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Full Steam announcements and update articles for this title.
Fix a bug where Bosco was able to get into a state where he would refuse to pick up eggs in Egg Hunt
Fix a potential crash if reload speed got too high on the Carrier Drone weapon
Fix certain stat upgrade unlocks from masteries not having their reward text formatted correctly
Fixed an issue where ‘Equip 2 Favourite Overclocks’ didn’t count Proximity Mines
Fixed more RockDozer audio issues that could potentially cause a crash
Fixed an issue where XP cubes could get stuck and remain stationary in the air
Fixed issue where Gunner Weapon Specialist class mod effect was not dealing damage to enemies
Fixed “Collect 4 eggs before alien threat level 2” milestone not completing if threat level has gone above 2 at any point in the run
Fixed flickering loading screen when retrying run or returning to menu
Fixed OC Afterburner, Frequency Amp, and Marker Lights not counting correctly
Gear Elite Targeter’s Max HP bonus trigger is changed to when an elite is killed
Fixed an issue where the Brood Nexus Sprout didn’t damage the player
Fixed an issue where colliders on Cargo Pod, Drop Pod, and the like didn’t block bullets
Cloth Armor Mutator nerfed: -100% Armor → -50% Armor
Combined Reload Mutator nerfed: Reload speed +20%
Springloaded Ripper buffed: Base potency 24 → 36
Slither Drones buffed: Collider made bigger, so they hit targets easier
Drone Carrier buffed: Sub drones’ range increased by 30%, Base Potency 7 → 9
Voltaic Stun Sweeper buffed: Base Damage 55 → 60
Chimera Fragcannon buffed: Clip size 8 → 10 (we tried this before - let’s hope it works this time around)
Proximity Mines fuse timer reduced: 1.1 sec → 0.8 sec
Favourite tag upgrade buffed:
Rare: Damage +20% → +30%
Epic: Damage +30% → 40%
Legendary Damage +40% → +60%
Spray tag upgrade changed: Changed fire rate stat mod to piercing and damage
Gear:
Buffed Lifetime on all gear about 100%
Buffed Status Effect Damage on all gear 50%
Hex Key changed: Extra beams changed to \ weapon range, damage, and potency buff
Kinetic Chip buffed: increased Bosco's mining area by 25%, Bosco's base damage 45 → 55
Acid Chip buffed: Bosco base damage 24 → 30, damage bonus for killing loot bugs 7,5% → 10%
Electrical Chip buffed: Bosco XP pickup radius 4,5 → 5, Bosco base damage 16 → 18
Fire Chip buffed: Nitra interest Legendary 5% → 10%
Plasma Chip buffed: Bonus for killing loot bugs Piercing +0.8% → Piercing 0.5% and damage +0.5%, Bosco base damage 10 → 12
Overclocks:
Cluster Grenade nerfed: Explosive radius 0% → -20%
Diffractor prism nerfed: Weapon Range +30% → +10%
Fan of Axes buffed: Potency 0% → +20%
Impact Punch buffed: Damage 60% → 75%
A little more oomph! buffed: Damage 15% → 25%
Overheat buffed: Damage -35% → -30%
Sidearm Carrier Drone buffed: Damage for this weapon -20% → -10%
Gas Rerouting buffed: Fire rate +25% → +30%, Damage +25% → +30%
Battery Bullets for the Warthog: Damage +10% → +25%
Thermal Oscillator nerfed: Damage +50% → +25%, Slow potency reduced ~30%
Centralized Reflector buffed: Potency 0% → +10%
Focused Lens buffed: Damage +100% → +200%
Extra Capacity Seismic Repulsor buffed: Damage 0% → +10%
Fusion Turbines buffed: Life time +20% → +25%
One-Handed: Now adds Akimbo tag
Extra Capacity LMG Gun Platform buffed: Damage +10% → +25%
Extra Capacity Krakatoa Sentinel buffed: Weapon Range +10% → +20%
Extra Capacity Seismic Repulsor buffed: Damage +15% → +25%
The Reaper buffed: No longer reduce clip size to 1
Rock & Stone /The Funday Dwarves
Fixed an issue with exploder visuals
Fixed an issue where audio sliders had no impact on audio levels
Updated to Unity version 6000.4.7f1 - fixing a memory leak
Adjusted some texture resolutions for memory preservation
Improved the way assets are stored in memory for considerable gains
Drone based Sidearm overclocks are now part of the 3 sidearm mission goal
Addressed an issue with glyphids standing still
Fixed issue with Warden teleporting, see yeeting, across the map
Fixed an issue where unlocks would show a mix of thunderhead auto cannon and Lok-1 Smart rifle
Fixed an issue where audio files not playing could cause a crash between stages
Fixed an issue where sectors could be unlocked without clearing the gate
Fixed an issue with Kaisong Scissor Ray beams overlapping
Fixed an issue where Kaisong Scissor Ray would unlock status effect damage upgrade cards, without having a relevant tag
Fixed an issue where some overclocks could be picked multiple times
Fixed an issue where proximity mines would explode extremely loudly when entering the drop pod
Fixed an issue where Voltaic Field generator wouldn't show all stats
Tweaked Egg Hunt Collect Gold biome goal, making it easier to achieve
Fixed an issue where the demolisher classes turn radius was out of sync, they now all have the same, improved, turn radius
Brood sprouts will now properly deal damage to players
Improved scroll speed in UI views
Improved the ordering of milestones
To celebrate the launch of the Heavy Duty Expansion, we're giving away a Steam Deck and a bunch of keys for the game and the DLC. But instead of just making a giant sweepstakes, we thought we'd make it a bit more interesting.
Do you scream along when the dwarves go "YOU WANT SOME MORE?" Have you always dreamt of having your own voice line in the game? Submit an awesome voice line and you just might get your dream fulfilled. If we find some very good voice lines, they might be featured in the game, but no guarantees! The winner of the competition will be chosen randomly from a pool of entries reviewed by Funday Games. Terms & Conditions apply, see the bottom of the Gleam.io page.
1 submission will receive a Steam Deck!
10 submissions will receive Steam keys to Deep Rock Galactic: Survivor and the new Heavy Duty Expansion DLC.
