Sep 27, 2019
Deep Rock Galactic - Soren - Captain of Ghost Ship
Hello Miners,

This will be the last Hot Fix before the weekend - hopefully it fixes more than it breaks...

Change list
  • GFX tweak of loading bars on Mission Loading Screen
  • Slowdown icon added
  • Minehead material tweaks
  • Added "Deep Dive Stage X" label to HUD objectives box
  • Forge Scene matched up closer to Space Rig looks
  • "Deep Dive" marker on ingame Objectives Window
  • Fixed Robert's fix for HUD Objectives box
  • Assignment name bigger on mission map
  • Mission Control's speech box has slightly more space at bottom
  • Fixed missing mastery skins on Subata and Plasma Charger
  • Fixed the text in the Repair objective to say mini M.U.L.E.s
  • Forge Menu: Added weapon icons for skin matrix cores + renamed "Weapon Skin" -> "Weapon Skin Set"
  • In spacerig menues top bar, credits are updated correctly (for real this time)
  • Fix terrain related crash
  • Potential fix for unwanted square terrain artifacts
  • Fix crash related to terrain scanner
  • Fix latejoin crash in Drills
  • Allow pause in sole deep dives
  • Elegant Handlebar renamed to Exquisite Handlebar (because it had the same name as other one)
  • Fix host crash when player joins
  • Weapon Upgrades: Fixed bar always stretching to end of row
  • Fixed a crash related to grabber screaming
  • Fixed Host crash related to beer buffs. needs network testing before 100% fixed
  • Fix for deep dive crash
  • Subata 120's mod Quickfire Ejector was asking for 0 Magnite
  • Fixed Autocannon RoF stat display
  • Linecutter armor damage stat fix
  • Armor visual tweak
  • Yaw Man OC spelling fix
  • Turret EM Discharge Spelling fix
  • Voltaic SMG stat display fix
  • Super-Slim Rounds OC spelling fix
  • Magnetic Pellet Alignment OC spelling fix
  • Automatic Fire OC added display of RoF increase bonus
  • Flamethrower RoF stat fixed
  • EPC text tweaks
  • Cryo stat display fix
  • Fix issue with enemyspawning that could end up spawning less than wanted
  • Reduced the amount of extra Aquarqs spawning in Point Extraction with 1 Aquarq
  • Throw UI More visible
Deep Rock Galactic - contact@rockpapershotgun.com (Natalie Clayton)

Those dang Dwarves, they’ve only gone and dug too deep again. Ghost Ship Games’ intergalactic halflings have been steadily mining out treasure and blasting aliens for a solid year and a half now, but it looks like the endgame is upon them. Deep Rock Galactic has expanded once again, bringing new kit, new combs, and a tough new game mode for hardened miners. What do you do when you’ve hollowed out all there is to dig? Well, I suppose you can always make a Deep Dive into parts unknown.

(more…)

Deep Rock Galactic - Soren - Captain of Ghost Ship
Hot Fix 1

Hot Fix 1 for Update 25 coming in hot!
Keep reporting those pesky bugs and we'll do our best to squish them!

Change list
  • Added explanatory tool tip to forge mastery bar
  • Names no longer overlapping on Shared Assignment display on mission map
  • Fixed upgrades that should have been refunding their cost, not actually giving any credits or resources. These are the specific Mods that didn't give refund:
    • Removed Weapon Mods U25
    • Explosive Rounds - Bulldog
    • Glyphid Neurotoxin Coating - Bulldog
    • Dead-Eye - Bulldog
    • Flying Nightmare - EPC
    • Unstable Containment Field - EPC
    • Homebrew Explosive - PGL
    • Longer Burst - BRT7
    • Blast Wave - Boomstick
    NOTE: Players that were affected by this will not get refunded retroactively with this fix. We are really sorry :-/

Hot Fix 2

Change list
  • Fixed spelling mistake in neurotoxin mechanic description
  • Fixed Deep Dives not showing credits gained from gold and fixed calculation (was giving only half).
  • Fixed crash related to analytics
  • Temporarily disable mixer interactivity because of crashes
  • Skin window performance fix. This should fix the crash in the weapon selection screen. NOTE: We have identified some additional smaller memory issues in this screen, but fixing them takes longer than the scope of a small hot fix.
  • Fixed Teams returning from Deep Dives still showing up in the Deep Dive server browser terminal even though they dont have a Deep Dive selected.
  • Fixed shield generator sometimes becomes unusable on the next stage of a deep dive
Deep Rock Galactic - Soren - Captain of Ghost Ship


Hello Miners,

Whew! You’ve been patient with us for a long while, but Update 25 - our most ambitious update to date - is finally here! Deep Dives, even more gear customization, late-game rewards, tons of new skins, cargo crates, overhauled beard physics...hoh boy, Miners - this is a big one. Our beards grew 6 inches just from writing these patch notes.


--- PATCH NOTES ---

DEEP DIVES
If you’re a Dwarf that’s looking to go places, we have just the opportunity for you. As a promoted Dwarf you have been deemed worthy to get special access to weekly Deep Dives - three consecutive seeded missions, where ammunition and health carries over to the next mission. In Deep Dives you will have to complete two objectives in each stage and chances for encountering Mutators are very high. Each of the three stages of a Deep Dive will grant you rewards upon completion, ranging from minerals to the new Matrix Cores. While you can complete the week’s Deep Dives as many times as you want and improve your best time, bear in mind the rewards can only be claimed once per week.


