The day is finally here - the 1.0 launch of Deep Rock Galactic: Survivor. If you’re a new player: Welcome! Most of the update notes probably won’t mean much to you yet, but this version of DRG:S is the most approachable it’s ever been. We’ve reworked the game’s flow with clearer goals, expanded mission variety, and a deeper progression system, refined through feedback from our Early Access community. The game remains challenging, built around the push and pull of mining for power while fighting to survive.
If you find yourself stuck or facing issues, technical or gameplay ones, the fastest way to get help is by joining our Discord, where the devs and veteran players hang out: https://discord.gg/drgs
If you’re a returning player: Welcome back! And thank you so much for your support and for helping us shape the Early Access version into the game you are opening today. DRG:S fans have helped us translate, balance, test, and prioritize what features we’ve worked on for the last year and 9 months. We couldn’t ask for a better community.
Here’s what’s new in Deep Rock Galactic: Survivor 1.0:

We’ve added a new mission to the game called Escort Duty, where you are tasked with escorting B0b-33 the Drilldozer, a machine built to smash through rock, swarms of bugs, and minerals until it gets to the coveted Ommaran Heartstone. Unlike the Elimination mission, your primary objective isn’t just survival - it’s protecting and maintaining the drilldozer until it reaches its goal. B0b-33 requires constant refueling with Oil Shale, and if it runs dry, it grinds to a halt until you mine more.
The mission begins with clearing a path to the drop zone, where you must arm explosive charges to blast open a way down for your drilldozer. Once B0b-33 is safely delivered, players advance deeper into the caves, culminating in the final stage: drilling into the Ommoran Heartstone. The Heartstone’s outer shell is too strong for pickaxes, so the drilldozer is essential. However, it also triggers defensive mechanisms like laser-firing Beamers, which must be hacked down with your pickaxe before progress can continue.
Escort Duty demands new strategies. Instead of focusing on boss-killing builds, players must manage swarms while defending a mobile objective. B0b-33 itself can be used both as cover and as a weapon to mow down enemies. Pacing is crucial: the drill only moves when players stay close, giving them control over tempo but increasing swarm difficulty the longer they wait.
The full Steam post about the new mission can be found here.
With the addition of a new mission, we’ve rebuilt progression around a mission roadmap. Each mission type (Elimination and Escort Duty) now has a separate track of five sectors, with gates marking key milestones in your journey. Advancing requires clearing enough mission goals to unlock a sector gate, a special dive on the next hazard level. Beating a gate opens up the next sector.

Advancing into the next sector increases the difficulty, with more demanding objectives and added modifiers that make each dive feel unique, challenging, and rewarding. From Sector 2 onwards, missions combine a higher hazard level with unique mutators, giving each sector its own flavour and challenge curve.

Gear drops are a new system that adds depth and long-term progression. Gear can drop randomly during missions, with bosses guaranteeing a piece, and can be accessed and equipped between missions through the gear menu. Each item provides passive bonuses similar to meta upgrades, with six main types: Armor for defense, Weapon Mods for combat stats, Canisters to alter weapon effects, Gadgets for mining and collection efficiency, Tools for reload and range, and Chips that grant unique upgrades to Bosco. Some gear crosses categories or comes with quirks, which are special effects that can significantly alter playstyles, from enhancing resource potency to changing mission mechanics.

Gear comes in four rarities from Uncommon to Legendary, with higher rarities offering more stats and sometimes multiple quirks. Gear rarity odds improve as your Player Rank increases, while gear level scales with progression milestones (for example, completing your first Hazard 2 dive raises the minimum level of all feature drops. On top of that, gear can be upgraded up to three times using credits and minerals. Gear may appear weak, but stats scale dramatically, stacking with meta upgrades and multiplying with build choices. The result is a system that ensures long-term progression, meaningful decisions, and a more impactful role for Bosco.
The full Steam post about gear can be found here.
1.0 introduces save slots, so you can keep your Early Access progress and start a brand new run if you want to experience the new systems from the ground up.