Enter Here: https://gleam.io/JIqv9/drgs-voiceline-competition
Fixed an issue where the Demolisher could get stuck on detonators, supply pods, cargo pods and the like
Fixed audio bugs on Rock Dozer
Fixed an issue where some weapon audio would continue through pausing and shops
Improved video settings tab
Fixed display and resolution application bug on startup
Fixed Q'ronar not taking damage from player projectiles
Fixed an issue where a specific Cryo effect could scale up more than intended
Fixed an issue where a specific Warden effect could scale up more
Carrier Drone now displays all sub-drone damage types when inspected in pause menu
Fixed incorrect icon in certain demolisher milestones
Fixed Path of Mastery display bug
Detonator collider removed as soon as the detonator is activated - fixing an issue that would get Demolisher stuck on them
Fixed an issue where you could get DLC notifications without the DLC
Fixed an issue with players could die in between mining red sugar and recieving the health benefits
Demolisher controls are tighter in both standard and simplified mode
E1M1 Caustic Scattergun buffed: Base damage 18 → 20, Potency 18 → 20
Chimera Fragcannon buffed: Target highest HP
Carrier Drone buffed: Potency 6 → 7
Springloaded Ripper buffed: Fire rate 1/sec → 0,67/sec, is not also a projectile weapon, allowing for more synergies
Toxic Sludge Spreader buffed: Base damage 10 → 12, status effect damage 6 → 7
Slither Drones buffed: Base damage 60 → 75
Kaisong Scissor Ray mastery bonus set to damage
AKIMBO tag upgrade added: Bigger Cogs
Deepcore PGL: Cluster grenade performance issues fixed
Improved Demolisher drop pod ramp gameplay
Fixed a milestone pop up issue
Doubled the chance of honk and stone
Demolisher handling buffed: Increased turning speed
Demolisher Contractor buffed:
Move speed: Moved from class mod to class
Armor: +10% → +20%
Base HP: 150 → 175
Max HP: +10%
Demolisher Gridrunner buffed:
Move speed: moved from Class mod to class
Armor: +10% → +15%
Pickup Radius: +20% → +30%
Base HP: 150 → 175
Life Regen: +5
Potency: +10% → +20%
Demolisher Operator buffed:
Move speed: moved from Class mod to class
Armor: +10% → +20%
Base HP: 150 → 175
Life Regen: +5
Dragonstorm Incinerator buffed: Groundzone damage buffed 50%
Slither Drones buffed: Base damage 50 → 65
Carrier Drone buffed: Base damage 18 → 22
Chimera Fragcannon buffed: Clip size 8 → 10, base damage 140 → 160
Twincoil Archbuster buffed: Reload speed 3 sec → 2 sec
It’s time to gear up. Today we’re launching Heavy Duty, a brand-new paid DLC packed with destructive firepower, frozen frontiers, and high-stakes missions. Alongside it, a free update rolls out to all players with endless mode, mastery rewards, tag system changes, and the usual slew of system improvements, bug fixes, and balance changes.
Let’s break it down:
Built for destruction. Engineered for overkill.
For the first time in DRG history, we’re introducing a new class: The Demolisher.
This new powerhouse class operates a fully weaponized industrial vehicle known as the Rockdozer, turning the battlefield into a demolition site. Crush the swarms beneath your wheels, leaving a trail of devastation. If the other dwarves fight the bugs…the Demolisher plows them down.
The Demolisher brings an arsenal of 11 new weapons with him to Hoxxes, available to other classes via the tag system
Collect alien eggs and have Bosco deliver them to a central cargo pod in a star-shaped flow, forcing you to branch out and return under fire. Once you hit the quota, a short grace period lets you risk it all for extra rewards… if you dare.
Deliver the final egg, and everything changes. A Brood Nexus erupts on top of the pod, locking down your exit and triggering a multi-phase boss fight. It spawns relentless waves of enemies, and at key moments, creates Nexus Sprouts that must be destroyed before you can damage the nexus again.
Glacial Strata introduces a fast-paced frozen biome where the environment is as powerful as your arsenal. Slide across smooth ice for bursts of speed at the cost of control, trigger deadly icicle traps by shattering ice crystals, and face new cryo-infused enemies adapted to the cold.
With more biome choices added to missions, and without increasing progression requirements, you gain greater freedom to tackle challenges your way.
The long-awaited Endless Mode is finally here.
The first 10 stages of an Endless Dive are shorter, with increased enemy density. You will move through these early stages quickly while ramping up your power at a much faster pace than usual.
Endless is a variant of Elimination, but with its own constraints. You can only carry up to 15 artifacts, so every choice matters. From stage 11 onward, the challenge shifts. Difficulty increases significantly, and each stage will test your build and decision-making skills.
We have spent months optimizing Survivor, but we fully expect players to find new and creative ways to push systems to their limits. We are looking forward to seeing what you come up with.
For those who take on the toughest hazards, mastery now comes with additional rewards.
Mastery milestones grant rewards based on mastery points earned. Higher hazard levels yield more points, meaning greater rewards for players who push themselves further.
This system is aimed at the greybeards who want their skill and persistence to be recognized.
With the new weapons and effects added to the pool from the DLC, we wanted to expand the available synergies and give all players more options and variation in their builds. That’s why we’ve added new tags and tag synergies.
We have added new overclocks to match the tags, so if you pick a Sidearm overclock, you can also get an Ultimate Sidearm Unstable overclock. If you pick the sidearm overclock on multiple weapons, you can start getting upgrade cards to match that synergy.
Some tags already existed, like Spray and Precise, but were never used, so now you can pick upgrade cards for those as well!
