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#Deep Rock Galactic Survivor
augm3nt3d · 2 months
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i never seen this idea and i refuse to believe that no one ever came up with it
please add steeve to survivor i beg you
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My Deep Rock Galactic Survivor Demo review as of 05.10.23 :)
•Core Gameplay:
Definitely interesting to say the least.
The game description calls it a "reverse bullet hell" and it is not entirely wrong. In this game you cannot aim, hell, you can't even control WHEN you fire your gun or throw a grenade, if an enemy is near, a comically large bullet will come out of your crotch and propel itself towards the nearest Bug.
Your goal here is to go in, mine gold, nitra and other minerals, get XP and kill a "boss" type enemy
The whole deal of the game is "go in, loot, go further down, die and use the resources you got on general upgrades in the main menu" I have no problem with this, except for the fact that the minimap and bonus objectives only get unlocked after at worst two runs.
The resources do stay with you even when you fail tho.
As of the current Demo, the only character available is the scout, and despite being the quick and nimble one, the default move speed is way too slow, and only after around two speed upgrades it becomes bearable. I can't even imagine what classes like Driller or Gunner will feel like.
WEPONS
Scouts wepon selection is also far from brilliant, the current wepons are NOT powerfull enaugh to deal with the enemy crowds and they very obviously lack the AOE that is almost required for hordes at even Haz1, the only decent one due to its piercing is the m1000, and it has a slow fire rate whitch makes it unreliable, most wepons fall off hard by the second mission if you aren't collecting every piece of XP, whitch is hard enaugh because of
the ENEMIES
the game just keeps throwing enemies at you endlessly, and if you just happen to focus on mining or moving, they can pile up very quickly into clumps you straight up cannot kite around, whitch is basically a slow loss, as even when the objective turns to eliminating the big slasher, the enemies keep piling up, and past mission two, it's almost impossible to keep on top of the spawns and since they just keep coming, it's hard to collect the XP you have gotten from your kills.
The enemies at the moment seem to include:
Mactera spitters
Basic grunts
Grunts but red and looking like lobsters?
Glyphid Pretorians
Exploders
(probably some more that I have simply missed)
The enemy selection is good, and if I had to complain about the bugs themselves and not the way they spawn, I would say that the exploders detonate way too fast to escape unless you're already almost out of the range.
the GRAPHICS
the artstyle is visibly different, and it's jarring. My eyes are not ready to see medium poly scout, the bugs themselves look different, like they were squished almost, it's not a major issue in mission, since you don't often pay attention to the small glyphid details while running for your life, but it is visible.
As of the current Demo, there are no graphical options, so no comment can be made on those
final RATING
6/10
It's not a bad demo by any means, but it's far from good and there are definitely many things I would love to see changed in the final release later this year :3
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headdunk · 3 months
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artisticwolfprints · 9 days
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Time to Rock N Stone to the bone!
Join me as I play Deep Rock Galactic Survivor!
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backlogburner · 3 months
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Reflection - Deep Rock Galactic: Survivor
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Games franchising across genres is a bold endeavor. Deep Rock Galactic has become a staple of the non-millitary extraction/horde shooter genre, not only because of its gameplay merits but also due to superb style and presentation. One can easily imagine how Ghost Ship/Coffee Stain realized the possibility of leveraging the horde survival component of DRG for a spin-off in the fledgeling "Vampire Survivor" genre. While the leap from an FPS to an isometric auto-shooter is broad, the playerbase's admiration for the fictitious mining company might just be game's saving grace. And while I'm a DRG fan through and through for what I'd imagined was an equal measure appreciation for gameplay and presentation, having played 2 hours of Deep Rock Galactic: Survivor I realize one might win out over the other.
The essense of the DRG formula is perserved to great effect. The game is visually faithful to its forebearer, with many creative adaptations to better accomodate the new perspective. Terrain mining is a critical for obtaining currency and kiting hordes, justifying its presence beyond simply honoring DRG proper. Many of the archetypical enemy traits seen in the genre are creatively adapted from the familiar glyphids and macteras genera, and the intensity of a large horde encroaching is as intimidating as ever. And while I only ever unlocked the M1000 for the starting scout class, I imagine a good variety of the classic weapons are represented in unique ways. In other words, the game triumphs as a DRG spin-off. How does it measure up as a survivor-like?