MATRIX CORES
Not getting paid enough? We’re giving your Deep Rock Galactic pay-slip a boost. Matrix Cores are the cornerstones of the new rewards introduced in Deep Rock Galactic. In Update 25 you will receive Infused Matrix Cores - Matrix Cores with already predefined content, that can be used to forge Weapon Overclocks or glorious all-new beards and helmets. In Update 26 we will introduce a way to infuse Blank Matrix Cores, but more on that when we get closer.



THE FORGE
The place where you go with you Infused Matrix Core and forge them into something usefull. Also note that forging Infused Matrix Cores will increase your Forging Mastery and earn you even more Matrix Cores. It’s Hammertime!


WEAPON OVERCLOCK CORES
If you’ve been wanting bigger explosions or new ways to shred entire tunnels of bloodthirsty glyphids, then you’ll love the upgrades you’ll be unlocking for your arsenal. Weapon Overclocks range from basic but minor improvements like increase magazine capacity, to providing entirely new ways to modify the overall weapon functionality.
Deal radioactive splash damage with your Grenade Launcher? There’s an overclock for that. Gain more airtime while aiming down the sights of the M1000 rifle? There’s an overclock for that. Shred the enemies with ice shards from your Cryo Cannon? You guessed it. There’s an overclock for that.


COSMETIC CORES
With Update 25, we’re doubling down on glorious facial hair and other cosmetic items. If you thought your current beard was the most dwarven it could get... boy, do we have some hairy news for you.


NEW ASSIGNMENTS
BREACH THE CORE: Upon your first promotion of any dwarf you get access to a new assignment called BREACH THE CORE. Complete this to earn a handful of Infused Matrix Cores and get your collection of Weapon Overclocks and Rare Cosmetics kick-started. Completing the assignment will also unlock the Weekly Core Hunt.


WEEKLY CORE HUNT: For those veteran dwarves looking to make a little spare cash for beard accessories on the side, there’s now Weekly Core Hunt assignments available for Promoted Dwarves. Finishing these will reward you both a Weapon Overclock Core and a Cosmetic Core. Stay strong and classy.


CARGO CRATES
It’s not all about the Deep Dives, though. Be on the lookout for lost Cargo Crates in the caves of normal missions - they are known to contain copious amounts of minerals and weapon skins!



NEW MUTATORS
WARNINGS
----------------------------
LOW OXYGEN: As the title says - hold your breath and try not to die before you reach an oxygen tank.

LETHAL ENEMIES: The aliens are extra cranky today. All enemies deal significantly more damage.

REGENERATIVE BUGS: I’ll have what they’re having. All enemies regenerate their health if you wound them and don’t take them out straight away.

PARASITES: Well, it gets even worse. The aliens in this place are just… ugh… just full of angry, parasitic worms.

HAUNTED CAVE: There’s… SOMETHING… in this cave. It is hunting you. Relentlessly. And it just...won’t...die! Don’t stop. Don’t look behind you. It’s right there constantly coming for you.

ANOMALIES
----------------------------
VOLATILE GUTS: You thought Exploder Infestation was bad? Well, whatever infested those poor creatures has run rampant here. Every alien explodes. Just awful.


BEARD PHYSICS
Glorious facial hair is the hallmark of a good dwarf. We’ve added enhanced beard physics to enhance that magnificent feeling of having a proper dwarven beard.


MORE DWARVEN SHOUTS
Nothing is more dwarvish than yelling at stuff, so we’ve added a whole new range of voice lines to the mix. There are new shouts for Power Attacks, salutes, grenade throws, laser pointer, and lots more.


BIOMES
  • New dripping rainfall effect. It can often occur in Dense Biozone and rarely in Crystalline Caverns.
  • Moving through deep snow in Glacial Strata is less of a slog now - you should notice a significant boost in movement speed.

BULLET TRAILS
They make weapon spread, recoil, and other features more visible so the effect of certain Mods and Overclocks is clearly noticeable. Plus, we also think they look neat.


NO MORE “FLOATING ISLANDS”
Strange anomalies were causing gravity-defying behaviour where crystals, dirt, and other biome elements were floating when separated from their anchor points. They no longer do that. No more getting stuck on tiny little bits of floating rock after digging!


CUSTOMIZABLE HUD
Less is sometimes more. There is a whole slew of new options for HUD customization, letting you set up what’s shown and what isn’t completely to your liking - including dynamic options to make elements appear when they are relevant and disappear when they are not.


INTERPLANETARY MINERS UNION
The Interplanetary Miners Union has finally made its way to Hoxxes IV for Discord users. By joining one of the three Union Chapters, you can work towards both specific chapter goals and a collective goal. There are Union sanctioned rewards to collect!



THROW LIKE AN ATHLETE
Being a miner demands precision in every aspect, and so we’ve added a new throwing mechanic to the game. Click to let go of a held object, hold down to charge your throw with the desired amount of force.