With gear now carrying much of your long-term power, some of the raw stats from meta upgrades have been shifted into items. At the same time, hazard levels have been rebalanced to keep late-game challenges meaningful once your gear fills out. The result is that your old maxed-out save will feel weaker at first, and Hazard 5 will hit harder until you rebuild your strength through gear.
We recommend warming up in Hazard 3-4 while you fill your gear slots and climb back towards the higher hazards. A fresh save is entirely optional, but it can be a fun way to rediscover the early climb with all the new systems in place, offering smoother progression, more variety, and more meaningful choices right from the start.
Class mods now come with their own unique appearances, so a Recon Scout and a Sharpshooter Scout don’t just play differently, they look different as well. This gives each class mod a stronger identity and lets us add more personality to them. The skins are automatically unlocked when you acquire the class. All of these appearances, along with other cosmetic skins, can be viewed in the new Skins menu from the main screen.

With 1.0, you can now complete a total of 300 achievements. They span multiple categories: endurance challenges like completing dives or killing huge numbers of enemies, natural progression milestones such as leveling weapons or clearing high-hazard dives, and quirky tasks that require unusual playstyles. Some are punishing, like finishing a Hazard 5 dive with no gear, or surviving Hazard 3 without shopping. To top it off, 28 community-suggested achievements have been added, including clever challenges like landing on the drop pod ramp three times with jet boots or keeping all weapons at equal levels.
We’ve added a Twitch integration to the game that lets your chat:
Pick weapons
Pick overclocks
Pick lootcrates
Pick shop choices
Pick mutators
And pick level-ups
We can’t wait to see the chaos this will cause.

Automatic bug bonk
Dwarves now bonk nearby small bugs with their pickaxe, pushing them back a short distance. This helps you squeeze through swarms without annoying chip damage and gives you a moment to react when tiny enemies spill through freshly mined walls. The change makes those situations feel more fair and gives you more control. Hazard balance has been adjusted with this in mind.
Shop reset
Meta upgrade shop has been reset, is now cheaper, and is now slightly less powerful to compensate for the addition of gear.
Balance pass
As a part of the larger changes to the game, we’ve slightly rebalanced many artifacts, OCs, and a few weapons. The vast majority of these changes are small buffs.
Temporarily Removed Vanilla
We’ve temporarily removed the vanilla game mode because it needed some tweaks. It will return in a patch very soon.
Over the last 1 year and 9 months, Deep Rock Galactic: Survivor has grown a lot thanks to your feedback. Here’s a quick look back:
Content we added:
2 new biomes: Salt pits (dense brittle rocks, falling crystals, and q’ronor shellbacks) and Azure Weald (healing crystals, bounce membranes, and mini exploders)
New enemies and bosses: the Dreadnought Twins, reworked the classic Dreadnought, Elite Q’ronar shellback, Huuli Hoarder, Glyphid Warden, Mini Exploders, and Big
New overclocks and artifacts: added dozens of new overclocks and artifacts, new stats (Pierce and Potency), and a weapon inspect screen.
Meta progression: expanded upgrades and save-system overhaul.
Pain points we addressed:
Overclocks: Originally, you had to level a weapon to 12 before its overclocks became available, which made early runs feel wasted. Now, overclocks unlock the first time you use a weapon.
Masteries: Bonuses used to scale with hazard level cleared, creating the impression that you needed to grind every weapon, class mod, and biome hundreds of times. In 1.0, Mastery bonuses are no longer tied to hazard level. When you complete a mastery mission, you get the full bonus, with only the minimum hazard requirement (hazard 2, 3, or 4, depending on the challenge). For bragging rights, achievements now reward clearing them on the highest hazard, but power progression is streamlined.
Morkite Reactor Cores: Introduced during EA to gate higher-level meta upgrades, they added friction without much benefit. With the rebalance for 1.0, cores have been removed, and progression is smoother.
Boss fights: In early EA, the optimal play was often to ignore the end-of-stage elite to farm mineral and XP, which felt backwards. Now, the faster you kill the boss, the better chest reward you earn, making for a tradeoff between chest reward and farming.
Thanks to everyone who mined, tested, broke things, and reported issues to us. 1.0 stands on your work, but it’s not the end of the journey. We see this as a foundation to build on, and we’re excited to keep growing Deep Rock Galactic: Survivor from here.
Rock and Stone!
The Funday Dwarves