Take away the engaging gunplay, environmental traversal, and all cooporative elements of DRG and you're left with a large gap to fill. Survivor-likes' biggest strength often lies in the buildcrafting, of all the ways various upgrade paths have drastic consequences for the way a run unfolds. DRG Survivor lacks interesting upgrades, and consecutive runs have very little individuality to them. Because of this, it's unable to suppliment the foundation for an engaging gameplay experience. The flavor of a run is primarily dictated by which 4 weapons you pick for your loadout, but any subsequent variance is exclusivly damage/fire rate/reload speed upgrades. I've yet to encounter any interplay, synergies or cascading consequences of any upgrade paths, and find each run ending with much of the visual flair it started with. That is to say, very little.
My survivor-like of choice is 20 Minutes Till Dawn, a game with its own flaws but enough visual flair to set a personal gold standard. Build variety may tend towards two archetypes but most the time, a new upgrade path means drastic changes to the way you interact with the horde. The realization of powerful, or potentially gamebreaking, synergies is the greatest reward the game can bestow. Even meta-progression has upgrades that cater towards certain build preferences. All this is abscent from DRG Survivors, and what is there feels like a shallow attempt at a viral genre without an appreciation for what makes it tick.
All this to say the presentation is not enough to endure the egregious grind for meta-progression perks before a run win is even feasible. What compels me to refund the game all together is the price point; many of the most popular survivor-likes come it at <5€, whereas DRG Survivors is set at about 11€. These games can usually afford a cheaper price point due to the simpler graphics and leveraging iterative gameplay over curated experiences. This model is apparently not compatible with a games who's strength lies in visual fidelity above technical intrigue. Which in other words is money I'd rather re-invest in a game that doesn't consider a straight 50% reload speed upgrade a "legendary perk".
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jaebird88 · 8 months
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Playing demos from the latest Next Fest, which include: Last Train Home, Sky: Children of the Light; and Deep Rock Galactic: Survivor.
twitch_live
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tonguethulhu · 12 days
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I.. I don't think it .. it was necessary to phrase it like.. that
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lordmortimor · 6 months
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cai-tan · 8 months
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Incoming Gaming Stream (Deep Rock Galactic: SURVIVOR DEMO)
YOU GUYS FORGOT TO TELL ME THEY DROPPED A DEMO FOR DRG SURVIVOR THIS WEEK HEY GUESS WHAT WE'RE PLAYING TODAY LET'S GO BULLET HEAVEN DWARVES
@ 7:30pm EDT / 5:30pm MDT
Twitch link
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44gamez · 3 months
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Deep Rock Galactic: Survivor review: An auto-shooter with a great twist
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I've spent the previous couple of days delving into the darkness of Deep Rock Galactic: Survivor, and have solely sometimes taken a break to come back up for air. That is yet one more tackle the bullet-hell survival formulation established by Vampire Survivors, utilizing the sci-fi setting of the unique Deep Rock Galactic. It’s a mix that works in addition to chocolate and peanut butter. I’ve spent hours fleeing from bugs and mining precious ore, and but each time I step away, I discover myself craving for the mines. Deep Rock Galactic: Survivor begins with solely one of many 4 dwarves from the unique sport accessible, the Scout. The Scout teaches the participant the fundamentals of the sport, utilizing his enhanced mobility to flee the bugs whereas whittling them down with regular automated arms hearth. Every spherical begins with a drop pod touchdown deep within the mines, and the dwarf emerges with a beginning weapon and a few aims: gather assets from across the map and draw out the elite boss by slaying wave after wave of an unstoppable alien swarm. The Scout begins with a easy assault rifle, however the longer I performed, the extra of an arsenal I unlocked. I gained XP from mining and killing bugs; each time I leveled up, I obtained a small improve like motion pace, hearth fee on my weapon, or extra injury. At sure milestones, I unlocked the choice for a brand new weapon — maybe a cryo grenade if I’m coping with swarms, or a high-powered sniper rifle to get rid of powerful targets. The weapons routinely hearth, however go down whereas they reload. I wanted to regulate my ammo, watch my positioning, and gather the entire goodies on the map with out being overwhelmed by monsters.