WEAPON TWEAKS
SCOUT
----------------------------
DEEPCORE GK2
  • Fixed Battle Cool mod to work as advertised (it used to kill spread per shot but without resetting the accuracy)
  • Moved Quickfire Ejector mod to Tier 1 and increased its value for even faster reloads
  • Added a new damage mod to Tier 3 to take place of the relocated quickfire ejector
  • Decreased value of the Tier 2 Increased Caliber Rounds mod
  • Decreased value of both the Expanded Ammo Bags mods
  • Increased the base ammo count
  • Increased the power of the Recoil Compensator mod and it now affects both actual recoil and spread per shot
  • Increased base spread per shot slightly

M1000 CLASSIC
  • Added an upgrade type and description for the rifle's focus mode
  • Renamed Improved Ergonomics mod to Fast-charging Coils
  • Improved the Floating Barrel mod slightly to better compete with the others
  • New sound for focused shots

DUAL ZHUKOV NUK 17
  • Increased base damage
  • Decreased the value of Increased Caliber Rounds mod to better match the other T3 option
  • Increased the Value of the Supercharged Feed Mechanism mod to better compete with other options

JURY-RIGGED BOOMSTICK
  • Decreased value of Loaded Shells mod to better balance against other options
  • Increased base pellet count to compensate for Loaded Shells mod tweak
  • Increased value of Tier 1 Expanded Ammo Bags mod to better compete with the damage mod

GUNNER
----------------------------
“BULLDOG” HEAVY REVOLVER
  • [COMMUNITY REQUEST] Explosive Rounds now do more explosive damage in a wider radius but at a cost of direct damage
  • Moved Hollow Point Rounds mod to Tier 3
  • Neurotoxin Mod now actually poisons enemies instead of just doing more direct damage
  • Deadeye mod now works for both walking and sprinting letting you stay accurate no-matter the situation

BRT
  • Increased the base burst delay
  • Increased base damage
  • Decreased value of Increased Caliber Rounds mod
  • Increased value of High Capacity Magazine mod to better match the damage mod
  • Decreased the value of the Burst Damage mod to better match the other Tier 5 options
  • The Longer Burst mod now fires all the rounds in the burst much faster
  • Decreased value of the Hollow-Point Bullets mod slightly to bring it inline with competing options

ENGINEER
----------------------------
DEEPCORE 40MM PGL
  • Increased base damage
  • Decreased value of Larger Payload mod slightly to better match other Tier two options
  • The Homebrew Explosive mod now gives a damage bonus in a range instead of a flat damage increase. This requires re-purchasing the mod. Anyone who acquired the old version will be automatically refunded.
  • Increased duration of stun from the Concussive Blast mod

BREACH CUTTER
  • Increased base deploy speed
  • Extended the base deploy delay to compensate
  • Quick Deploy mod now properly affects the deploy delay
  • Extended the base projectile lifetime slightly
  • Renamed some of the mods to better follow out naming style for other weapons and to better clarify functionality
  • Rearranged some of the mods to better balance options

PROXIMITY MINE
  • [COMMUNITY REQUEST] Every mine will now trigger an explosion multiple times. This way, they better serve the purpose of planning defenses and a lonely enemy triggering them is not as big of a waste.

PLASMA BURSTER
  • Engineer will carry 6 instead of 4.

DRILLER
----------------------------
CRYO CANNON
  • Increased range of Cold Radiance mod to improve useability
  • Increased value of the High Water Content mod to better compete with the other options
  • Increased base charge up time
  • Increased value of the Improved 2nd Stage Pump mod
  • Decreased the value of the Stronger Cooling Unit mod to better match other Tier 1 options
  • Increased the base repressure delay slightly
  • Improved the value of the Bypassed Integrity Check mod
  • Moved the Overclocked Ejection Turbine mod from Tier 3 to Tier 2
  • Decreased base repressure speed slightly
  • Improved the value of the Faster 1st Stage Pump mod to better compete with other options
  • Added a rate of fire mod at Tier 3
  • Fixed EPC bouncy projectiles not impacting armor correctly

CRSPR FLAMETHROWER
  • Upgrade slot five, choice three, description should read " direct damage have a chance to explode " instead of " has a chance to explode".
  • Upgrade slot two, choice two, "triple filtered fuel" is misspelled as 'TRIPPLE'

SUBATA120
  • Increased base damage
  • Moved Quickfire Ejector mod to Tier 1 and increased it's value for even faster reloads
  • Added a new damage mod to tier 3 to take place of the relocated quickfire ejector
  • Decreased value of the tier 2 Increased Caliber Rounds mod
  • Decreased value of both the Explanded Ammo Bags mods
  • Increased the base ammo count
  • Increased the power of the Recoil Compensator mod and it now affects both actual recoil and spread per shot
  • Increased base spread per shot slightly

EXPERIMENTAL PLASMA CHARGER
  • Renamed most of the mods to better match the naming convention used for other weapons
  • Increased base speed of the charged shot projectile
  • Increased value of the Overcharged Plasma Accelerator (charged projectile speed) mod
  • Decreased the recoil from normal shots
  • Decreased overall shot spread
  • Lowered the value of the damage upgrade from +6 to +5 because OCD
  • Increased the base speed of the normal projectile slightly
  • Added the Increased Particle Velocity (normal projectile speed) mod
  • Decreased value of Improved Charge Efficiency (charged shot energy cost) mod
  • Lowered the base ammo count slightly to cleanly divide into shot cost (OCD again)
  • Lowered the value of the Larger Battery mod slightly
  • Added the High Density Battery mod to Tier 4 for more ammo options
  • Decreased the amount of heat generated by normal shots
  • Decreased the base cooling rate of the weapon
  • Fix normal shots going through armor

SATCHEL CHARGE
  • It’s no longer possible to place more than one Satchel Charge at a time. The damage of the charge was tweaked to be the most powerful explosion in the game. Stacking that damage in one area wasn’t intended and it removes the challenge from fighting some kinds of enemies.



