Deep Rock Galactic - contact@rockpapershotgun.com (Matt Cox)

deeprockgalacticheader

Someone brought up an interesting point in the comments the last time we posted about Deep Rock Galactic: given the lack of any reference points, how do we know these space dwarves are actually dwarves? They could be towering monstrosities that make us humans look like dormice. But then, what does it actually mean to be a dwarf? Rather than being a matter of size, could it be about achieving a certain state of mind? An outlook? A philosophy?

You could spend this evening pondering those important questions, but if you really want you could play the game instead: Deep Rock Galactic’s blend of co-op mining and bug blasting is now available to everyone willing to brave the early access rock face. I had a quick go with it a couple of weeks ago, which means I can now bestow the game with a tentative thumbs up.

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Deep Rock Galactic - Soren - Captain of Ghost Ship


Hello Miners!

Deep Rock Galactic is now released, signifying the culmination of almost TWO YEARS of probably the most stressful and most satisfying work we have ever been involved with. What a ride it's been so far. :smile:

You, the community, have been absolutely stellar ever since Day 1. You've been so bloody awesome to work alongside on creating this game from the ground up, and we are just floored by the reception we've been getting in return. Feedback has been above and beyond anything we ever expected and it's been (and will remain) an enormous help and source of motivation for all of us here on the team. From the bottom of our hearts, thank you.

Now begins Chapter 2 - the Early Access process, where we take this game from a functional but still kind of rough version, to the finely tuned experience we have in mind. Make sure to click that Feedback button in game to help us produce the road map for the coming year!

On top of that, we are already hard at work on the very first patch as well, bringing such goodies as:
  • Keybindings! (Because of course, it just didn't make it in in time!)
  • More beards! (And shame on those who assumed we wouldn't add more - it's a game about DWARVES, for goodness' sake!)
  • FPS capping! (Because nobody wants to set their GPU on fire!)
  • Better Drop Pod landings! (Because honestly it was a bit annoying that it kept landing with the entrance facing into a wall!)
  • Option for turning off sending metric data (Because privacy matters)
  • Updated all the languages
  • An absolute ton of minor bugfixes and tweaks! (And lots more to come!)

So, for now, dig deep, dig greedily, and keep watching this space for more info. We might have to pop open a few bottles of champagne (the human equivalent of beer) at the office first though...

Rock and Stone, Miners!
Deep Rock Galactic - Soren - Captain of Ghost Ship


Hello Miners!

Deep Rock Galactic is now released, signifying the culmination of almost TWO YEARS of probably the most stressful and most satisfying work we have ever been involved with. What a ride it's been so far. :smile:

You, the community, have been absolutely stellar ever since Day 1. You've been so bloody awesome to work alongside on creating this game from the ground up, and we are just floored by the reception we've been getting in return. Feedback has been above and beyond anything we ever expected and it's been (and will remain) an enormous help and source of motivation for all of us here on the team. From the bottom of our hearts, thank you.

Now begins Chapter 2 - the Early Access process, where we take this game from a functional but still kind of rough version, to the finely tuned experience we have in mind. Make sure to click that Feedback button in game to help us produce the road map for the coming year!

On top of that, we are already hard at work on the very first patch as well, bringing such goodies as:
  • Keybindings! (Because of course, it just didn't make it in in time!)
  • More beards! (And shame on those who assumed we wouldn't add more - it's a game about DWARVES, for goodness' sake!)
  • FPS capping! (Because nobody wants to set their GPU on fire!)
  • Better Drop Pod landings! (Because honestly it was a bit annoying that it kept landing with the entrance facing into a wall!)
  • Option for turning off sending metric data (Because privacy matters)
  • Updated all the languages
  • An absolute ton of minor bugfixes and tweaks! (And lots more to come!)

So, for now, dig deep, dig greedily, and keep watching this space for more info. We might have to pop open a few bottles of champagne (the human equivalent of beer) at the office first though...

Rock and Stone, Miners!
Feb 28, 2018
Deep Rock Galactic - Cookiemann


HEY MINERS!

It is a great day to day as the game is available for you now!

See you in the mines of HoxxesIV!

http://store.steampowered.com/app/548430/Deep_Rock_Galactic/
Feb 28, 2018
Deep Rock Galactic - Cookiemann


HEY MINERS!

It is a great day to day as the game is available for you now!

See you in the mines of HoxxesIV!

http://store.steampowered.com/app/548430/Deep_Rock_Galactic/
Deep Rock Galactic - Valve
Deep Rock Galactic is Now Available on Steam Early Access!

Deep Rock Galactic is a 1-4 player co-op-first sci-fi FPS featuring badass space Dwarves, 100% destructible environments, procedurally-generated caves, and endless hordes of alien monsters.
Deep Rock Galactic - Cookiemann


Hey Miners!

We are glad to announce the price for you!
As the headlines says it is 24.99 USD / 22.99 EUR / £18.99!
Have in mind that the price of course varies from region to region :)

As you also can see on the image the game will be approximately available at 08:00 AM UTC. So, to make it easier to understand this is some of the timezone it it will be available to play:
  • China 04:00PM (CST)
  • Europe: 09:00AM (CET)
  • East Coast US: 03:00AM (EDT)
  • Central US: 02:00AM (CST)
  • West Coast US: 00:00AM (PST)

So are you ready to mine?
Deep Rock Galactic - Cookiemann


Hey Miners!