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Picture: Funday Video games/Ghost Ship Publishing Often, the Deep Rock Galactic company was form sufficient to offer me a provide drop. I needed to discover these beacons and clear the world round them, then look ahead to the drop itself to come back down. If I used to be profitable, I obtained an artifact — one thing like an ammo clip that offers me a a lot increased hearth fee at the price of assault pace, or the possibility to seek out gold in any rock I occur to mine. If I needed to abandon the provision beacon to save lots of my life, it smarted — and the remainder of the run was a lot more durable because of this. Throughout my first few rounds, I took the time to seek out my toes and didn’t fear an excessive amount of about advancing. This can be a sport the place you will die early and sometimes — and that’s simply a part of the enjoyable. Each time I died, I returned to the primary menu, the place I might unlock new everlasting upgrades with the assets I earned throughout my final match. The following time I went down, I used to be stronger, quicker, and wiser. I additionally finally earned the power to play as the opposite lessons: the Gunner, Engineer, and Driller. Whereas the primary few rounds of Deep Rock Galactic: Survivor felt a bit samey, the sport opened up as I unlocked and performed as new lessons. Each spherical, I had some new improve to check or a brand new instrument accessible within the random arsenal. The 4 lessons all play in another way as properly. Whereas the Scout is a nimble man who runs and weapons, the Gunner is way happier going through down the swarm and permitting his large minigun to tear by means of bugs like moist tissue paper; the Engineer drops turrets, creating zones of management; and the Driller is the most effective miner of the group by far.
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Picture: Funday Video games/Ghost Ship Publishing Mining was important, no matter class. Beneficial minerals had been wedged within the rock that I wanted for upgrades. Secondly, mining allowed me to create new paths that had been essential for survival. If I used to be wedged up in opposition to a rock, with each bug within the universe coming at me to munch my bones, I turned and noped out by tunneling by means of the stone. The trick is that mining will be gradual work, particularly when making an attempt to get particular assets. The perfect rounds of Deep Rock Galactic: Survivor are those the place I beat the percentages by intelligent use of mining to open up new paths, evading the swarm and feeling like a Large Mind Genius within the course of. I’ve not often hung out in Deep Rock Galactic itself, just because it’s not a sport on rotation for my pal group. However it’s enjoyable to get to strategy that world from one other angle, one that's extra fitted to solo play. There’s an quantity of brainless pleasure to the sport — all I've to fret about is pointing my dwarf in the fitting path, and he'll do the remainder. All of the whereas, I get the serotonin enhance of leveling up and getting neat new weapons. I remorse to report that as an alternative of mind, there's Deep Rock Galactic: Survivor. Deep Rock Galactic: Survivor was launched on Feb. 14 on Home windows PC. The sport was reviewed utilizing a pre-release obtain code offered by Ghost Ship Publishing. Vox Media has affiliate partnerships. These don't affect editorial content material, although Vox Media might earn commissions for merchandise bought through affiliate hyperlinks. Yow will discover further details about Polygon’s ethics coverage right here. Source link Read the full article
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intothecast · 3 months
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Into the Aether | 269 | The Ill-Fated Teen in Time
I don't understand! Nobody in 1885 cares that Balatro is going to be the best deckbuilding rougelike of 2024!!!! Discussed: Andre 3000, Balatro, Break bits, Deep Rock Galactic: Survivor, Helldivers 2, streaming plans, fighting at the lake, the year Silksong will come out, Nintendo Switch 2, Mario vs. Donkey Kong is fine, but Nintendo remade the wrong game by Oli Welsh, Sony's future, Xbox's Nothingburger, a cliffhanger.
Listen to the show here 😘
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splashink-games · 2 months
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A Note On... Risking it in the Rain (2)
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Risk of Rain 2 is a co-op roguelike by Hopoo Games! Loot chests, kill bosses, and charge up that teleporter!
I feel like I have a love/hate relationship with this game. But that's because I'm playing it with the same crew as I did with Deep Rock Galactic and the mechanics feel more punishing.
