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Deep Rock Galactic Survivor

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Оригинальный текст · АнглийскийDEEP ROCK GALACTIC: SURVIVOR is a single player survivor-like auto-shooter. Take on hordes of lethal aliens, mine riches, and unlock powerful upgrades to survive, as you wield the full arsenal of Deep Rock Galactic. It's one dwarf against all of Planet Hoxxes!

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Обсуждения игроков

Оригинальный текст · АнглийскийA single-player top-down survivor-like auto-shooter spun off from Deep Rock Galactic, where a dwarf fights alien hordes on Planet Hoxxes while mining minerals and escaping to a drop pod.

Оригинальный текст · АнглийскийPlayers and critics rate it well: Steam sits at Very Positive (about 86% of roughly 48k reviews) and Metacritic shows a Metascore of 86 from 11 critic reviews, with PC Gamer at 90 saying it dethrones Vampire Survivors. The praise centers on polish, the DRG weapon/overclock feel and the mining-under-pressure twist. Critics and players alike flag endgame grind and balance, and the Metacritic user score is a much lower 7.2 (Mixed) (64 ratings, a small sample). It started in Early Access in Feb 2024 and hit 1.0 on Sep 17, 2025; the 1.0 gear system is the most contested change, and paid expansions (Heavy Duty, Knockout) have followed, so it is actively supported rather than abandoned.

Что хвалят игроки

  • Оригинальный текст · АнглийскийPolish and presentation: colorful, glowing minerals and enemies, satisfying explosions, runs well on Steam Deck up to Hazard 4
  • Оригинальный текст · АнглийскийMining adds real risk/reward: standing still to mine valuable loot while swarmed, and digging new paths through maps
  • Оригинальный текст · АнглийскийWeapon variety with overclocks that change how a weapon behaves, plus 12 subclasses that play differently
  • Оригинальный текст · АнглийскийOptional side objectives alongside the main escort/return-to-ship goal make each run more strategic than a pure survive-the-timer loop
  • Оригинальный текст · АнглийскийGood value at $12.99; many reviewers report 50-100+ hours of play
  • Оригинальный текст · АнглийскийCarries the DRG humor and feel, so fans of the main game feel at home without needing prior experience
  • Оригинальный текст · АнглийскийDeep meta progression and lots of unlocks (weapons, classes, biomes, hazard levels) for completionists
  • Оригинальный текст · АнглийскийHazard levels give a clear difficulty ladder; higher hazards feel tense and punish greedy decisions

Что критикуют игроки

  • Оригинальный текст · АнглийскийWeapon balance: a large share of weapons are described as weak or even harmful to have, while a few carry whole runs
  • Оригинальный текст · АнглийскийVisibility problems: isometric camera hides enemies behind terrain, the escort vehicle and crystals, and weapon effects draw over enemies, causing unseen contact damage
  • Оригинальный текст · АнглийскийPermanent upgrades are mostly small flat percentage bonuses that players feel little impact from
  • Оригинальный текст · АнглийскийShallow in-run build variety and few synergies: many upgrades are just more damage, and many weapons (drones, beams) feel alike
  • Оригинальный текст · АнглийскийLarge gaps in artifact strength push players to pick the same few upgrades every run
  • Оригинальный текст · АнглийскийHazard 4-5 difficulty spike leans heavily on luck (the Luck stat, gear drops) and on a narrow set of meta builds
  • Оригинальный текст · АнглийскийSome bugs reported: supply pod getting stuck, freezes between levels or at launch
  • Оригинальный текст · АнглийскийSingle-player only, which many reviewers (and Game8/GamingBolt) call a missed opportunity given the original's co-op identity
  • Оригинальный текст · АнглийскийRun-to-run variance is thin: the variety is pushed into the meta-progression, so a run feels much like the last (top-upvoted negative reviews, e.g. 'extracted all the run-to-run variance into its over-long meta progression')
  • Оригинальный текст · АнглийскийSteep difficulty walls between hazard levels that are cleared by hours of grinding 1% stat bumps rather than skill or strategy

Отличительные особенности

  • Оригинальный текст · АнглийскийMining is integrated into a survivor-like: you must stand still to extract resources while enemies close in
  • Оригинальный текст · АнглийскийEscort/extraction structure: reach a randomly located ship or drop pod, with a timed escape after boss kills, rather than a fixed 30-minute survive timer
  • Оригинальный текст · АнглийскийLevel-capped runs with a capped weapon loadout (max 4 weapons) and choose-one-of-three upgrades
  • Оригинальный текст · АнглийскийOverclocks that modify weapon behavior, borrowed from the main DRG game
  • Оригинальный текст · АнглийскийGear system with randomized stats and per-subclass loadouts (12 subclasses, each with its own gear slots) layered on top of mastery progression
  • Оригинальный текст · АнглийскийTunnel-digging that reshapes the map, which can rescue you or backfire

Спорные моменты

  • Оригинальный текст · АнглийскийThe 1.0 gear system: long-time Early Access players say it cut their rating (some from 8/10 to 5/10), while others enjoy the extra customization and loot chase
  • Оригинальный текст · АнглийскийDifficulty: some call it too hard and unfair at Hazard 5 or on escort missions, others say the right gear makes it easy and that it is a fair challenge
  • Оригинальный текст · АнглийскийDepth vs relaxation: some call it the most polished but shallow and grind-driven survivor-like, others find it both intense and chill and their second-favorite in the genre
  • Оригинальный текст · АнглийскийCritics (86 Metascore, PC Gamer 90) are notably warmer than Metacritic users (7.2) and the more negative Steam reviewers