We are glad to announce the price for you!
As the headlines says it is 24.99 USD / 22.99 EUR / £18.99!
Have in mind that the price of course varies from region to region :)

As you also can see on the image the game will be approximately available at 08:00 AM UTC. So, to make it easier to understand this is some of the timezone it it will be available to play:
  • China 04:00PM (CST)
  • Europe: 09:00AM (CET)
  • East Coast US: 03:00AM (EDT)
  • Central US: 02:00AM (CST)
  • West Coast US: 00:00AM (PST)

So are you ready to mine?
Deep Rock Galactic - contact@rockpapershotgun.com (Dominic Tarason)

Deep Rock Galactic

Whether deep under-mountain or out in the void of space, Dwarves are one of the most stable of fantasy archetypes. They love their drink, they love their gems, and when given the chance they’ll always dig too greedily and too deep. You’ll get to do all of this in upcoming co-op shooter/mining expedition Deep Rock Galactic, which looks to blend Minecraft-ish spelunking with Left 4 Dead style procedural combat encounters, all wrapped up in a neat semi-low-fi art style.

While the final release of the game is still some ways off, developers Ghost Ship Games will be opening throwing open its doors to brave bearded pioneers later this month, with the first public build available via Steam Early Access on February 28th.

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Deep Rock Galactic

Deep Rock Galactic, the 4-player co-op mining romp through procedurally assembled cave systems, is releasing into Early Access on February 28, and though it hasn't changed much since Evan and TJ last played it, it's going to be the perfect game to grow in Steam's open-development petri dish.

A quick primer for the uninitiated: You play as one of four space dwarf classes, each with their own weapon types and navigation ability, from shooting ziplines to sprouting mushroom platforms, and spelunk like it's your job (it is), digging for a host of minerals throughout several biomes. All this, while reducing the occasional swarm of space bugs to goo and making sure not to disturb too much of the local flora and tectonic hazards. Just about everything wants you dead, and rightfully so—I mean, what are you if not a meaty, dwarf-shaped fracking injection?

When I talked to the developers at Ghost Ship Studios, they explained how shipping the Early Access build was all about getting the primary progression loop of mining, leveling your character, and upgrading gear functional. And those progression systems are pretty light touch, the upgrades to gear and weapons moving in a straight line of efficiency rather than one of diversifying behaviors—flares last longer, the pick does more damage, shotguns can hold extra rounds—while the aesthetic upgrades are made up of beards and simple color palette swaps. With a working foundation in place, the devs at Ghost Ship will spend the next several months of Early Access time increasing the stupid ways in which you can die, bless 'em. 

After a few hours with the current build, I've already fallen victim to long falls, inhalation of deadly gas via a bug corpse, and incineration via a boisterous spout of magma. I've been blasted into dwarfish pieces from an explosive chain reaction of distended mushrooms and had my head sucked off by a spot-on impression of Half-Life's ceiling-dwelling barnacles. Lucky me, I haven't killed or been killed by a teammate yet, despite the always-on friendly fire. There are a lot of ways to die, most of which are represented by the local flora and fauna of each biome, those methods multiplied by the mistakes you're guaranteed to make when the systems and variables collide. 

A crowbar would come in handy right now. 

The procedural arrangement of these hazards, along with the disorienting, dark assembly of cave systems guarantee the first few hours of digging are full of tense experimentation and dumb accidents. Porous magma-filled bulbs that explode if irritated are often close enough to one another to guarantee a chain explosion, which, as I found out, can be used to dissolve an incoming swarm… or friend, if you're not careful. Environmental hazards are a danger to both you and the enemy, and the arc from discovery and death to using them against your foe is satisfying, though less novel with each use. Sustaining that impromptu resourcefulness should be easier once more deadly space plants are added, or whatever Ghost Ship comes up with. 

In another biome, tall, narrow plants act as an elevator, their massive leaves making for a convenient mode of transit if shot in the right spot. I used one to get out of the thick of it as the swarm overwhelmed my empty turrets. A grenade from above finished the job. It's procedural variables like these that make a good case for DRG's repetitive nature and Early Access upbringing. With so many dangerous plants, indigenous monsters, and geological phenomena in the same dwarf-miner-fantasy pot, and more on the way as the updates roll in over the year, the opportunities for serendipitous, blessed Emergent Gameplay™ increases. 

I'm a big fan of games that fill themselves with hands-off systems and let their big bag of dice spill over, the faith left with the players and basic means of interaction to make the best of it. If all your target minerals are on the ceiling of a massive, cavernous room where the floor is a minefield of magma-spewing bulbs, the walls are coated with poison-belching monsters, and the leftover space is filling with tanky space bugs—well, tough luck. Living to tell the tale is the reward. Failing might sting, but still makes for a story.

Even so, I'm growing tired of what's there. Risking your tail and stretching your ammo reserves thin to stick around for a bit more mining is a thrilling risk-reward tradeoff, and managing light as a resource as you descend further and further is fun, sure, but you'll have seen all the swarm enemies after your first big battle. And while the biomes feature different characteristics and unique hazards, they all feel far to similar right now. Waiting on DRG to inflate before buying in wouldn't hurt, though it leaves a better first impression than most of the Left 4 Dead-like games I've played. The environments are just lacking the diversity and unpredictability to keep the same caves surprising for the long haul. I really hope Ghost Ship gets inventive and cruel. 

Besides diversifying the horrible ways in which you'll die, the gear upgrades aren't very interesting and the cosmetics are too simple to feel expressive, which dulls my desire to replay missions just to grind out specific minerals. There's a lot to room to improve, but that's OK. With each batch of updates to the biomes my hope is that the journey, not the expensive-bushy-beard-cosmetic destination, becomes enough. (That's no excuse to skimp on the beard selection, though.)

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