Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
RockhoundsNewsPlaytest Monster-update #4 is now live!
Major update

Playtest Monster-update #4 is now live!

Rockhounds · published 19 Mar 2026, 13:54 UTC

All newsPlayers around this dateRead on Steam

What's up, Rockhounds!

It’s been a busy couple of weeks! We’ve just returned from GDC in San Francisco, where we pitched Rockhounds to potential partners to help us scale toward release. We’re currently following up with everyone. You might even run into some of them in-game, as they’ll be reviewing the same build as you!

The biggest news, however, is that we’ve just released a "Monster" update to the Playtest. This is our largest and most fundamental update yet, implementing many of the suggestions you’ve shared. We really hope you love this new version.

To keep the momentum going, we’ll soon be moving the Playtest to "open" access to welcome more players. We’re also revamping our Steam page to better reflect the current state of the game and improve our conversion.

Highlights for this update

  • Base-Building Revamp: We’ve overhauled the experience with more intuitive controls, allowing for faster and more efficient construction and management of your structures.

  • Weapons & Armory: We've adjusted base loadouts, rebalanced weapons, and introduced specific damage types to expand your tactical options during combat.

  • Resistances & Vulnerabilities: Enemies now have specific strengths and weaknesses. You'll need to strategize your loadout and approach to effectively take down these creatures during missions.

  • Enhanced Enemy Behavior: We've upgraded AI behavior to ensure encounters are more engaging, challenging, and unpredictable.

  • Quality-of-Life: A host of smaller features and fixes designed to refine the overall experience and smooth out the gameplay loop.

Detailed break-down of changes

Base building UX

  • Unlock blueprints through player reputation leveling (RP; Reputation Points)

  • Option to equip blueprints in class loadout

  • The radar, Respawn Portal and Class-Selector buildings are now blueprints that can be equipped

  • Updated building grids and base layouts to support new buildables

  • Building is now always an option, even if the mining rig is active. The building grid will appear in building mode when being in the mining rig build area.

  • Blueprints are automatically build after placing, no need to use multi-tool anymore. A timer shows the building times. The multi-tool can still be used for repairs, removal and for mining ore.

  • Introduced an ammo replenish blueprint to make ammo distribution part of the mission strategy

Weapons

  • Updated functionality of the loadout equipment to support damage types

  • Set new base loadouts for classes to stimulate different playstyles

  • Damage types are now communicated in the armory for weapons and items

  • Rebalanced ammo capacity of weapons. Not all weapons having endless ammo anymore

  • Overheating, low ammo and no ammo indication on mouse cursor

Enemies

  • Introduced a new enemy, the Tumble Shell

  • Introduced flesh, weak spots and armor types

  • Introduce resistances and vulnerabilities

  • Enemy resistances/vulnerabilities are now communicated on the contracts details screen so you can adjust your loadout accordingly

  • Updated Enemy spawning, introducing more difficult enemies on higher difficulties

Show, don't tell!

That is a pretty long list already! To break up the bullet points, let's look at some of the other cool features we’ve been working on.

Some contracts will now require you to endure harsh weather effects, like the blizzard pictured above. You’ll need to carefully time your actions—and perhaps even adjust your loadout—to counter these brutal conditions and survive the mission.

Long-list of improvements & fixes

  • Added support for non-Latin languages including (simplified & traditional) Chinese, Korean, Japanese and Russian (in-game text is still to be localized).

  • Fixed several issues for audio not playing when using items

  • Fixed an issue where the manual turret wouldn't assign kills to the player controlling the turret

  • Fixed an issue where the electric mine VFX would not display

  • Fixed the timing offset for mission extraction, so that the shuttle landing matches the timers

  • Fixed characters being partially dissolved when they boarded the extraction shuttle

  • Player status effects and cooldown now shown in the HUD

  • Fixed several bugs to the kills counter not properly working

    • Kills of an enemy type would always be awarded to the player who first killed an enemy of that type

    • Turrets wouldn't award kills to the player that built them

    • The deployable turret wouldn't award kills to the player that placed it

    • Mines wouldn't award kills to the player that placed it

    • Kills made by turrets would always count towards the host's kill count

  • Fixed a bug where the sell button wouldn't work for controllers in all the armory screens

  • Players are now required to hold a button in order to sell a weapon.

  • Skipping in results is now explicitly the "Back button" (ESC / B) instead of any button

  • Improved results wait time & skipping steps to feel nicer

  • Sprint no longer consumes stamina when not giving movement input (though it is still "active", it just consumes no stamina)

  • Supply packs can no longer be placed inside destructibles, blueprint holograms and other supply packs

  • Class select now displays which classes are being used by other players

  • Various fixes to incapacitated / spectating view, such as:

    • Player name & class not properly displaying

    • Local player UI at the bottom left now displays while incapacitated or extracted

    • Can now see extraction status while you're already extracted yourself

  • Fixed issues when players join or leave, which would cause player leave to not be handled correctly & break the game (only happens if players have a higher rarity medic ability equipped)

  • Fixed turret ammo indicator breaking

  • Fixed an issue where kill targets side objective wouldn't properly cleanup the direction indicator after going back to base

  • Fixed visual issues caused when playing on (ultra)widescreens.

  • Added setting to switch between compact or wide UI setup for (ultra)widescreens.

  • Overheated weapon state is now properly cleared when switching weapon, always going back to 0% overheating state - fixing issue where you could be indefinitely overheated or never overheat anymore

  • Fixed a broken state when player disconnects while you have the mission deploy view open

  • Fixed an issue where the kill target levels would generate a gap in the world

  • Fixed an issue where minimap icons for kill target enemies would disappear

  • Fixed issue with MercNet lobby not showing available lobbies

  • Fixed an issue where the vault wouldn't show the proper amount of earned credits

More from Rockhounds

Other announcements

All news
In-game event16 Jun 2026Demo update! (but we're not in Next Fest) ...What's up Rockhounds? Oh man, gamedev can be rough sometimes... We've released the Demo just over a week ago, and we're already rolling out an update with a LOT of fixes, tweaks and improvements. The problem is: Becoming successful on Steam is increasingly about momentum, and we simply don't have enough of it to justify participating in Next Fest, so we've decided to opt-out of the event. We've…Community4 Jun 2026The Rockhounds demo is OUT NOW!What's up, Rockhounds! The wait is over: The Rockhounds Demo is officially live and available for everyone to play right now! To our dedicated Playtest group: a massive thank you for diving in and sharing your feedback. You will notice a ton of major changes and improvements in this build. For a comprehensive breakdown of everything that has changed since the playtest, check out our Previous Up…Community1 Jun 2026Project updates, Demo announcement & EA Roadmap teaserHey Rockhounds! Time flies when you’re having fun, and we’ve been having fun working on a massive update. Our main goal right now is participating in Steam Next Fest this June , which means the official Rockhounds Demo is dropping very soon! But before we get to that, let’s talk about the recent Playtest. Playtest retrospective Over the past couple of months, thousands of you tried out the very…