SOUND
  • Fixed Geyser sound too loud/too many spawned
  • Naedocyte Breeder sound now stops when it dies


ENEMIES
  • [COMMUNITY REQUEST] Enemy health bars now show all kinds of status effects (Stun, Radiation, Neurotoxin etc.)
  • Improve the performance of all enemies and 10x perf improvement on Q’ronar
  • Warden's weak point collision adjusted. It wasn't registering correctly some hits that should count as weak point hints
  • Naedocyte Hatchlings changed to look more distinct from Shockers
  • [COMMUNITY REQUEST] Acid clouds now blow up from all fire damage sources
  • Fixed Bulk Detonator stuck particles
  • Naedocyte Hatchlings and Shockers aren't marked correctly with the Laserpointer
  • [COMMUNITY REQUEST] Lowered the chance of multiple Bulk Detonators -
  • A little less increase over time in enemy pressure on Point Extractions
  • Decreased the magnitude of the enemy wave in the beginning of Point Extraction
  • [COMMUNITY REQUEST] The Bulk Detonator will not attack for the first 5 seconds after spawning to give players a small window to get to a safe distance
  • Fixed a case where the grabber was screaming but not chasing a player
  • Some animation optimizations on Bosco, Naedocyte Trawler, BET-C and Naedocyte Breeder
  • Mactera Bomber goo sacks now light up individually when you shoot them
  • The parasites no BET-C can now be lit on fire
  • Fixed a bug that made BET-C wait close to 5 seconds after switching from machine guns to grenade launcher



SMALL FIXES AND MISC. CHANGES
  • White backgrounds on menus fixed
  • Fixed freezing / heating UI icon flipping constantly if near both a heat and cold source
  • Milestones added for the new Warning Mutators
  • Mutators/Warning-icons updated
  • Discord Employee of the Month screen added
  • Fix Armor impact particles not working on pickaxe
  • Power attack can now be activated when hitting air
  • Throwing a grenade no longer causes you to take out the wrong weapon
  • Smoke trails added to hitscan weapons
  • Added a long screw to zipline projectile.
  • [Ansel] Adjustments and improvements to ansel and camera manager
  • Added more hot springs in ice caves
  • Typos/grammar fix on a couple of modifications
  • New Character Vignets Videos added. Driller and Gunner here!
  • Fixed Ansel in mission complete screen
  • Carriables should now always be usable after Bosco picks them up
  • Slightly altered Icon Color for Elimination and Extraction missions, so not to clash with Warning Mutator Icon as much
  • Bosco can now be ordered to target Trawlers properly
  • Added accessibility option to the controls menu that allows players to manually input a mouse sensitivity value without limits
  • Added an option to toggle the Laserpointer by pressing CTRL per request from the community
  • Hide join and solo options from mission select if people have joined your session.
  • Add attempt to reconnect option to esc menu
  • Fixed untranslatable text fields in Memorial Hall etc.
  • Broken Jukebox display SHOULD be fixed
  • Shield Disruption now gives you more base health to be a little less brutal.
  • Fixed depositing issues in the MULE while too far away but close enough for interaction prompt
  • Fix for Molly going back to a previous position when she should be going to the Drop Pod
  • Fixed most cases of Molly failing to locate the Drop Pod
  • Fixed cases of pickaxes floating mid air at the start of mission
  • Fixed spelling error "jelous" in mission names
  • Laser pointer no longer gets stuck when saluting
  • Potential fix for flashing white screen on Nvidia GTX 970 cards
  • Fix an issue with characters becoming selected after hovering over them in the Character Selection Terminal
  • Fixed typos in Weekly Assignment description
  • Fixed 8-9-0 keys breaking when rebound to
  • Fixed Trade Terminal Assignment gives 0 Croppa
  • Fixed No hollomite does not appear when it is secondary objective
  • Fixed spawn collision (Swarmers from spawner)
  • Fixed enemies can be hit after they are dead
  • Fixed Sticky Grenade doing physical damage, triggering perks



LINKS TO EXPERIMENTAL BUILDS' CHANGE LISTS

LINKS TO HOT FIX CHANGE LISTS

KNOWN ISSUES
  • Customizable HUD: In this build, you'll get your HUD reset to default settings. The feature is still work-in-progress, so further tweaks will be added which may require a new reset. Consider yourself warned!
  • Loading a mission can in rare cases result in black screen or load-bar not progressing. We have seen this at the office but have yet to find what's causing this.
  • Interplanetery Miners Union: This feature is in an a TESTING phase where it is only available on Discord. It's very experimental, and using Discord was an easy way for us to test and balance it. If the feature proves successful, we'll look into how to expand it to other platforms, including Steam. Time frame on this is not known right now.
  • Performance seems to be lower than normal, especially on low-end machine. We'll look into this once we are done with the immediate hot fixing.
  • SLI-graphic card setup results in visual artefacts.
Deep Rock Galactic - Soren - Captain of Ghost Ship
Hi Miners,

Thanks to everybody for the feedback, both on the Experimental build, but also in general for the expectations for Update 25. This update is by far our biggest yet, and it even grew so big that we had to chop it up into two updates. This has created some confusion, questions, and speculations on what the experience will be and specifically for how to get the Overclocks. To sort this out, we’ve created a FAQ just on the topics around Deep Dives and Overclocks.

So Update 25 is not the complete Endgame?
In short: no. It’s more like Endgame: Part 1.