The new tags and tag synergy upgrade cards are:
Sidearm, Favourite, Groundzone, Thick Boy, Spray, and Precise
Picking overclocks now adds relevant \
Upgraded to Unity 6
KD-tree-based physics improvements
XP cube performance optimizations
VFX system improvements
Memory leak fixes and general stability improvements
Achievement “Unreasonable uptime”: Fixed an issue where the achievement still required 60 seconds, even though it should be 30 seconds. (again)
Achievement “Undercooked”: Fixed an issue where you didn’t get the achievement if you salvaged the Overclock. (again)
Mission Goals: Fixed an issue where you had to complete 2 stages instead of just 1 while activating B0b-33 no more than 2 times. Also, B0b-33 now only activates if there is fuel. (again)
Improved the design of achievements where you have to equip 6 pieces of gear of the same rarity. It now also counts higher rarity gear. (……again)
Overclock balance
NEW UOC: Ultimate sidearm: +60% damage to all other weapons
Weapon balance
"Lead Storm" Powered Minigun buffed: Clip size 150 → 200, base damage 25 → 28
Voltaic Stun Sweeper buffed (again): Base damage 48 → 55, Potency 20 → 22
Breach Cutter (again): Has the \ tag
Artifacts balance
Multi Tool nerfed: Reload speed -25% → -20%, every unique \ equipped: reload speed +5% → +4%
Elimination gate 2 nerfed (again): Mandatory Pep Talk now gives +10% XP gain, and +100 Max HP, Omega Mini Exploders mutator is changed to Serrated Claws II
That’s everything for today’s launch. Whether you’re crushing bugs with the Demolisher or pushing your limits in Endless Mode, there’s a lot to dig into.
Now get back down there, miner.
Rock and Stone.
Alongside the upcoming paid expansion Heavy Duty, we are releasing a free game update packed with new systems, improvements, and ways to push your builds further than before. Here is a look at what is coming on April 30th.
The long-awaited Endless Mode is finally here.
The first 10 stages of an Endless Dive are shorter, with increased enemy density. You will move through these early stages quickly while ramping up your power at a much faster pace than usual.
Endless is a variant of Elimination, but with its own constraints. You can only carry up to 15 artifacts, so every choice matters. From stage 11 onward, the challenge shifts. Difficulty increases significantly, and each stage will test your build and decision-making skills.
We have spent months optimizing Survivor, but we fully expect players to find new and creative ways to push systems to their limits. We are looking forward to seeing what you come up with.
For those who take on the toughest hazards, mastery now comes with additional rewards.
Mastery milestones grant rewards based on mastery points earned. Higher hazard levels yield more points, meaning greater rewards for players who push themselves further.
This system is aimed at the greybeards who want their skill and persistence to be recognized.
With the upcoming new weapons and effects added to the pool from the DLC, we wanted to expand the available synergies and give all players more options and variation in their builds. That’s why we’ve added some new tags like \, so you can make a build that specializes in damage done with area-of-effect weapons that leave ground zone damaging effects.
We have also added new overclocks to match the tags, so if you pick a Sidearm overclock you can also get an Ultimate Sidearm Unbalance overclock. If you pick the sidearm overclock on multiple weapons, you can start getting upgrade cards to match that synergy.
Some tags already existed, like Spray and Precise, but were never used, so now you can pick upgrade cards for those as well!
For a full list of tag additions and changes, check out the patch notes on launch day.
This update includes major technical upgrades:
Upgrade to Unity 6
KD-tree based physics improvements
XP cube performance optimizations
VFX system improvements
Memory leak fixes and general stability improvements
This free update arrives alongside the Heavy Duty expansion on April 30th. Not long to go now! If you haven’t already, make sure to wishlist Heavy Duty so you get notified when it releases.
Rock and Stone
It’s time to unveil the third and final pillar of our upcoming Heavy Duty Expansion. You’ve already met the destructive force of the Demolisher class and dug into the chaos of the Egg Hunt mission. Now, we’re taking you somewhere colder and far more unpredictable.
Welcome to Glacial Strata.
With Glacial Strata, our focus shifted toward speed and explosive interactions. This is a biome where the environment is a hazard AND a tool. Movement is faster, encounters are more dynamic, and clever use of your surroundings can turn the tide of a swarm in seconds.
This isn’t about slowing you down. It’s about letting you lean into the chaos.
Glacial Strata introduces a range of mechanics that change how you move, fight, and mine:
Smooth Ice Large frozen surfaces boost your movement speed, but at a cost. Reduced control makes sharp turns difficult, forcing you to think ahead. Perfect for escaping a swarm… if you can handle the slide.
Icicles Fragile crystals litter the terrain. Shatter them, and you’ll trigger a cascade of falling icicles from above. These can damage anything beneath, dwarves and glyphids alike. Use them wisely.
Cryo Exploders The local glyphids have adapted. Some now detonate with freezing blasts instead of fiery ones - use the explosions wisely and you can slow your enemies. The environment isn’t the only thing working against you.
Let’s Break The Ice Not all terrain is equal. Varying densities of ice and rock create a more dynamic mining experience, forcing you to adapt your approach as you carve your way forward.
With Glacial Strata entering the biome pool, main missions now offer greater variety in biome goals without increasing the number required for progression.
That means more options when choosing your progression path and the freedom to skip challenges you might be stuck on to chase ones more appropriate. Your route through Hoxxes just got a lot more personal.
Glacial Strata is dangerous, but it rewards players who learn to use it. Slide through swarms, trigger environmental traps, and turn the biome itself into a weapon.
This is the final piece of the Heavy Duty Expansion puzzle, but next week, we will reveal what’s coming in the FREE update that launches along with the DLC. What could it be? The possibilities are endless.
Wishlist Heavy Duty here:
Rock and Stone!
We (Funday Games) just announced a new game in the Northgard franchise: Northgard Battlegrounds. This is a city-building auto-battler set in the Viking world of Northgard, where every building you place shapes your clan’s fate. Develop your village, claim the Gods’ blessings, and send your warband to battle against rival players! Every move counts; only one clan will stand.
Northgard Battlegrounds is made by a different development team at Funday Games. We keep them separate - if they touch each other, they spontaneously combust.
Wishlist and sign up for the Steam Playtest here:
We’re cracking open something new for the upcoming Heavy Duty Expansion in Deep Rock Galactic: Survivor. Say hello to the Egg Hunt mission!
Veterans of Deep Rock Galactic might recognize the name… but don’t get too comfortable. This isn’t your standard bug egg scramble.
In the first stages of a dive, you’ll be gathering alien eggs scattered across the caves of Hoxxes, but instead of hauling them yourself, Bosco will help you carry them to the cargo pod. Your job? Stay alive and keep the operation running.
