli Hoarder is an abject coward and will run away from any potential threat once startled. However, like the common Lootbug, they subside solely on a diet of precious minerals - as in, taking them out will net you a tidy profit, just take care that you don’t let it separate you from your team.

[COMMUNITY REQUEST] Let it not be said that Management does not care about employee complaints. Joining a mission already in progress now dumps you into a personal drop pod, letting you safely land in the mission area instead of utilizing the horribly unreliable teleportation technology used so far. As with the Supply Pod, it is recommended to keep a safe distance to the landing zone.

Sign up for the Miner’s Union and join our wonderful Discord community directly from the Space Rig! We have bigger plans for this down the line, but for now, you can use it to see the number of active members and such.

- [COMMUNITY REQUEST] The Mission Map now displays Assignment Icons for every team member, making it easier to choose which missions to go on.
- [COMMUNITY REQUEST] The Hazard 5 Unlock Assignment now requires you to play the associated missions on Hazard 4 difficulty
- [COMMUNITY REQUEST] Dwarves leaving a game will now drop a resource pouch with any materials they had in their inventory
- [COMMUNITY REQUEST] Added an option to opt Bosco out of solo missions at the Drone Modification Terminal

- Personal Temperature HUD overhaul
- [COMMUNITY REQUEST] Added option to disable Mouse Smoothing
- Improved gear stats display in the Equipment Terminal

Surrounded by awful bitey things? Let them know how you feel about that! While having your pick out, hit Fire to unleash a devastating Power Attack. There’s a cooldown on it, so spend it wisely.

- New Heavy Sentry model for Engineers
- New Sentry models for the Minehead
- New Floodlight models for the Minehead
- Several new enemy and weapon sounds
- New Hoxxes model shown on Space Rig

- Fixed the Q-mining exploit

- Fixed a bug with Autocannon fire rate not resetting
- Fixed Autocannon lighter barrel assembly mod
- Tweaked Autocannon fire rate to increase in a more linear manner
- Removed Stun mod

- Decreased Stun mod chance
- Decreased Stun duration
- Fixed Aggressive Venting modification to properly function as client

- Renamed Stagger to Stun
- Gear stats now display the weapon's stun on weak point hit functionality correctly

- Renamed Normal Shots Bounce mod to Bouncy Plasma
- Renamed Charged Projectile Explodes mod to Unstable Containment Field
- Increased Radius and Damage of Unstable Containment Field implosion
- Fixed some EPC shots doing "generic" damage

- Removed Stun Mod (anyone who purchased it will get a refund)
- Added stun chance as an inherent property of the gun

- Stun Mod proc chance increased
- Tungsten Pellets Mod armor damage multiplier increased
- Blast Wave description made more clear (hopefully)
- Blowthrough Mod changed to Super Blowthrough (can penetrate multiple targets)
- Fixed Blast Wave mod to work consistently

- Removed the Stun mod (anyone who purchased it will get a refund)
- Rearranged some of the other mods to better balance the potential builds
- Increased the accuracy penalty while moving
- Increased the speed with which accuracy is regained
- Decreased accuracy spread when shooting
- Increased Tier 4 Expanded Ammo Bags mod from +100 to +150 ammo

- Added a tutorial hint for Focused Shot
- Fixed Stun modification to work properly

- Fixed the Breach Cutter so it no longer damages the player if fired directly downwards

- Deeptora Honeycomb is no longer immune to fire
- Glyphid Praetorian acid gas can now be lit on fire again
- Fixed cases of mission weapon assignment completed not being counted correctly
- Fixed some invisible colliders in levels displaying as ‘Unknown Material’
- Credits pages now change properly
- Fixed a bug that caused a floating Shield Generator or Satchel Charge to appear at the - location of the spawn point
- Fixed some bugs related to saluting while reloading
- Fixed certain armors that caused the player’s arms to be invisible at the beginning of a mission
- Fixed the revive progress bar so it no longer stays on the screen if another player starts and cancels the revive process
- [MIXER Interactivity] Resupplying Ammo now works
- Super Blowthrough modifications changed from 10 penetrations to 3 for all weapons that have them
- Added a failsafe for Shield Generators that fail to deploy