It was the best of times, it was the wurst of times.
Management has approved the budget for exactly two weeks of Rocktoberfest starting Tuesday, September 23rd at 13.00 CEST. But just because it’s a celebration, doesn’t mean it’s a vacation. There’s no paid time off, and you pay for your own beer. Now let's see what's on this year's menu!

New Hat!
This year’s Rocktoberfest will introduce the new Salted Snackmeister, complete with dangling pretzels! Complete the event mission in the Mission Terminal and get your very own Salted Snackmeister hat, yours to keep forever.

Lederhosen back on the menu
If you don’t already have these fancy and festive Glyphid-leather trousers in your wardrobe, this is your chance to acquire them. Complete the ‘Hunt for Lederhosen’ Assignment and you’ll be the new owner of a pair of party pantaloons!
Hats from previous events
In addition to the Lederhosen, completing the assignment mentioned above will also grant you a fine selection of hats from previous Rocktober celebrations (Including both Oktoberfest and Rocktoberfest editions).
Best Wurst Beer
This timeless snack-in-a-drink special will be brought back for a limited time again this year, due to overwhelming demand that we’re still struggling to understand.
It’s the “Cheers” you can chew on!
Double XP
The Abyss Bar is short on Best Wurst Beer mugs, and new mugs are not included in the budget. Instead, Mission Control will award Double XP to any dwarf who brings back a Best Wurst Beer mug from the caves. We’ll give ‘em a quick rinse and they should be good to go.

Decorated Space Rig
Grab your dwarven friends and visit the decorated Abyss Bar, complete with kickable sausages, pretzels and hay bales. Enjoy a Rocktoberfest special, the Best Wurst Beer, and celebrate good times in good company! 
https://store.steampowered.com/app/2321470/Deep_Rock_Galactic_Survivor/
So remember, Rocktoberfest goes live on Tuesday, September 23rd at 13.00 CEST and will run until October 7th at 13.00 CEST.
ROCK AND STONE!!
With Love,
-The Ghost Ship Crew

Medieval Dynasty is celebrating its 5th anniversary today and we want to take this chance to thank you for being with us and making this game as it is now!
What once started as a small idea has grown into an amazing project with even better community 💖 And it’s all thanks to you, our players. Your feedback, support, and ideas have guided us from the very beginning, and we couldn’t have come this far without you.
To celebrate, we’ve prepared a special anniversary video. We want us to look back together at how the game has evolved, share some of the challenges we’ve faced, but most of all, Thank you to everyone who has been part of this journey with us.
This anniversary is not only about looking back, it’s also about looking towards the future. We have some exciting announcements we want to share, and it’s a perfect moment to do so 🤩
The past five years have shaped us, and together with you, we’re ready for the next chapter.
Kind regards
Render Cube and Toplitz teams
https://store.steampowered.com/app/1129580/Medieval_Dynasty/
https://store.steampowered.com/app/3774330/Medieval_Dynasty__Echoes_of_Nature/
https://store.steampowered.com/app/3214760/Medieval_Dynasty__Original_Soundtrack_Vol_2/

Kiff news - the game works fantastically on the Steam Deck. I luckily managed to get one after rerouting it through various kind family members overseas where it eventually got to me in South Africa, and though I imagined the game would work well since I purposefully made Bru & Boegie an accessible one-button experience, I was still well-pleased to see the game looked as vibrant as ever, and input worked out of the box without any fiddling. Nice.

