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Deep Rock Galactic: Rogue Core›Events›Experimental Live - Update 1 coming June 17
Community

Experimental Live - Update 1 coming June 17

Deep Rock Galactic: Rogue Core · published 3 months ago

All eventsPlayers around this dateRead on Steam

EXPERIMENTAL LIVE


Update 1 Release:
June 17


Hi Reclaimers,

The wait is over! We're finally ready to open up the EXPERIMENTAL BRANCH for Rogue Core. If you're interested in getting an early look at what's coming in UPDATE 1, now is your chance to jump in and help us test what's ahead!  HOW TO ACCESS THE EXPERIMENTAL BRANCH

  1. Right-click on Rogue Core in your Steam Library >

  2. Click “Properties..” >

  3. Select “Betas” >

  4. Click the drop-down menu under "Beta Participation" >

  5. Select “experimental - WIP build - enter at own risk!

  6. Then wait for the game to update (Restart Steam and/or Verify Game Files to be 100% sure). Welcome to EXPERIMENTAL!


WHAT TO EXPECT FROM EXPERIMENTAL?

The Experimental Branch contains work-in-progress content for UPDATE 1. Things are still under active development, so expect bugs, crashes, balance issues, and unfinished features. Please keep that in mind while testing and sharing feedback.

WHY DO WE HAVE AN EXPERIMENTAL BRANCH?

The Experimental Branch lets us test new content at a much larger scale and gives us the opportunity to balance, tweak, and fix issues before they make it into the live game.

You can participate in discussions, share feedback, and report bugs in the Experimental Branch channel on our Discord server.

All feedback is welcome and helps make Rogue Core better. Thank you for being part of the process! 

Please note that any progress on the Experimental Branch is not carrying over into your live savegame!

Please note that we had to last-minute-pull the new biome for the Ramok and The Molaktula from the Experimental Build due to shenanigans with it. We will add it as soon as it is ready!



Here is an overview of what you can experience on the Experimental Branch: 

SYSTEM UPDATES

Improved Mission Timer

We've updated the mission timer to better communicate what's happening during a run.

  • Overall clearer timer feedback and readability

  • The last section is now visually distinct to communicate urgency

  • Optional numerical countdown showing exactly when Reaperworms will appear

Assault Pace Selection

You can now choose your preferred Assault Pace directly from the Mission Map. These impact the time you have to complete each level and mission XP rewards. Base reward values have been adjusted to accommodate the changes. We have also added new Tasks in the OpsCom terminal for each Pace.

  • Cautious – Lower time pressure

  • Standard – Current experience

  • Reckless – Higher time pressure

R.E.P.D. Upgrading Improvements

Upgrading at the R.E.P.D. has been streamlined for both Expenite and Spectre Core upgrades.

  1. When an upgrade is available, a button will appear on the R.E.P.D.

  2. Any Reclaimer can press it to initiate the upgrade negotiation process

  3. An upgrade link will be established with all Reclaimers, allowing them to upgrade immediately regardless of their location in the facility

Upgrade Negotiation Rework

We've made several improvements to upgrade drafts and player choice. We have really been enjoying these changes ourselves and are excited for you to try them out, and hear what you think.

  • When a player selects an upgrade, it is replaced with a new option, ensuring everyone gets the same number of choices

  • The "Skip for Health" option has been removed

  • Health upgrades now appear alongside all other upgrades

  • All upgrades within a draft now share the same rarity

We have also tweaked many of the existing upgrades, changing some of them extensively and removing others to make every choice feel exciting and worthwhile. This will be an ongoing process and we are also working on new upgrades that will be added in later updates.


NEW CONTENT

New Weapons

  • Trident – Direct Energy Shotgun
    A new weapon from the makers of the DRAK 25 the Trident offers two firing modes. Standard fire is a semi-automatic 3-shot blast. While holding down the trigger will charge up a massive barrage for dealing with groups of targets.

  • Corrosive Sludge Pump – Heavy Weapon
    Cover the corespawn with sticky corrosive goo. Offering a mix of crowd control and continuous damage over time. The mixture is also very potent at melting enemy armor. The weapon can be charged to lob a large projectile saturating an area in corrosive sludge.

New Enemy

Voidkin Drifter – A brand-new flying threat to expand the combat variety. Highly mobile and hard to hit, the Drifter will only stop to charge up its attack. While the Void Bolts it launches may be relatively slow they pack a heavy punch, so watch out and don’t get surrounded.

New Risk Vectors

We have added 3 new Risk Vectors to the pool, one negative and two positives.

  • Drifter Surge - Bring in groups of the new Voidkin for you to battle

  • Bio-Booster - Adds a second Bio-Booster to the level

  • Work Bench - Adds a second Work Bench to the level

New Core Biome (DELAYED)

Our goal is to introduce a unique Core biome for each end boss.

With Update 1, we're adding a new Core biome for The Ramok. For now, Molaktula will also use this biome until its own unique environment arrives in a future update.

New Mining Constructions

13 new mining constructions are being added to facilities, bringing greater variety to facility exploration. Final count will depend on how many more we get done over the following days.

New OpsCom Deployments and Tasks

We have added 2 new deployments to the OpsCom terminal. Both allow progression without requiring total mission success.

  • Eliminate Corespawn -Tracked as a team and not individual kills

  • Clear Facility Levels - Sometimes just making it one level deeper is a hard-fought win.

We have also added 3 new Tasks, one for each Assault Pace.


WEAPON BALANCE

We're making a broad pass on weapon balance to create a more consistent difficulty floor across the game.

  • All starting weapons are now common but come with 2 attributes

  • Work Benches now have a chance for offering higher rarity weapons

  • Heavy Weapon Crates now have a wider rarity range

  • Individual weapons are getting balance tweaks as well but this will be an ongoing process and feedback is always appreciated.

  • Additionally, several harder-to-master weapons (like the Shock Striker and Devastator) have been moved from the Starting Weapon Pool to the Workbench, allowing new players to ease into the experience more naturally.


MISCELLANEOUS

  • An additional Munitions Crate has been added to each Facility level to improve ammo economy

  • More Red Sugar has been added throughout the caves to help offset the removal of "Skip for Health"

  • Free Leaf Lovers at the bar

  • New Tracks for the Jukebox: Disco, Smooth Soul, Funk, Soul

  • Stacking of enhancements for better overview in Loadout Terminal

  • Auto-equip highest tier enhancements when unlocking new enhancements

  • Added several autosprint modes you can toggle in the Settings.


Rock and Stone!

With Love,

- The Ghost Ship Crew

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