Once the quota is met, you’ll get a short grace period. Think fast: Do you push your luck and collect extra eggs for bonus rewards, or play it safe and prepare for what’s coming next?
On the final stage of a dive, once you deliver the last egg, you’ll trigger something ancient and vile: The Brood Nexus.
As the last egg hits the pod, a Brood Nexus erupts directly on top of it, locking down your exit.
This stationary boss fight evolves through multiple phases. The Brood Nexus continuously spawns waves of enemies, and at critical health thresholds, it grows Nexus Sprouts. These must be destroyed before you can deal damage to the main body again. No running. No escaping. Just you, your build, and a cave full of angry bugs.
Unlike the classic Egg Hunt in Deep Rock Galactic, which flows from point A → B → C, the DRG:S version introduces a star-shaped pattern. Eggs are collected and delivered back to a central cargo pod, so you’ll constantly branch outward and return. This means positioning and route planning become extra important.
Sharpen your pickaxes, stock up on firepower, and maybe… just maybe… don’t get too greedy during that grace period.
With the Demolisher Class, that’s two out of the three major features of our upcoming DLC revealed. The Heavy Duty Expansion launches on April 30th. Wishlist now!
Rock and Stone!
The mines are about to get a whole lot louder.
Introducing the Heavy Duty expansion for Deep Rock Galactic: Survivor. For the first time in the history of Deep Rock Galactic, we’re adding an entirely new playable class:
Built for destruction. Engineered for overkill.
This new powerhouse class operates a fully weaponized industrial vehicle known as the Rock Dozer, turning the battlefield into a demolition site. Crush the swarms beneath your wheels, leaving a trail of devastation.
If the other dwarves fight the bugs…the Demolisher plows them down.
Customize your destruction with three specialized Class Mods:
Contractor – Efficiency, structural superiority, and industrial-grade firepower. The base class mod starts you with the new fire weapon: Dragonstorm Incinerator.
Gridrunner – Speed, mobility, and high-voltage battlefield dominance. The Gridrunner starts with increased potency and the new Twincoil Arcburster electrical weapon.
Operator – Tactical control and precision deployment. The Operator has increased %lifetime and thus starts with the new kinetic-type Slither Drones. He has access to all drones!
Each mod transforms how you pilot the Rock Dozer and how you build your arsenal.Visuals are not final
The Demolisher arrives fully loaded with an arsenal unlike anything seen before:
Springloaded Ripper – High-velocity spinning saw blades that chew through anything in front of you.
Carrier Drone – A drone that deploys additional drones. Because more drones are always better.
Dragonstorm Incinerator – A reverse-directional flamethrower that leaves a blazing trail of destruction behind you.
Twincoil Arc Burster – Rapid-fire lightning projectiles that chain devastation across the swarm.
Kaisong Scissor Ray – Sideways kinetic beams sweeping back and forth in lethal arcs.
Proximity Mine – Toss them and let the swarm trigger their own demise.
Toxic Sludge Spreader – Side-firing acid streams that corrode everything they touch and leave behind a toxic zone.
Slither Drones – Kinetic damage drones that follow in a serpentine formation, striking like a mechanical viper.
E1M1 Caustic Scattergun – A brutal acid-spraying scatter weapon.
Chimera Fragcannon – A dual-specialization weapon with branching upgrade paths for explosive customization.
Voltaic Field Generator – Electrifies the ground behind you, leaving a persistent lightning hazard in your wake.
These weapons are also available on other classes for owners of the Heavy Duty Expansion.
The Heavy Duty Expansion also includes two major, unannounced features that will be revealed at a later date.
The Heavy Duty Expansion is a paid DLC launching April 30th, 2026. It will launch alongside a large free game update introducing a major, much-requested game mode.
Though the going was tough, one athlete rose to the top Through the grueling gauntlets, one dwarf managed to not only survive, but thrive and bring home that most coveted trophy, the ultimate prize, the Ultimate Challenge Invitational belt.
Farham, the returning champion, took home another victory! Although he was competing against Ohrye, a veteran with more than a thousand dives under his belt, Farham managed to make it all the way and even gather the Ommoran Heartstone for Management to secure the ultimate victory with 117,893 Employee score. An employee of the month, if ever there was one!
Can you beat the contestants? Can you complete every dive and prove the developers wrong? Go to your Steam Library, and find Deep Rock Galactic: Survivor. Right-click it, select Properties and then go to Game Versions & Betas, and select drg:s_uci_2026 from the list to play the Ultimate Challenge Invitationals build for 2026
This will let your game connect to the pocket dimension where everything is unlocked and the mutators and gear is set, so you can compete on the level of the immortalized athletes of the Ultimate Challenge Invitationals
To return to you regular saves, choose Default Public version in the same list Your regular saves are safe, while playing the UCI build
You can watch/rewatch it to your heart's content here:
In honor of all who took part in this feast for the senses and raucous celebration of everything #dwarf
Thank you
Shoutout to Arctic White for the amazing challenge art work Join us on discord to participate in the weekly challenges set by the community
Rock and Ultimate Stone!
Happy holidays from all of us at Funday Games. Thank you for all your support this year - you're the reason we do what we do. We look forward to showing you what we have cooking for Deep Rock Galactic: Survivor in 2026.
Consider voting for us in the Steam Awards in the "Best Game on Steam Deck" category.
V
Mid-game saving is here! The game will now autosave when you enter the shop. If you need to end the game before finishing a run, it will resume at the beginning of your last shop visit.
Optimized bullet trail rendering. This reduces the CPU load in bullet-heavy scenarios
We introduced additional levels to some of the upgrades in the upgrade menu, depicted with an extra ring in the screenshot below
We rearranged some of the upgrades in the upgrade menu
Smart equip just became a whole lot smarter (rarity now counts for 15 gear levels and upgrades count for 5)
Fixed an issue where the upgrade UI got stuck on screen if multiple overlays appeared almost simultaneously
Fixed an issue where the "complete a stage while activating B0b-33 no more than 2 times" mission goal was not completing.
Fixed an issue where the alien threat level milestone was not triggering correctly.
