
Deep Rock Galactic
Hello Miner, and congratulations on joining DEEP ROCK GALACTIC !
Listed on May 13th, 2020
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Hello Miner, and congratulations on joining DEEP ROCK GALACTIC ! It’s the beginning of a bright new career for you.
Deep Rock Galactic is a 1-4 player co-op FPS featuring dwarven space miners, procedurally-generated destructible environments, and endless hordes of alien monsters. Explore cave systems, mine for minerals, and work together to survive!
Listed on slopranks May 13th, 2020

Hello Miner, and congratulations on joining DEEP ROCK GALACTIC ! It’s the beginning of a bright new career for you.
Deep Rock Galactic is a 1-4 player co-op FPS featuring dwarven space miners, procedurally-generated destructible environments, and endless hordes of alien monsters. Explore cave systems, mine for minerals, and work together to survive!
Listed on slopranks May 13th, 2020
The original listing. Nothing has been posted for this game since.

Hello Miner, and congratulations on joining DEEP ROCK GALACTIC !
Listed on May 13th, 2020
The developer's own words about Deep Rock Galactic — the one part of this page that is not derived from the catalog.
No pitch from the developer yet
Everything above is derived from the catalog and the storefront. If you made Deep Rock Galactic, this is where you get to say what it is in your own words.
Based on 26 reviews
Inert in this prototype — nothing you write would be stored.
This is the highest-rated game in the catalogue and the reviews explain why in the same terms every time: four distinct classes that genuinely need each other, caves that are fully destructible, and a developer relationship reviewers describe as unusually honest. Reviewers say it respects your time in a way the rest of the category does not. The only recurring criticisms are the price when multiplied across a group and a mission structure that is more committing than a casual weeknight sometimes wants.
Summarized for this prototype from the sample reviews below.
1 review
The classes are the best argument for role design in co-op I can point at. Nobody is optional, and the moment a driller cuts a shortcut that saves the whole team five minutes is a small collaborative masterpiece that happens several times a mission. The caves being fully diggable means no two routes are the same even on a repeated map.
Thirty dollars each is a serious ask for a group, and it is the single reason two of our friends still play the cheaper stuff instead. Missions are also long enough that a casual hour does not really fit, which makes it hard to slot into a weeknight.
Everything else in our rotation is a joke generator. This is an actual game that also happens to be funny, and it is the only one where getting better together feels like the point.
Every review on this page is sample content written for this prototype. No real players were surveyed and the handles are invented. Helpful and Report record nothing; Share is real and links straight to the review.
The original listing. Nothing has been posted for this game since.

Hello Miner, and congratulations on joining DEEP ROCK GALACTIC !
Listed on May 13th, 2020
The developer's own words about Deep Rock Galactic — the one part of this page that is not derived from the catalog.
No pitch from the developer yet
Everything above is derived from the catalog and the storefront. If you made Deep Rock Galactic, this is where you get to say what it is in your own words.
Based on 26 reviews
Inert in this prototype — nothing you write would be stored.
This is the highest-rated game in the catalogue and the reviews explain why in the same terms every time: four distinct classes that genuinely need each other, caves that are fully destructible, and a developer relationship reviewers describe as unusually honest. Reviewers say it respects your time in a way the rest of the category does not. The only recurring criticisms are the price when multiplied across a group and a mission structure that is more committing than a casual weeknight sometimes wants.
Summarized for this prototype from the sample reviews below.
1 review
The classes are the best argument for role design in co-op I can point at. Nobody is optional, and the moment a driller cuts a shortcut that saves the whole team five minutes is a small collaborative masterpiece that happens several times a mission. The caves being fully diggable means no two routes are the same even on a repeated map.
Thirty dollars each is a serious ask for a group, and it is the single reason two of our friends still play the cheaper stuff instead. Missions are also long enough that a casual hour does not really fit, which makes it hard to slot into a weeknight.
Everything else in our rotation is a joke generator. This is an actual game that also happens to be funny, and it is the only one where getting better together feels like the point.
Every review on this page is sample content written for this prototype. No real players were surveyed and the handles are invented. Helpful and Report record nothing; Share is real and links straight to the review.
1 review
It is the only one of these games where our worst player has never felt like a burden, because the gunner holding a corridor is doing a job that does not require precision. Randoms are also unusually decent, which means a night with three of us still works.
The upgrade and overclock systems are a lot to walk into, and a new player joining an experienced group spends the first few missions being handed loadouts rather than choosing them. The price is the other barrier and there is no way around it.
Compared with Lethal Company, this is structured where that is chaotic. If your group wants competence, come here; if they want to be a disaster, stay there.
1 review
It is the only one of these games where our worst player has never felt like a burden, because the gunner holding a corridor is doing a job that does not require precision. Randoms are also unusually decent, which means a night with three of us still works.
The upgrade and overclock systems are a lot to walk into, and a new player joining an experienced group spends the first few missions being handed loadouts rather than choosing them. The price is the other barrier and there is no way around it.
Compared with Lethal Company, this is structured where that is chaotic. If your group wants competence, come here; if they want to be a disaster, stay there.