  • Glacial Strata - Decreased the cooling rate for Frost Praetorian breath attack and death cloud.
  • Glacial Strata - Cooling effect from blasts of freezing air now stop as soon as you leave the area of effect
  • [COMMUNITY REQUEST] Typo fixed in Plasma Burster grenade description
  • [COMMUNITY REQUEST] Hole plugged in upper launch bay. Well spotted, miner.
  • [COMMUNITY REQUEST] Elevator shafts on Space Rig cleaned up a little because there's nothing we won't do for our players.
  • Minor hole plugged in monitor mesh
  • Fixed xp bar showing for players on loading screen
  • Fixed poodle related overlay issues
  • Fixed bomber puddles creating permanent overlays
  • Fix for terrain related crashes
  • Hoarder's electrical resistance increased
  • Cryo Grenade area of effect increased
  • Fixed the retroactive functionality for promotion achievements
  • Throwing axe can now hit all killable things
  • Fixed player able to throw grenades after death
  • Certain vanity items no longer show up red when Frozen
  • Grenade loadout ui: Extra Detail button hidden for grenades
  • Players who just joined the game can no longer be grabbed just as they spawn
  • Fixed the barrel hoop game combo display
  • Bugfix - Fixed Impact Axe sometimes getting stuck to the player throwing it
  • Tweaked stationary enemy encounters in caves

  • Typo fixed on Impact Axe description
  • Disabled saluting while having a grenade equipped.
  • When dropping a gem / carried item, you no longer switch weapons twice. If you press 1-4 on client you also now get the correct weapon/tool for that item slot.
  • Improve spawning of enemies
  • Fixed cases of enemies not being allowed to spawn
  • Fix choppy motion when latejoining and dropping down.
  • Remove Disable Optimizations Pragma
  • Grenade count will now be correctly counted when rejoining a game after disconnecting
  • Updated Grenade UI after latejoining
  • Players rejoining a game after disconnecting will now spawn back directly instead of going down with a droppod
  • Improved carriable gems logic in an effort to fix bad cases with throwing and dropping when dying
  • Fixed Shield Regenerator deploying twice
  • Fixed weapon mastery skin not being available for Bulldog, Autocannon, and NUK17
  • Scaled the Q'ronar Younglings smaller
  • Localization update.
  • Rotating movement removed from planetary ring outside space rig until we find a better solution
  • Fix spacerig hologram performance (collision related)
  • Procedural Smoke and Fire progress
  • Space Rig exterior GFX improved
  • All the Loading Tips have gotten a grammar- and typo-fixing pass
  • Enor Pearl material set to Local Space
  • Fixed material issue on Tentacles around Dreadnought Egg
  • Fix pickaxe and Gems could become invisible on client if he got downed
  • Fix throwing a gem / item on clients would not always select the last weapon.
  • Fixed Retroactive milestone progress for achievements "Performance matters" and "Management Approves"
  • Added text explaining that Hazard 4 is demanded to play on to unlock haz 5 in the assignment
  • The Achievements requiring you to not call in a supplypod or die, now only triggers if you haven't called a supplypod

  • Removed confusing requirement for the "Total Makeover" achievement that required players to change to a non-default owned skin color
  • Fixed a bug that enabled the mission time achievement to trigger after waiting in the spacerig for an hour and dropping into a mission
  • Fixed various Impact Axe shenanigans
  • Fixed an animation problem in third person for the M1000 Classic causing it to be misplaced when reloading
  • Improved spawn location logic for enemies in an effort to fix missing enemies
  • Fixed issues with saluting during autoreload causing magazine spam and broken animations
  • Shadows disabled on point lights on Load Screen
  • Fixed white light flashes in spacerig terminals

  • Added Steam Rich Presence, since Pedro was bored. You may need to restart Steam before it works
  • Naedocyte Breeder has been nerfed. It now spawns more rarely and the spawn amount of Naedocyte Hatchlings from the Roe has been decreased.
  • Enabled Hoarder's physical animations
  • Fixed more cases where enemies would not spawn
  • Fixed pathfinder issues around special objects
  • Fixed emission on plant that was wrong in Lush
  • NUK17 - The NUKs now have static bullet spread that is not affected by either shooting or moving. Run & gun or spray & pray to your hearts content.
  • Weapon reloads now better-synced with audio-visual cues
  • Mine head sentry gun now dismantles, rather than disappear, when ammo is spent
  • Pathfinder fixes for issues seen around mine head
  • Resource bag now only spawns if the player that left had any resources
  • Fixed latejoin drop pod choppiness
  • Fixed a bug where beards get stuck floating in the air when a player gets downed
  • Shortened the Sticky Grenade fuse time
  • Cryogrenade now affects Naedocyte Shockers / Hatchlings

  • Sound added to pickup of throwing axes
  • Tweaked colors of power attack cool down display
  • Fixed a bug with pickaxing frozen teammates not breaking them free
  • Fixed the extraordinary laziness of Molly which made her refuse to follow players

  • Players should no longer get stuck in an invulnerable downed state
  • Fixed a bug with BET-C’s pulsating sound
  • Fix for ambient occlusion only working for dynamic objects
  • Mule, Drop Pod etc. now have floating icons again when holding the laser pointer
  • Fixed Mine Head Launch icon not properly disappearing for clients
200 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: NVIDIA 970 / AMD Radeon 290
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 3 GB available space

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