Fixed an issue where the ‘elite on spawned’ quirk was not working properly.
Fixed an issue with beam count gear not interacting with beam count upgrades
QoL: Added rich deposits communication to biome selection
QoL: Added stat deltas when comparing gear on the gear screen
QoL: Added new character portraits that match class mod and DLC skins on the end screen and in class mod masteries
QoL: Added a tooltip to smart equip
Huge changes in drop chance and rarity
Gear drop chance increased by ~40%
Gear inventory limit increased from 102 to 150
Chances to find higher rarity gear increase massively (now it caps out at ~15% chance to find legendary gear, where it was ~4-5% before)
Gear balance:
Hex Keychain
Legendary quirk buffed: The drop pod waits for an additional 15 sec (was 10 sec)
Quirk buffed: + beam count for 90 sec when leaving the drop pod (was 45)
Quirk buffed: + drone count for 75 sec when leaving the drop pod (was 45)
Quirk buffed: + turret count for 75 sec when leaving the drop pod (was 45)
Hunters Harness
Legendary quirk buffed: 10% chance to spawn a Golden Lootbug (was 5%)
Quirk buffed: Heal on Elite killed (10, 15, 15 --> 12, 15, 18)
Treasure Tracker
Legendary quirk buffed: +50 Max HP when a Huuli Hoarder is killed (was 42)
Company Breastplate
Legendary quirk buffed: + 12.5% Armor (was 10%)
Quirk buffed: +15, +20, +25 --> +20, +25, +30 Max HP for every weapon above level 9 (level requirement was 12)
Quirk buffed: +2.5%, +5%, +7.5% -> +5%, +7.5%, +10% Max HP
Miners Flash Belt:
Quirk buffed: +5%, +7.5%, +10% → +10%, +15%, +20% movement speed for 10 sec when a loot bug is killed
Custom Grip
Legendary quirk buffed: + 12.5% Armor (was 10%)
Reinforced Plating
Legendary quirk buffed: +20 Life Regen for 90 sec when leaving the drop pod (was 45 sec)
Trusty Canteen
Legendary quirk buffed: +15% reload speed for 15 seconds when a loot bug is killed (was 12% reload speed and 12 seconds). Max stacks also buffed: 1 → 3
Sturdy Hammer
Quirk buffed: + mining speed for 25 sec when leaving the drop pod (was 15)
Quirk buffed: + damage for every weapon above level 9 (level requirement was 12)
Legendary Quirk buffed: +15% damage for 15 seconds when a loot bug is killed (was 10%)
Weighted Thumb Scale
Legendary quirk buffed: Gain 10% gold interest when entering the drop pod (was 5%)
Nitra Aid Blender
Legendary quirk buffed: Gain 10% nitra interest when entering the drop pod (was 5%)
Huuli Hide Vest
Quirk buffed: Heal on supply pod landing (10, 15, 20 -> 15, 20, 25)
Dwarf Tape
Quirk buffed: +5, +8, +10 → +6, +9, +12 armor for every weapon above level 9 (level requirement was 12)
Boom Blend
Quirk buffed: + explosive radius for every weapon below level 9 (level requirement was 6)
Reinforced Plating
Quirk buffed: +armor for 90 sec when leaving the drop pod (was 40)
Tactical Foregrip
Quirk buffed: +damage for 90 sec when leaving the drop pod (was 45)
Overclock balance
OC Explosive Reload:
+25% reload speed
OC Big Game Hunter:
+10 → +20% Crit Chance
+10 → +20 Crit Damage
OC Knuckle Grip:
-40% → -25% Reload Speed
OC Stun Sweeper Disposable Tech:
Explosion damage modifier 200% → 250%
Explosion size 5 → 6
OC Siesmic Repulsor Extra Capacity:
+15% damage
OC LMG Turret Extra Capacity:
+10% damage
UOC LMG Turret Extra Capacity:
+10% damage
+3 → +4 Turret counts
OC Krakatoa Extra Capacity:
+10% Weapon Range
UOC Krakatoa Extra Capacity:
+10% Weapon Range
OC Mini Pellets:
Removed the 10% damage modifier
OC Bigger Tanks:
+10% Weapon range
OC Subata and Zhukov Bigger Mag:
Removed -10% reload speed
+50% Piercing
OC Subata Akimbo:
+15% → +25% Fire Rate
+15% → +25% Potency
OC Focused Lens:
+100% damage
OC Impact Punch:
+45% → +60% Damage
OC Warthog Plasma Coating:
-15% Fire Rate
OC Warthog Battery Bullets:
+10% damage
OC Akimbo removed from PGL
OC EM discharge:
400% damage modifier added
UOC PGL Bigger Mags
Added: +100% Clip size, +100% Fire rate
UOC Hallucinogenic:
+25% Reload speed
+25 Explosive radius
Weapon balance
M1000:
Base potency 56 → 80
Bulldog:
Base Potency 24 → 40
Stun Sweeper:
Base Potency 20 → 24
Lead Storm Minigun:
Added 0.1 knockback power
Base damage 20 → 25
Hi-Volt Thunderbird:
Drone count 2 → 3
Base damage 24 → 26
Deepcore PGL:
Base Fire Rate 0,4/s → 0,8/s
Base Damage 135 → 140
Base explosive radius 3 → 3,2
CRSPR Flamethrower:
Base Damage 32 - 40
High Explosive Grenade:
Added mining damage to the base grenade
Base Damage 175 → 190
Stubby Voltaic SMG:
Base Damage 30 → 35
Base potency 14 → 16
We’ve got something exciting in the works for you! In this Development Log, we want to tell you about a much-requested feature the team is working on: Mid-run saving.
So how does it work? When you quit the game, your progress will now start at the last shop you visited. That means no more losing a great run because your pet lootbug tripped over the power cable.
This feature is also related to the much-anticipated Endless Mode (yes, still coming). Runs in this mode can take a lot longer, and your decisions will carry even more weight, so being able to safely pause or recover after a crash on a late stage will make the experience smoother and far less frustrating.
It’s a feature that’s pretty seamless but has a big impact, and we can’t wait for you to try it out and tell us what you think. We’ll make sure to keep you posted on when you can expect this feature to drop in the future.
