Deep Rock Galactic

Deep Rock Galactic Dev Tracker




13 Dec


12 Dec

Comment

Originally posted by Trufflelord

Just bought the game 2 days ago and i'm not proud to admit I was this driller. Here's to getting better.

We were all this driller. Fresh and unspoiled.

Comment

Originally posted by SHOLTY

There it is. Validation from the devs!

My Christmas is complete.

Thank you for the great times I’ve had in this game!

ROCK n’ STONE!

Thank you! People usually have no idea how much things like this really matter to the developer team, especially a small one like ours. :D

Comment

Originally posted by running_toilet_bowl

I doubt it'll need anything else when the main purpose for this enemy is to break bunker strats. Good riddance if you ask me.

I can actually tell you, straight from the Ghost Ship Christmas Dinner, that it will make guest appearances all over Hoxxes, not exclusively (or guaranteed) in bunkers.

Comment

The solution is to sign in, on your console instead of your controller


10 Dec

Comment

We love it at the office!


09 Dec

Comment

Originally posted by speed_rabbit

Exciting! Sounds great.

The quality of life improvement I'd like the most is the ability to configure the HUD indicator color for marked enemies, escape pods, resupply pods etc to a much more visible color. I'd use neon green. Can't count the number of times I (and teammates, I know I'm not the only one here) have spun in circles repeatedly on PE's trying to spot the escape pod marker. Or a teammate's marker or "I'm over here!".

The white color really fades into the background during the play and makes it hard to see when actively looking for it, let alone notice independently.

Other changes I haven't thougjt of to make them easier to spot would also be welcome.

Noted, keep'em coming

Comment

Originally posted by OrjanSult

Update 27

Mid-december

Bro, what the f**k, update 26 dropped like barely 2 weeks ago. GSG are puttin in them hours, I swear.

It's dark in here in Denmark, so we don't much else to do!

(nah, we are not working overtime or anything, just being somewhat efficient I guess)

Comment

Originally posted by IriFlina

Is there any possibility of having more than that? 2 loadouts will probably just be dedicated to different weapons (first primary/second primary) leaving only the third to have builds built around specific overclocks

I guess so, but we'll start with this and see how it works out.
It's mostly a UI challenge.

Comment

Originally posted by In__Dreamz

All sounds great, I do hope it is 3 custom loadouts per class!
I hope optimisation is hidden in there, since the last few patches my frames are consistently lower than I would like.

Yes, 3 custom loadouts per class is the plan.

Hi Miners!
A few of you might have noticed that the Early Access info box on the Steam Store page got a stealth edit: We’ve changed the release for 1.0 from “during 2019” to “second quarter of 2020”.

Many of you might say that the game is already done and could be released any day. In some sense, you are right. With the big Endgame updates, we implemented the last piece of the plan towards a release, and now we just need to wrap things up. But years of experience tells us that “wrapping up” a game takes time, so we’ll allow ourselves a good, long runway for taking off instead of just rushing it out the door. So, we will ask for a bit of patience on your side while we finish it all up. And don’t worry - we’ll keep updating the game, just with a different focus.

Update 27 - December
Before we dive into the details of what wrapping up for 1.0 actually means, we have some juicy things for you in Update 27. This Update will be a mid-December relea... Read more
Post
    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/548430/announcements/detail/1724246478635230109]here[/url].