Update 25 will not release with the complete system for giving out Matrix Core rewards. Specifically, it will not include Blank Matrix Cores and Machine Events, which will be part of Update 26. Therefore, the total amount of rewards for Deep Dives is a bit less until Update 26 releases.
The time from Update 25 to Update 26 should be considered a transition phase, where you’ll be able to get a feel for Deep Dives and a taste of the Overclocks. And we, the developers, can get some valuable feedback while we finish and refine the system.

How many Overclocks will I be able to get in Update 25?
Each Deep Dive (Normal and Elite) will reward you with a random Matrix Core infused with a specific weapon Overclock. On top of this, you will get a weapon Overclock for completing the Weekly Core Hunt assignment. So in total, 3 weapon Overclocks per week. On top of this, you will be able to get Matrix Cores from the Forge Mastery, so some weeks you’ll get an extra Overclock.
And to get you started, there will be a new one-time Assignment for Promoted Dwarves - called Breach the Core - that will reward you with a generous amount of infused Matrix Cores, including 3 Overclocks.

Obtainable Matrix Cores:

New One-time Assignment: Breach the Core
  • 3x Infused Matrix Cores: Weapon Overclocks
  • 3x Infused Matrix Cores: Cosmetics
  • Completion Unlocks Weekly Core Hunt Assignment

New Assignment: Weekly Core Hunt
  • 1x Infused Matrix Core: Weapon Overclocks
  • 1x Infused Matrix Core: Cosmetics

Deep Dive
  • Stage 1: 1x Infused Matrix Core: Crafting Materials
  • Stage 2: 1x Infused Matrix Core: Weapon Overclocks
  • Stage 3: 1x Infused Matrix Core: Cosmetics

Elite Deep Dive
  • Stage 1: 1x Infused Matrix Core: Crafting Materials
  • Stage 2: 1x Infused Matrix Core: Weapon Overclocks
  • Stage 3: 1x Infused Matrix Core: Cosmetics

Forge Mastery Level Reward (forge 5 Matrix Cores to increase level)
  • 1x Infused Matrix Core (Either Weapon Overclock or Cosmetic)
ATTENTION: The way we reward Matrix Cores will change when we introduce Blank Matrix Cores!

So to sum it up: First week you engage with the system in Update 25, you will be able to obtain 8 WEAPON OVERCLOCKS: 3 (Breach the Core) +1 (Weekly Core hunt) + 1 (Deep Dive) + 1 (Elite Deep Dive) + 2 (From Forge Mastery if you forge everything).


Okay, so how many Overclocks will I be able to get in Update 26?
At the time of writing, 6 per week. 2 from doing Deep Dives, 1 from Core Hunt assignment, and up to 3 that you’ll be infusing yourself through doing Machine Events during normal missions.

In Update 26, we’ll introduce Blank Matrix Cores, and you will get these on top of the other rewards. We have not decided on a final amount, but it should at least double the weekly output, so in addition to your 3 Infused Matrix Cores, you’ll get at least 3 Blank Matrix cores (if you complete both Deep Dives and the Weekly Core Hunt). Furthermore, when you infuse the Blank Cores by completing a Machine Event, you’ll get some influence on the outcome. This is still in development, so we can’t say exactly how this will work yet.

How many Overclocks will there be in Update 25?
Update 25 will release with more than 90 weapon Overclocks (around 5-6 per weapon).

Will you release more Overclocks in the future?
Probably, but as always, we’ll weigh it against other features and content.

How often will the Deep Dives reset and when?
In Update 25, the two Deep Dives (Normal and Elite) will get a new seed each week (7 days), starting on the launch day (26th of September), and then the first new seeds on the following Thursday (3rd of October) and so on...

When will Update 25 and Update 26 release?
Update 25 releases on Steam on Thursday 26th of September at 1 PM CEST. And then followed by hot-fixes as needed. We hope to get it out on Xbox about two weeks later.
Update 26 does not have a release date but could be early November.

Remind me what a Matrix Core is?
Matrix Cores are basically a sort of item container. They can contain either a blueprint for a Weapon Overclock, a blueprint for a Cosmetic Item, or a hefty chunk of Resources (Crafting Materials). When you own a full, or “Infused” Matrix Core, you can go directly to the new Forge on the Space Rig and craft the reward if you have the prerequisite Crafting Materials. In Update 26, we’ll start rewarding you Blank Matrix Cores as well, which you’ll bring with you into normal missions and Infuse yourself by completing Machine Events (a new system of random events in normal missions, also introduced in Update 26). Infusing Matrix Cores manually is going to give you some choice in what exactly you’ll be infusing it with.

I’m still confused about Update 25 and Update 26! Help!
If you haven’t already seen it, we’ll advise you to watch the Update 25 Status Report video - most of what is said in the video is still true! You can also check the patch notes on the Experimental build. Again, they are not final but could help you find some more info.


We hope this FAQ has been able to answer most of your questions. And as always, we encourage you to discuss these things with your fellow miners (and us), on Discord, Steam, and Reddit.

Till next time,
Rock and Stone!

- The Ghost Ship Crew
Deep Rock Galactic

If you're looking for something a little different to play this weekend, or are maybe just curious what a co-op space dwarf mining horde FPS is, Deep Rock Galactic is free to play for the weekend on Steam.