With that said, the game is pretty dang good! It's full of action and exploration. Getting the right build is usually a challenge (unless you've got Artifact of Command on and can just choose your items!). You can get severely overpowered when getting the right items and it's real fun.
My issues with this game start with opening it. Incredibly long load time for whatever reason. But that's only a slight issue, no real effect.
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I think that the game is really, really unbalanced. Some survivors are effective, but most aren't. Or, they take a specific build and playstyle to make them effective. And the point I'm making is that characters aren't effective. I simply won't play Commando or Engineer or Captain or Acrid because Bandit and Artificer (in my opinion and with my playstyle) are more usable and more consistent than the others. The difficulty spikes because their abilities can be pretty situational, or offer a different style of play.
Take Engineer, for example. He's really defensive, with his turrets and shield. But since I play with loot goblins who I call friends, I can't feasibly use him.
In another facet, many survivors are really immobile. This can make things tough in later stages when surviving (and honestly, traversing through the stages themselves) requires an increased ability to move. Requires as in, it'd be real difficult if you, for instance, didn't have a dash or the double jump item.
For all it's worth, I think this game is pretty fun. There are some good times to be had, but I recommend playing with friends!
Risk of Rain 2 is a solid entry for those interested in co-op roguelikes, especially when you've got friends to play with!
As always,
Enjoy gaming!
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cantripwilltrip · 4 months
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stairway to bullet heaven
My quest to play every single hells damn survivor game begins! Starting with the just released deep rock galactic survivors game! Am I looney? Probably. Content for the content gods. Oh lucifer i did not get enough sleep last night
Attendance is mandatory~
twitch_live
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gammaliminal · 11 months
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Who are we? What are we?
we are gammaliminal, or liminal creatives. we are an account run by two entities, with a shared interest in obscure & mainstream source games and source itself, theory-crafting fan work & concepts as a love-letter of sorts to the work that inspires us, and are indie enthusiasts.
our two members are close. this statement will not be elaborated on.
ΔΘ | she/it - a brief introduction.
i am ΔΘ. i am a therian, neurodivergent and disabled queer game enthusiast with interests in old competitive titles such as classic tetris & melee, casual titles like minecraft & animal crossing, and source titles, including team fortress 2, counter-strike, half life (the source versions), fistful of frags and others. For miscellaneous game interests, i enjoy games such as combat master, celeste, ultrakill, vrchat and any game produced by stress level zero.
i created this blog for me and Ξλ to have a shared space to post about our ideas, and also for us to just casually lurk through tumblr. partially due to account restrictions on post viewing.
notes
- i did not come up with the idea of associating ΔΘ with an indicator of being therian. I am simply using that tag as a self-indicator here due to how significant being therian is to me.
- contrary to Ξλ's notes, it did not bother me for this page. it just kept lightly asking for a lil while because i kept forgetting :3c
- i may accidentally ignore questions, responses or anything of the sort. i forget to respond to those things a lot due to recurring memory problems o-o
Ξλ | it/its - a brief introduction².
i am Ξλ! a self-described "mad artist" who's heavily neurodivergent and very queer with a from-birth enthusiasm with games. examples of favorites include anything source engine related*, rivals of aether, darkwood, most frictional games stuff, deep rock galactic, receiver 1 and receiver 2, world of horror, ftl and into the breach, gloomwood, and alien: isolation.
if you don't know some or any of those, then yeah that's expected >:3c
i bothered ΔΘ for us having a shared space to post and share our weiirrrddd ideas. also, to let us be able to browse tumblr without being accosted, by tumblr.
notes
- Ξλ is a tag i came up with by myself, i have no idea if it means anything beyond as my tag.
- *does not include the cautionary tale of Hunt Down the Freeman.
Current Projects
- Neon Troupe
- heavily inspired by OW and TF2, basically ripping off the feel of playing TF2 since no game has done it before, also will be built in source - we are heavily underqualified - project intro
- Project Theta
- potentially a half-life fangame? currently ironing out things like the campaign, different NPC's and weapons. - meant to be more so a scrappy survival-horror upward battle
- Unnamed TF2C Projects
- team fortress 2 classic mods that add various bits of content! including cut content that will be revived, our own regular custom content ideas, and absolutely outrageous, silly shit.