Mobile Launch!
In other exciting news, we are thrilled to announce that Deep Rock Galactic: Survivor is now available on mobile. Play it right now on both iOS and Android! Try the game for free, and if you like it, you can unlock the full version with one purchase.
iOS link: https://apps.apple.com/us/app/deep-rock-galactic-survivor/id6742194903
Android link: https://play.google.com/store/apps/details?id=com.ghostshippublishing.deeprockgalacticsurvivor&hl=en
Achievement “Unreasonable uptime”: Fixed an issue where the achievement still required 60 seconds, even though it should be 30 seconds.
Achievement “Undercooked”: Fixed an issue where you didn’t get the achievement if you salvaged the Overclock.
Mission Goals: Fixed an issue where you had to complete 2 stages instead of just 1 while activating B0b-33 no more than 2 times. Also B0b-33 now only activates if there is fuel.
Improved the design of achievements where you have to equip 6 pieces of gear of the same rarity. It now also counts higher rarity gear.
Elimination gate 2 nerfed: Mandatory Pep Talk now gives +10% XP gain and +100 Max HP, Omega Mini Exploders mutator is changed to Serrated Claws II
Voltaic Stun Sweeper buffed: Base damage 48 → 55, Potency 20 → 22
Breach Cutter: Now has the \ tag
Management is thrilled to announce that Deep Rock Galactic: Survivor has been nominated for Best Indie Game at the Golden Joystick Awards!
We’re proud to see how far the game has come, and it’s all thanks to your continuous support.
Cast your vote before October 31st and help us bring home the trophy. 🏆
ROCK AND STONE!
As promised, we have just released an update addressing a ton of issues and bug reports we have received since the 1.0 launch. Thank you so much for your feedback, and please keep it coming!
New Gate Missions Gate missions are now locked to specific biomes and come with nasty outbreak mutators. To boost morale, each dwarf will be given a mandatory pep talk and a shiny artifact to lug into the dive. Do the company proud!
VFX Slider Explosions look awesome. Too awesome, in some circumstances. To address this, we've added a VFX slider that lets you tone down explosions (and other effects), making it easier to see glyphids on the map.
Anomaly Dives Management has approved B0b-33 for missions in Vanilla, Bloody Learner, Hardcore, and Company Man anomalies. Additionally, Elimination can now once again be played in the vanilla anomaly dive.
LOK-1 and "Hurricane" Guided Rocket System no longer target untargetable enemies
Breach Cutter scales correctly with Lifetime
Fixed an issue where explosive plants would not deal damage in the first stage
Fixed an issue that made enemies ignore lava
Fixed an issue with players being stuck on the loading screen
Fixed an issue where you could continue to buy the same thing in the shop multiple times
Fixed an issue that prevented masteries from unlocking correctly
Fixed an issue where completed masteries didn’t count class mod masteries correctly
Fixed an issue where gear could have a 0% stat mod shown
Fixed an issue where the “Complete a stage with alien threat level less than 1” mission goal was not acting properly
Fixed an issue where “unreasonable uptime” unlocked instantly when disposable tech Overclock was picked on a drone
Fixed an issue where the wrong biome name was displayed on a biome mastery reward
Fixed an issue with the “You’re locked in here with me” achievement
Fixed an issue with the “Karl is that you?” achievement
Fixed an issue with the “I ain’t buying it” achievement
Fixed an issue with the “Now where did I put my keys” achievement
Fixed an issue where players could jump on top of the C4 pallets in the Escort mission
Fixed an issue where Experimental Plasma Charger Unstable Overclock Drippin Hot Balls would not appear when inspecting the weapon
Fixed an issue where Experimental Plasma Charger Unstable Overclock Drippin Hot Balls VFX would lag behind the hot ball
Fixed an issue with looping audio on Bosco Weapons
Fixed an issue with looping audio on Firefly Drones and K-1 Viper Drones
Fixed an issue with looping audio from Overclock Disposable Tech
Fixed an issue with looping audio from the Ommoran Beamers
You can now hide completed milestones
Optimized damage numbers
Improved gear screen layout
Improved meta shop layout
Clearer end screen communication
Clearer mastery bonus communication
Stronger call to action to enter gear screen in the play flow
Gear no longer drops in the last 10 seconds of the stage
Gear no longer drops off the map
Lowered the chance to get similar gear drops in a row
Vanguard Contracts now reward Epic gear on first win
Lethal Operations now reward Legendary gear on first win
Mission goals
Elimination: Sector 1 Hollow Bough: Mine 500 regenerating vines → 250 regenerating vines
Elimination: Sector 1 Salt Pit: Mine 2000 Rocks → Mine 1000 Rocks
Weapons
Plasma Burster:
Base damage 70 → 75
Cryo Grenade:
Base damage 90 → 100
Arc-Tek Cryo Guard:
Base damage 80 → 90
Drone count 3 → 4
Weapon range 6 → 4
Hi-Volt Thunderbird:
Base damage 20 → 24
Potency 12 → 14
Deepcore PGL:
Base damage 120 → 135
Fire rate 0,4/sec → 0,5/Sec
Lead Storm Minigun:
Base damage 18 → 20
Shard Diffractor:
Base damage 25 → 28
Breach Cutter:
Base damage 32 → 35
Weapon range upgrade removed from the upgrade pool
Experimental Plasma Charger:
Base damage 120 → 125
Bulldog:
Knockback is now the default and not an Overclock
High Explosive Grenade:
Base damage 160 → 175
Base explosion radius 3.5 → 3.8
Stubby:
Base damage 28 → 30
Potency 12 → 14
TH-0R Bug Taser:
Potency 20 → 22
CRSPR Flamethrower:
Base damage 28 → 32
Overclocks
Explosive Reload:
Explosion radius 6 → 7
Spliced Emitter:
Weapon range 50% → 75%
Damage 50% → 75%
Potency 50% → 75%
Impact Punch:
Damage 35% → 45%
Krakatoa Protocol:
Radius 3 → 3,5
Damage modifier 0,1 → 0,125
Thermal Oscillator (nerfed):
Slow potency modifier 50% → 40%
Personal Space Invaders:
Weapon range -65% → -50%
Ionized Plasma:
Potency Stack modifier 1 → 1,1
Overcharged Fuelcells:
Damage 150% → 175%,
Lifetime -50% → -40%
Artifacts
FRZ Shield Belt:
Cooldown timer 30 sec → 15 Sec
BRN Shield Belt:
Cooldown timer 30 sec → 15 Sec
Fixed an issue where controller input was too sensitive to long pressing, resulting in regular button push input registering as long presses, leading to player input feeling sluggish and unresponsive.