Deep Rock Galactic has players suiting up as one of four classes of "badass dwarven miners"—the Driller, the Engineer, the Scout, and the Gunner—who must work together to battle an onslaught of alien enemies while hauling their valuable loot out of procedurally-generated networks of caves. It went into Early Access release last year and is still there, although it's been updated numerous times since; the latest update, set to go live later this month, will add new "Deep Dive" endgame mechanics.

The free weekend on Steam runs until 10 am PT/1 pm ET on September 16. If you dig it (get it?), Deep Rock Galactic is also on sale for $20/£16/€18 until September 18.

Deep Rock Galactic - ( Jacob )> ∠( ᐛ 」∠)_
Attention Miners!
As we’re getting very close to the launch of update 25, we want to recruit new Greenbeards to work the mines below the surface of Hoxxes IV. We’ve already passed the mark of recruiting 750.000 brave dwarven brethren, so to celebrate this we’re having a free weekend as a recruitment drive. Join Deep Rock Galactic, the most tenacious space mining corporation in the galaxy, and get your limited edition recruitment helmet, while supplies last.

SALE
During the Free Weekend and an additional couple of days, Deep Rock Galactic will be 35% off, so if you have friends that have been waiting for a reason to take the plunge, this is it. Give them a nudge. The Free Weekend runs until September 16, 5PM UTC. The sale ends September 18, 5PM UTC.



YOU GET A HAT!
As an extra bonus, we have something special for everyone taking part of the free weekend. For this limited time only, we’ll have a special, handcrafted, hot-off-the-forge helmet available in the nearest Accessory terminal (it’s the first one you see when you exit the personal pods). Remember that this is only available during the Free Weekend, so you’ll have to go grab it in the Accessory Shop, or you’ll miss it.

COMING UP
If you join Deep Rock Galactic this weekend, you can look forward to the upcoming release of Update 25, which will feature Deep Dives - a new endgame mode for seasoned, promoted dwarves. Additionally, Deep Dives will grant access to new powerful weapon overclocks and new, glorious beards, helmets and other cosmetic items.

For a full teaser of Update 25, watch this video.



Update 25 is slated for release later this September.
Deep Rock Galactic - GSG - Jacob


Hello, Miners, and welcome back from summer vacation!

Finish your drinks and pour the sand out of your guns, because it’s time to get back to work and Update 25 is just around the corner.

https://www.youtube.com/watch?v=o4olNe83KX0

The major headline of Update 25 is Deep Dives - our major new End Game mechanic. They are available only to Promoted, veteran dwarves and will come in two variants;
Deep Dives...and ELITE Deep Dives - the latter only for those who are feeling extra masochistic.

Each week, new pre-seeded Deep Dives will become available through the new Deep Dive terminal. All eligible players will play the same Deep Dives for that week and be able to compare results.



But what IS a Deep Dive? A Deep Dive is the sort of ultimate Deep Rock fantasy, where we string together three consecutive, pre-seeded, extra-challenging missions into one long adventure going deeper into the crust of Hoxxes than we’ve ever gone before.

What makes up the challenge? Well, for one thing, Deep Dives are DIFFICULTY-LOCKED - there’s no running these on easy difficulty.

And in each mission, or Stage, instead of contending with just one Main Objective, you get two - randomly selected. Plus: your Health, Ammo, and Nitra... those carry over from one Stage to the next. Complete Stage 1 with 6 Health left? You start Stage 2 with 6 Health. And then there’s the fact that every Stage of a Deep Dive is GUARANTEED to come with Mutators. Both the ones you already know and love, as well as a generous handful of all-new ones we’ve cooked up.

We got some real doozies in Update 25 for you - such as:

Low Oxygen
As the title says - hold your breath and try not to die before you reach an oxygen tank.

Lethal Enemies
The aliens are extra cranky today. All enemies deal significantly more damage.

Regenerative Bugs
I’ll have what they’re having. All enemies regenerate their health if you wound them and don’t take them out straight away.

Volatile Guts
You thought Exploder Infestation was bad? Well, whatever infested those poor creatures has run rampant here. Every alien explodes. Just awful.

Parasites
Well, it gets even worse. The aliens in this place are just… ugh… just full of angry, parasitic worms.

Haunted Cave
There’s... SOMETHING... in this cave. It is hunting you. Relentlessly. And it just... won’t... die!



If you survive and make it that far, actually COMPLETING Deep Dives will earn you new, special rewards only obtainable this way.
Completing the first Stage will earn you a sizeable cache of Minerals, which you’ll crack open post-mission.
The second Stage will earn you an Overclock Infused Matrix Core, a powerful new item that basically counts as a blueprint for one of our all-new Weapon Overclocks.
And completing the third and hardest Stage will earn you a Cosmetic Infused Matrix Core.

This system will be expanded on in later Updates, particularly in Update 26, where we plan to introduce the previously teased Machine Events.
Machine Events are special challenges that will spawn in normal, non-Deep Dive missions, usually consisting of time based combat scenarios or challenges.

The Machine Events will need a Promoted dwarf present to activate them, using a special Tritilyte Key given upon promotion - but all players in the team will be able to take part in the Machine Event and reap the rewards, regardless of Promotions.



Completing a Machine Event lets you Infuse an empty Matrix Core, downloading the data for a rare and lost Weapon Overclock into it.

If you have no empty Matrix Cores available, you’ll still gain a hefty bonus in the form of Minerals and Credits, so doing Machine Events will always be lucrative - if you survive the challenge, that is.

The Machine Events are currently in full production and will likely undergo some radical changes before release. And as said, some patience on your part is needed - we don’t expect these to go live before Update 26.

