Fixed an issue where the select mutator screen could accept input during the loading screen, resulting in applying mutators and starting the dive multiple times
Fixed an issue where a level up could occur after aborting the mission
Fixed an issue where aborting the mission during the drop pod flow, would bug out hard, displaying the shop on top of the end screen
Fixed a null ref when trying to abort mission before a map was generated (i.e. from mutator screen)
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Last week, we dropped some tough news about ECS and Update 5. Your response? Surprisingly positive. You asked smart questions, gave thoughtful feedback, and kept the discussion productive.
To keep that momentum going, we opened a dedicated Discord channel for community questions. A lot of good ones came in, so we’re bringing some of the highlights here in a cleaned-up Q&A format. The answers come straight from Jacob, our producer on Deep Rock Galactic: Survivor.
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Fixed an issue where starting gold and nitra would not show up correctly when starting a Mutator Madness anomaly run
Fixed an issue where the warden shield would not reduce status effect damage
Fixed an issue where the Rotten Sugar during Mutator Madness dives, could break the game resulting in negative HP values, immortality and a Mission Control that just didn’t care to extract you.
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Welcome to the fourth major update for Deep Rock Galactic: Survivor: “Into the Blue”. Management has been busy cutting through red tape and can finally open operations in a new biome: Azure Weald. This biome is as beautiful as it is deadly and features new enemy types, glowing crystal formations, and bouncy membranes.
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Hello Survivors!
We just updated the game with a small hotfix for the sweet tooth. Make sure you have the latest version of the game 0.3.35d to enjoy it
Short and sweet list of fixes:
Fixed an issue where the Red Sugar Cube artifact would no longer give you Max HP
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