Fixed the wording of a number of achievements to match the intended requirements to unlock them (we are still investigating some other achievement issues for a future patch)
First off, a huge THANK YOU for the warm reception, reactions, and feedback to the 1.0 launch of Deep Rock Galactic: Survivor! Your support means the world to us, and we’ve been reading and discussing everything you’ve shared. Keep it coming! It helps us make the game even better, because we’re not done yet.
We’ve got a hotfix lined up for this week (hopefully tomorrow). This update fixes an annoying controller input issue where a tap wouldn’t register if a button was held down too long. Thank you for reporting this!
Looking a bit further ahead, we’re preparing another patch targeted for the end of next week (assuming all goes as planned). This patch will include:
New Gate design. We are aiming to make it feel more like a proper gate that you will have to overcome to progress
Escort anomalies (Bloody Learner, Vanilla, Hardcore, and Company Man)
Small balance pass
Smaller QoL fixes
Achievement bug fixes
Unlock bug fixes
Various smaller bug fixes
And we’re just getting started. A major focus for us now is optimizing the game and laying the groundwork for the next big content update. We’ll share more details once we’re closer, but rest assured: we see 1.0 as the foundation to build on, not the end.
We’re thrilled to announce that Deep Rock Galactic: Survivor is coming to both Android and iOS later this year. The mobile version is being ported by our partners at Piktiv, which lets the Funday team stay focused on making new content while ensuring Survivor gets a proper mobile edition.
The mobile release will use a “try before you buy” model:
Play the Elimination mission as Scout in Crystalline Caverns on Hazard 1, completely free.
Upgrade with a one-time purchase to unlock the full game. Same gameplay and content as on PC.
No ads. No gimmicks. Just mining, shooting, and surviving.
Portrait AND Landscape mode!
You can already pre-register today (like wishlisting on mobile) to be notified when we go live.
Edit: There's currently an issue with accessing the Apple App Store page in some European countries. We're working hard to get it fixed.
Rock and Stone!
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’s finally the week of Deep Rock Galactic: Survivor 1.0, so we wanted to check in with you and let you know the exact timing of the launch. Here at the Funday studio, we’ll be pressing the big red “LAUNCH” button on Wednesday, September 17th, 2025, at exactly:
1 PM // 13.00 CEST
Then we’ll kick back, grab a drink, watch someone on Twitch stream the game, and hope that the server gods treat us kinder than when we launched into Early Access. 🐟
Have you ever wondered what the Scout, Driller, Gunner, and Engineer get up to in their free time? Well, wonder no more:
The After Hours DLC skin pack is available September 17 for $4.99 / €4.99
To celebrate the launch of DRG:S, we’ve opened up a little giveaway using Gleam. Enter, and you might be the lucky winner of a Steam code for the After Hours DLC, the Supporter Pack DLC, or the grand prize of an extremely limited edition, custom-made, and numbered physical edition of Deep Rock Galactic: Survivor.
Enter HERE -------->>>>>> https://gleam.io/h7hLw/deep-rock-galactic-survivor-goes-10
We’re getting closer and closer to the 1.0 release of Deep Rock Galactic: Survivor. A short while ago, we announced that the game would be available on Xbox as well. In the Xbox reveal trailer, some of you might have caught a glimpse of a big new feature coming on September 17th. If you want to go into the update spoiler-free, you should probably skip this Steam Post, because it’s time to talk about the new main mission: Escort Duty
Man’s best friend might be a dog, but a dwarf’s best friend has always been a machine. It’s time to meet your new pup: B0b-33 the Drilldozer. Decked to the gills with triangular tracked treads and a massive reinforced bucket wheel, this machine is nearly unstoppable. It will plow through rocks, bugs, and minerals until it reaches its goal. Your job is to protect it until it gets there, and keep it topped up because B0b-33 is a thirsty boy. When he runs out of juice, he’ll grind to a halt until you find some Oil Shale to mine and deposit into its thirsty ol’ gullet.
In the first stages of the dive, yours and B0b-33’s goal is to get to the drop zone because an excavator is way too big to fit on a drop pod. Arm the four charges surrounding the drop zone, and stand back and watch as yet another problem is solved with massive explosives. Once B0b-33’s safe travel has been ensured, get to the drop pod and go to the next stage. The real treasure lies deep within Hoxxes.
The grand prize at the end of the dive is the coveted Ommoran Heartstone. It is, in fact, the whole reason management has been kind enough to send you a B0b-33 unit in the first place, as the outer shell of the heartstone is much too big and sturdy for a pickaxe. In the final stage, you escort the drilldozer to the Heartstone, keeping it oiled up, but the job doesn’t end there. The outer shell is not the only defense mechanism of the Ommortan Heartstone; it also sprouts Beamers that shoot lasers, overheating poor B0b-33, and disrupting the excavation process until you get rid of them by slamming them with your pickaxe.
Once the Heartstone is finally extracted, collect it and get on the drop pod - your work is done for now.
Escort Duty forces you to learn a lot of new behavior that was not needed in the elimination mission. You now have to work around a moving objective, forcing you to maneuver the swarm in different ways. You can use B0b-33 both defensively to hide behind and offensively to mow down hordes of bugs, and utilizing that fully can be the key to progressing through harder hazard levels. And finally, protecting B0b-33 at the end of a stage and running objectives around a static drilldozer lends more weight to crowd control and less weight to making a build that can blast a boss down quickly.
In Escort Duty, you control the tempo. The stage timer only advances when B0b-33 does, and he only moves while you’re inside his control circle. Not ready to face that swarm yet? Step out, halt the drilldozer, and catch your breath. But don’t get too comfortable: the threat counter starts ticking from the beginning of each stage, steadily powering up the swarm. Wait too long, and you’ll be buried under bugs that are far nastier than when you began.