Now, Matrix Cores? Overclocks? What are these things and how do you use them? Well, that’s what the Forge is for.
The Forge is a new addition on the Space Rig - and this is where your Infused Cores go. Every Core you gain will be craftable using resources in the Forge, and are either used to make new, exclusive Cosmetic Items, or the second major addition of Update 25: Weapon Overclocks.



Weapon Overclocks are a new way for you to customize and power up your weapons in Deep Rock Galactic. Overclocks can add elemental effects or boost basic properties like damage and accuracy, and some can radically alter how a weapon functions at the basic level. Many Overclocks come with drawbacks, so think carefully and design your perfect build. Update 25 will launch with dozens and dozens of Overclocks to unlock.

We’ve done a complete overhaul of the entirety of our top-of-the-line Beard Physics™ - beloved by all but a bit prone to getting stuck in the floor. But now - all new physically driven skeletal animation for all of our existing cosmetics, as well as the honestly vast upcoming batch of new offerings.
Magnificent mustaches. Breathtaking beards. A game about mining? More like BEARD SIMULATOR 2020!



Secondly, the next step in our Skin system. Dozens of new skins to unlock, and not just simple recolors any longer - mesh attachments are now a thing. So... yeah. That’s Update 25. We’re quite proud of this one. Deep Rock has finally invested in some better equipment.

And we can’t wait to let it loose on you all.

Rock and Stone, Miners!

(The above text has a few minor differences from the video, and has been modified to clarify the differences.)

Major changes since the roadmap update
  • Instead of batteries, Deep Dives will now reward Matrix Cores, and come in three variants. Blank or infused as a Cosmetic Matrix Core or an Overclock Matrix Core.
  • Machine Events have been pushed to Update 26. We chose to do that, to make sure we could give the Deep Dives and Overclocks the attention they deserve.
  • Deep Dive payout for this update will be like this for Update 25: Completing stage 1 of a Deep Dive will give you materials, Completing stage 2 will give you an Overclock-infused Matrix Core, while completing state 3 will give you a Cosmetic-infused Matrix Core. This change is primarily due to Machine Events being moved. The payouts will probably be modified once Update 26 hits.

Release date
We’re currently on track to release Update 25 later in September. We plan to have the usual experimental phase, where you can test an unstable version of the update before we fully launch it into the wild.
Deep Rock Galactic - GSG - Jacob


Attention Miners!

While you impatiently wait for Update 25 to bring the Endgame to Hoxxes IV, we have decided to give you a little bonus hotfix. We’ve been doing more hotfixes than usual to keep you sated, and this one has a little extra something to keep you busy.

First of all, we have given the gunner a little love in regards to balance, as per request from the community.

The Minigun has gotten some much-needed punch, including both base damage and adjustment of mods. The Autocannon also got an overhaul, although not as significant as the Minigun.

Other weapon tweaks are counting the Boomstick, the Auto 210b, and the Voltaic SMG.

For those of you who like to work the long nightshifts with Bosco as a helping hand, we’ve upgraded the drone algorithm, allowing him to retrieve gems and other objects from afar. However charming that is, please do not spend too much time playing fetch with company property. You’re on the clock.



Q'ronar Shellbacks have had their diet modified and their armor should now be less durable. Their Younglings should also appear less frequent. Hopefully, this will reduce the amount of deadly pinballing in the narrow caverns. The bug causing muffled sound for the entire game has also been squashed.

FULL HOTFIX 7 NOTES
-----------------------------------
  • Bosco can now dig out and carry objects!
  • Q'ronar Youngling encounters should be a bit more rare.
  • Q’ronar Shellback’s armor is significantly weaker. Most weapons will be able to break it in a few shots. Weapons with armor breaking capabilities will still excel at it.
  • Tweaked the rolling animation of the Qronar enemies to resolve unintended jerkiness
  • Changed material on the weakpoint of the Glyphid Menace, when it dies so it does not light up dead
  • Fixed a bug with sounds becoming muffled for the remainder of a mission after getting hit by a rolling Q’ronar enemy
  • Glyphid Praetorian backside is again considered a weakpoint but does not give any damage bonus on its own
  • Fixed a bug with the Mission Assignment icon not showing in the Mission Terminal
  • Fixed a bug with clients being required to open the map in order for the host to be able to see their Mission Assignment
  • Increased attenuation distance for sound and camshake when digging out eggs
  • Fixed a bug with the Terrain Scanner getting stuck
  • Fixed cases where you would switch weapons after mining and using the Terrain Scanner

Weapon Balance Tweaks
We are constantly tweaking and balancing the weapons based on player feedback and our own testing, and quite a few tweaks are coming in this hotfix. Since the weapons are currently a living system that is still growing and evolving, there will certainly be more tweaks in the future, especially with the upcoming addition of the overclocks in the next update. Your feedback has been invaluable in this process so please, keep it coming.