- Project Strangelove
- inspired by the tone of tf2, this is a spoof on spy thrillers set in an alternate 60s where you are assembling a conspiracy! also may be known later as How to Stop Worrying.
- Project Liminality (finally something relating to liminal spaces /lh)
- a 90s corporate cosmic horror roguelike job survival sim inspired by amnesia: the bunker and alien: isolation.
- Project Spite
- a strategy-horror game based around being a ragtag group of survivors, surviving a S.T.A.L.K.E.R.-style zone of magical shit (TM). - main theme is surviving with your comrades no matter what, subsisting on spite alone if nothing else.
- A Catastrophe, In Hindsight
- a retrofuturistic coop class-based game about surviving the workday hopefully unscathed - Has a social-deduction-style gamemode layered on top of it with most traitors still wanting to get through the day - project intro
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jpainorn · 3 months
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DEEP ROCK GALACTIC: SURVIVOR
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drgmissioncontrol · 1 year
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Alright, the frenzy around this is clearly not going to die down. I’ve been authorized to make a statement about it, so here you all go:
Earlier tonight, an individual claiming to be a member of the Wizard Council admitted to several crimes under both corporate and galactic law. This individual threatened Deep Rock as an entity and our employees as individuals. Claims of this individual being a member of the Wizard Council were disputed by both official and unofficial sources.
This individual, whatever their identity, is confirmed to be in possession of some magical powers, given the nature of their crimes. They also violated several Deep Rock confidentiality agreements and broadcast the existence of an illegal commune of criminals under the surface of Hoxxes IV. Deep Rock was aware of the existence of this commune, but had previously underestimated its size and strength. This individual’s communications helped Deep Rock’s security division both confirm the threat level posed by this commune, and its exact position using subspace broadband monitors.
Following this confirmation, after approximately twenty minutes of preparation time, a contingent of two dozen Corporate Marines was dispatched to this commune to exterminate or apprehend all members. After some treachery of a classified nature, all Marines were confirmed killed below the surface.
However, one heroic Marine managed to disperse an airborne nanobot virus before their death. After a period of deliberation, Deep Rock activated the latent nanotechnology, which had embedded themselves in the respiratory and nervous systems of every lifeform without a respirator. The nanotechnology killed all members of the commune. A Deep Rock Recovery Team has confirmed there were no survivors. Additionally, Deep Rock believes at this time that all illicit machines possessed by this commune are fully recovered and in our care.
Approximately half an hour later, another Marine team reentered the commune’s location. They planted high explosives and destroyed every hint of civilization that could be found. If there were any survivors, they will return to a pit of bare rock. Deep Rock is classifying this threat as nonexistent as of this communication.
For those of you who are concerned shareholders, stakeholders, and otherwise interest groups, these deaths were not inhumane. From activation to death was a period of time no longer than five seconds. The nanobots became active, located critical points of the nervous system, and abruptly destroyed these points. Additionally, the deaths were absolutely necessary. For one thing, the commune had already shown that they were willing to harm employees of Deep Rock during this incident. They also posed significant risk to our Miners due to their aggressive characteristics in the past and their meddling with the delicate megafauna ecosystem of Hoxxes.
The individual is still attempting to make communication, both with Deep Rock-affiliated accounts and others. Interaction with this individual is to be discouraged due to the uncertainty of their nature. It is the Wizard Council’s position that they have no affiliation with this individual, and other Wizards have upheld this information. Deep Rock’s official position is that we don’t know, and we don’t need to, but this individual should be considered untrustworthy and untruthful. Regardless, we thank this individual for their contributions in rooting out a threat risk to our employees.
We honor the Marines who fell to bring this about, and those other Miners who fell as a result of the senseless violence perpetrated by this commune. Rock and Stone to the Fallen.
An independent study by the Bureau of Justice is already being conducted to corroborate the humanity which the commune was treated with. However, Deep Rock would remind the public that the deaths were completely necessary due to the extreme danger the commune was adding to our Miners’ jobs.
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