We have had a blast designing this new mission for you. Deep Rock Galactic: Survivor 1.0 is right around the corner, and we simply can’t wait to get it in your hands. Until next time, miners!
Rock and Stone
The Funday Dwarves
PS. While you’re here, check out some of our newest bundles with some great friends of DRG:S.
Jotunnslayer: Hordes of Hel launched into 1.0 yesterday with a massive update, and Guntouchables is online co-op doomsday roguelite for 1-4 players where you play as a gun-toting group of 'preppers' trying to reclaim the world from an ever-evolving horde of mutants.
Hello miners,
Our journey to 1.0 continues, and along with it, our sneak peek series. This week, we’re showcasing the last, but definitely not least, handsome dwarf: the Driller. We’ll be revealing his upcoming class mods visuals: Foreman, Interrogator, and Strong Armed.
Each skin is designed to visually show the unique strengths of your role, be it brushing off damage, unleashing elemental mayhem, or landing critical hits for glory and riches. Just like the rest of the skins, these visual upgrades unlock automatically when you acquire the class.
Foreman, all business, no time to waste. Armed with the classic double-hand drillers, this powerhouse tears through minerals like butter. Safety goggles are a must when you’re plowing through rock and swarms of bugs, Bleah! - nobody wants that nasty bug stuff in the eyes. And of course, every miner needs a sturdy light + headgear combo to keep the old noggin pointed in the right way. Strong. Sturdy. Reliable. That’s the Foreman.
Sporting the latest in tank fashion, giving him access to extra elemental spices, we have the Interrogator. Long hours in fumes and smoke aren’t great for your health, so Management supplied this employee with a high-quality gas mask. Perfect for protection and doubles as a convenient source of nightmare fuel for the bugs. Completing the look is a sleek firefighter-inspired helmet, with just enough of a sharp point for those who like to dive headfirst into action.
A modern day workframe, this armor has been reinforced with a high-quality rig system built to handle any unforeseen hazards or accidents (management won’t cover dwarves who get into trouble due to their greed). The added durability means more time to equip and use throwables. And how does he throw with drills in his hands, you ask? We all know the answer to that (yes, we’ve seen the memes)
We are excited to announce that Deep Rock Galactic: Survivor will be available to play on Xbox and Game Pass at launch on September 17th!
The wait is almost over, miners! Stay strong, and Rock & Stone!
The Funday Dwarves
Hello Miners,
When Deep Rock Galactic: Survivor goes into 1.0 on September 17th, we are adding a big new feature we are calling “Gear”. Occasionally, during your missions on Hoxxes, a piece of gear will drop, and picking it up adds it to your gear menu. There is a guaranteed gear drop when you kill a boss, and a smaller chance to get a piece by killing glyphids in regular combat. Between missions, you can access the gear menu where you can change loadouts.
This Heavy Gunner has yet to equip any gear - perhaps he’s ‘gunning’ for a new achievement?
All gear comes with stats, which are passive bonuses you are used to from meta upgrades. There are six different types of gear, each serving a different purpose:
Armor gives defensive stats such as max HP or health regeneration.
Weapon Mods have weapon stats like fire rate and critical chance.
Canisters change weapons with stats like explosion radius and potency.
Gadgets have stats for collecting and mining, like pickup radius and mining speed.
Tools primarily change reload speed and the range of weapons.
And finally, Chips, which is stats and quirks for everyone’s favorite sidekick: Bosco.
That being said, it is not uncommon to find gear with stats that cross into other categories, like a Gadget with armor or a Tool with max HP. Some gear also comes with what we call ‘quirks’. These are the sometimes, build-altering, unique effects of a gear piece. It could be something like the Strange Mixture epic canister that gives you more potency for every meta resource you collect in a run. Or the legendary Flathead Screwdriver that makes the drop pod wait for an additional 12 seconds. We want to highlight the Chips in particular, as these add a lot of cool abilities to Bosco. Some Chips add a new weapon to Bosco that has \, making sure it scales with your own build. Some excellent utility quirks on Chips can even make Bosco pick up XP or mine for you.
Strange Mixture smells like coins and Monster Energy
As you no doubt have noticed, gear comes in different rarities: Uncommon, Rare, Epic, and Legendary. The rarer the item, the more stats it will have - legendary items can even have two quirks on them.
Gear also drops at a certain level, which decides how powerful the stats are. The minimum level of all gear drops can be permanently upgraded by completing milestones. Once you have completed your first Hazard 2 run, all gear drops will be level 11 at minimum, but you might also have reached player rank 4, unlocking another +1 minimum gear level from a milestone completion.
Pictured: A fresh save, which is something every dwarf should do, as opposed to a fresh shave, which is to be avoided at all costs.
Items can be enhanced further in the Gear Upgrade menu. If you’ve fallen helplessly in love with a particular piece of gear (I’m looking at you, Hunters Harness that gives 200% pickup radius for two seconds when an elite is killed), you can upgrade it using your hard-earned credits and minerals. Higher-level and higher rarity items cost more to upgrade, and every piece of gear can be upgraded three times.
You thought catching them was hard? Try skinning them!
Now, you might be looking at some of these items and think the stats look a little low. Two things to bear in mind: All screenshots above are level 1 items - items go all the way to level 99. And most importantly, gear stats add up with other meta upgrades and are then multiplied by the build upgrades you select during a run. We do not doubt that some items and builds can scale into the game-breakingly ridiculous.
The addition of gear to Deep Rock Galactic: Survivor is the solution to a whole lot of dreams we have had for the game for a long time. It makes milestones more meaningful, it makes crafting materials continue to serve a purpose, and it makes Bosco have a bigger impact on gameplay. We can’t wait for you to try it out.
It won’t be long until the team takes a much-needed summer break, but we will be back in August to finish up the big 1.0 update. We still have some very exciting, upcoming features to share with you all. Until then,
Rock and Stone!
The Funday Dwarves
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Deep Rock Galactic: Survivor, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Deep Rock Galactic: Survivor statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.