A very professional person I met online named Jung has translated the entirety of the game into Simplified Chinese, and the option is already available in a recent update to the public demo and the full game (though the full game only launches later in October, some people may have review keys). Jung's taken special care to understand the word-play puzzles and South African slang in their correct contexts and translate them appropriately. The Steam page has also been translated to Simplified Chinese, and I've added translated Chinese screenshots too. Bru & Boegie: EPISODE 1 - Get da MILK! is translated as: 布鲁与博希:第一季 - 无可奶何!Cool eh.

The groovy boppin' OST Soundtrack is now available as low-cost DLC for the game! Listen to the lyrics of the theme song on repeat until its secret meaning becomes clear (there is none afaik) or enjoy one of the many soothing background music pieces with extended playtimes for your listening pleasure. 🎶

Ever wanted NPCs to respond in interesting ways when you dab in their personal space? Dreams do come true. I had this working in an early build of the game until it wasn't, but I've since fixed it and it's working robustly. Dab near an unsuspecting NPC to elicit a response from them - usually one of contempt. 🔥

Because there's now a second language available the game prompts the player to select a language right at the launch of the game. The game's language can be changed at any time during normal gameplay via the Options menu.
The Start Screen has received some upgrades - using the power of time and energy I added Bru zooming up on his bike and jiggling around before the title options appear, and also added a big ol' 'Wishlist Episode 2' button.

As usual, plenty minor bugs fixed.
The time is drawing near for the full game's release on the 29th October. Are you as excited and nervous as I am, dear reader? I hope so! 'Excited', I mean - no need for you to be nervous.
Fixed game pooping itself when you kill your own soldier
Fixed friendly error appearing when killed creature hits another with the bullet it shot while it was alive
Added warning while trying to leave while the federation is on a station and you have not yet dealt with them
Removed the terminal from the elevator room (it was causing soft locks).
Added elevator to spawn in medbays and offices.
Reduced hacking time from 10 seconds (wtf?) to 3.
Terminals are now destructible and dismantlable
Reduced the time needed to loot small and big power cells
Reduced amount of enemies needed to be killed to complete the victory condition "Kill Federation Soldiers" from 100% of initially spawned to 75% of initially spawned
Added creature count per team to the debug panel accessible by pressing F6
The first playtest has wrapped up. We’re now diving deeper into refining and expanding the AI-driven features, plus adding plenty of fresh content. Once this next milestone is ready, we’ll open the gates for another round of testing—stay tuned!
大家好,《蜉蝣之国的囚徒》游戏demo现已公开上线,欢迎大家前来体验!
《蜉蝣之国的囚徒》是一款融合古老祭祀、历史悬疑、密馆生存元素的沉浸式AVG。你(玩家)将化身被神秘邀请至蜉蝣馆的十四名参与者之一,在传承千年的焚羽祭祀中直面连锁死亡与人心角力,探索仪式背后的千年秘闻,拨开层层迷雾,直至真相浮现。

游戏交流群:578895381
大家好,《蜉蝣之国的囚徒》游戏demo现已公开上线,欢迎大家前来体验!
《蜉蝣之国的囚徒》是一款融合古老祭祀、历史悬疑、密馆生存元素的沉浸式AVG。你(玩家)将化身被神秘邀请至蜉蝣馆的十四名参与者之一,在传承千年的焚羽祭祀中直面连锁死亡与人心角力,探索仪式背后的千年秘闻,拨开层层迷雾,直至真相浮现。

游戏交流群:578895381
大家好,《蜉蝣之国的囚徒》游戏demo现已公开上线,欢迎大家前来体验!
《蜉蝣之国的囚徒》是一款融合古老祭祀、历史悬疑、密馆生存元素的沉浸式AVG。你(玩家)将化身被神秘邀请至蜉蝣馆的十四名参与者之一,在传承千年的焚羽祭祀中直面连锁死亡与人心角力,探索仪式背后的千年秘闻,拨开层层迷雾,直至真相浮现。

游戏交流群:578895381