Minigun
The minigun has been suffering, especially in high hazard missions, so we’ve made a few changes to address this.
  • Increased base damage
  • Increased value of the Lighter Barrel Assembly mod to allow for more a more responsive gun build
  • Increased value of Magnetic Bearings mod to better balance against the rest
  • Increased slightly how long you can shoot before overheating to help against larger swarms
  • Increased value of Magnetic Refrigeration mod to better balance it against competing options
  • To better balance it against the other choices the Aggressive Venting mod will now also cause enemies to flee
  • Stun is now a default function of the Minigun to help gunners stand their ground, we are also working on improving the stun system in general for the next update.
  • Changed the Stun mod to a Stun Duration mod since stun is now built-in

Auto 210
Some of the mods for this gun have not been able to hold their own so we’ve done some changes to better balance the whole weapon and prepare it for the upcoming overclocks.
  • Tweaked the crosshair to look a bit more balanced and moved hit confirmation to the inner markers
  • Shortened base stun duration
  • Increased base stun chance
  • Stunning a creature now requires a weakpoint hit
  • Replaced the Stun mod with a Stun Duration mod
  • Decreased the bonus of the Overstuffed Magazine mod
  • Increased power of Choke mod
  • Swapped places of the Choke and High Capacity Magazine mods
  • Increased base pellet count to compensate for the mod rearrangement

Boomstick
This has been another weapon that needed an overall balance shift to make the mod choices more relevant and interesting.
  • Increased the rate of fire bonus from Double Trigger Mod so it feels smoother, also rephrased the description a bit
  • Decreased effect of the Bigger Pellets mod to better balance against the Expanded Ammo Bags mod
  • Increased base damage to compensate for the Bigger Pellets mod tweak
  • The Boomstick now has a base chance to stun targets
  • Increased the power of the Stun mod to better balance it against the competition
  • Increased effect of 3rd row Expanded Ammo Bags Mod to better balance against the High Capacity Shells mod

Autocannon
The Gunner’s Autocannon also needed a little love, though not nearly as much as the minigun.
  • Increased value of Damage Reduction Mod so that just like with the minigun, players can better stand their ground against a swarm.
  • Increased base splash damage range to help the gun deal with large swarms
  • Removed friendly-fire from splash damage so you can safely fire into the fray and not hurt yourself when shooting enemies at point blank range.

Voltaic SMG
This little powerhouse had a crazy build hiding in it, those mods responsible have been reigned-in to better compare to the Auto 210 while others got a needed boost.
  • Fixed the Electrocution Bonus mod (it used to give a 120% damage bonus which was crazy) now it does 30% just like the NUK17s.
  • Renamed the Electrocution Bonus mod to Conductive Bullets since the two mods were identical in function.
  • Adjusted the values of Increased Caliber and High Velocity Rounds to better balance against the other mods and other weapons.
  • Increased the value of the Improved Gas System mod to make it more relevant
  • Swapped places of the second Expanded Ammo Bags mod and the Improved Gas System mod
  • Increased the range of the Electric Arc mod as it was too short

Other Weapon Tweaks
  • Increased damage done by the Gunner’s Sticky Grenade to the creature it is stuck on as it felt a bit meh before.
  • Decreased the damage bonus of the Defender mod for the LMG Gun Platform as it has turned out to be too powerful.

If you missed the previous hotfixes, here’s a highlight of the dents we’ve hammered out since the update was released.

PREVIOUS HOTFIX HIGHLIGHTS
-----------------------------------
  • Hole plugged in upper launch bay.
  • Throwing axe can now hit all killable things & Fixed various Impact Axe shenanigans
  • Certain vanity items no longer show up red when Frozen
  • Players who just joined the game can no longer be grabbed just as they spawn
  • Fixed the barrel hoop game combo display
  • Disabled saluting while having a grenade equipped.
  • Improve spawning of enemies
  • Improved carriable gems logic in an effort to fix bad cases with throwing and dropping when dying
  • Space Rig exterior GFX improved
  • Removed confusing requirement for the "Total Makeover" achievement that required players to change to a non-default owned skin color
  • Naedocyte Breeder has been nerfed. It now spawns more rarely and the spawn amount of
  • Naedocyte Hatchlings from the Roe has been decreased.
  • Weapon reloads now better-synced with audio-visual cues
  • Mine head sentry gun now dismantles, rather than disappear, when ammo is spent
  • Mule, Drop Pod, etc. now have floating icons again when holding the laser pointer

And much, much more below.

HOTFIX 8
-----------------------------------
  • Changed Q'ronar Shellback’s unintended 100% Explosion Resistance to 80%
  • Woodlouse Younglings are no longer completely immune to explosions and electrical damage when rolling
  • Fix for Bosco making gems unreachable after someone Latejoined

HOTFIX 6
-----------------------------------
  • 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

HOTFIX 5
-----------------------------------
  • Sound added to pickup of throwing axes
  • Tweaked colors of power attack cooldown 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

HOTFIX 4
-----------------------------------
  • 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 a 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 heart's 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 late-join 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
  • Cryo grenade now affects Naedocyte Shockers / Hatchlings

HOTFIX 3
-----------------------------------
  • 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 space rig 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 auto-reload causing magazine spam and broken animations
  • Shadows disabled on point lights on Load Screen
  • Fixed white light flashes in space rig terminals

HOTFIX 2
-----------------------------------
  • Typo fixed on Impact Axe description
  • Disabled saluting while having a grenade equipped.
  • When dropping a gem / carried the 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 late-joining and dropping down.
  • Remove Disable Optimizations Pragma
  • Grenade count will now be correctly counted when rejoining a game after disconnecting
  • Updated Grenade UI after late-joining
  • Players rejoining a game after disconnecting will now spawn back directly instead of going down with a drop pod
  • 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 space rig 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 supply pod or die, now only triggers if you haven't called a supply pod

HOTFIX 1
-----------------------------------
  • 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 the 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
Deep Rock Galactic - GSG - Jacob



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.
...