Повторы и неудобства

  • Оригинальный текст · АнглийскийLate-game grind: one reviewer counts roughly 42 weapons x 12 classes x 5 biomes each with 5 mastery levels, meaning up to ~295 repeated missions
  • Оригинальный текст · АнглийскийGear management chore: 12 subclasses each needing 8 items, limited inventory, risk of selling needed gear if not favorited, and mostly boring stat-stick gear
  • Оригинальный текст · АнглийскийEscort missions and the 30-second escape timer after a boss are cited as stressful or unfair
  • Оригинальный текст · АнглийскийCheap-feeling deaths: chip damage from environmental hazards, exploding-enemy waves after bosses, enemies tuned to be just faster than mining speed
  • Оригинальный текст · АнглийскийRare gear drops and luck-gated achievements make completion feel like rinse-and-repeat
  • Оригинальный текст · АнглийскийEarly menus require clicking through several screens of locked modes and characters before the first run

Ожидаемые улучшения

  • Оригинальный текст · АнглийскийAdd co-op multiplayer, the most frequent request in Steam reviews
  • Оригинальный текст · АнглийскийRebalance weapons, artifacts and underperforming classes (the Driller is named as weak)
  • Оригинальный текст · АнглийскийStreamline or reduce the meta-progression grind, e.g. let progress accrue on more than one weapon/class/biome at once
  • Оригинальный текст · АнглийскийFix visibility: show enemies behind obstacles and stop weapon effects obscuring them
  • Оригинальный текст · АнглийскийAdd tooltips for character/weapon attributes and make upgrades more build-defining with real synergies
  • Оригинальный текст · АнглийскийAdd an endless mode and more late-game content or sinks for excess resources; allow separate move and aim direction (requested by one reviewer)

Оригинальный текст · АнглийскийEarly Access launched Feb 14, 2024; full 1.0 released Sep 17, 2025 at $12.99 on Windows only (no Mac/Linux), developed by Funday Games and published by Ghost Ship. Early Access reception was warm and players asked for co-op and an endless mode. After 1.0 the new gear system, Luck dependence and Hazard 5 balance drew complaints from veterans, though overall Steam score stays Very Positive. Paid DLC (Heavy Duty and Knockout expansions, plus cosmetic packs) has been released, and a reviewer in 2026 says the devs delivered what they promised. Estimated sales: SteamSpy ballpark 1-2 million owners; steam-revenue-calculator estimates about $20.7M gross and $6.1M net (Boxleiter-style estimates, not audited). OpenCritic score could not be retrieved (web search budget exhausted and the guessed OpenCritic page was the wrong game), so it is null.

Архив мнений автора 1

Сторонние пересказы на основе автоматических субтитров могут содержать ошибки расшифровки или интерпретации.

Оригинальный текст · АнглийскийTier list Part 4 (2025)

Оригинальный текст · АнглийскийDeep Rock Galactic: Survivor is a top-down horde-like (survivor-like) set in the Deep Rock Galactic world, with a digging-for-minerals mechanic and heavy roguelite meta-progression. He says it has an insane amount of content versus most of the genre, including four characters with subclasses that play like about sixteen, equipment, and a new payload mode. Gameplay is fairly generic and number-driven, and some weapons lack satisfying feel. He calls it one of the better ones after about 70 survivor-likes, but not top-10 material, and slots it just under Dome Keeper.

Что хвалит автор

  • Оригинальный текст · АнглийскийHuge amount of content and permanent upgrades, including equipment that can be put on different characters
  • Оригинальный текст · АнглийскийAlways something to do in a run: digging for minerals, a mission objective, swarms, and a payload
  • Оригинальный текст · АнглийскийRuns are short, which suits the heavy roguelite focus
  • Оригинальный текст · АнглийскийWeapon evolution system adds mechanical upgrades and some strategy in choosing upgrades
  • Оригинальный текст · АнглийскийFantastic visuals, befitting the IP
  • Оригинальный текст · АнглийскийFour characters with subclasses that play very differently (effectively ~16)

Проблемы, отмеченные автором

  • Оригинальный текст · АнглийскийGameplay is fairly simple and generic; nothing crazy unique beyond the digging
  • Оригинальный текст · АнглийскийUpgrades are mostly numbers rather than mechanical changes
  • Оригинальный текст · АнглийскийUnlucky low-value upgrade rolls can feel really small
  • Оригинальный текст · АнглийскийSome weapons feel unsatisfying or not crisp early on despite great art and animation
  • Оригинальный текст · АнглийскийLevels sometimes feel too short
  • Оригинальный текст · АнглийскийPrefers the original mode over the newer payload campaign

Наблюдения о дизайне

  • Оригинальный текст · АнглийскийDigging for different minerals that gate permanent upgrades
  • Оригинальный текст · АнглийскийPer-level mission with a reward adds an extra goal within a run
  • Оригинальный текст · АнглийскийAdvocates rarity tiers (common to legendary) on level-up upgrades, tying into luck

Обновлённое мнение

Оригинальный текст · АнглийскийPlaced under Dome Keeper 'for now'; he played both early access and the 1.0 release.

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