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Deep Rock Galactic: Survivor is already mere pickaxe strokes from striking autoshooter goldIt needs more time in the forge, but the makings of a rock-solid Vampire Survivors-like are here

It needs more time in the forge, but the makings of a rock-solid Vampire Survivors-like are here

Image credit:Ghost Ship Publishing / Rock Paper Shotgun

Image credit:Ghost Ship Publishing / Rock Paper Shotgun

A dwarf perishes to the Glyphid horde in Deep Rock Galactic: Survivor.

And yet, being derivative doesn’t always preclude the opportunity for bloody good fun. I’ve played just over three hours of a very early Deep Rock Galactic: Survivor build, and while it’s both missing some parts and could benefit from the odd tweak, it’s already capable of pumping out dopamine as efficiently as any establishedVampSurvs-alike.

Deep Rock Galactic: Survivor - Announcement TrailerWatch on YouTube

Deep Rock Galactic: Survivor - Announcement Trailer

Cover image for YouTube video

It helps that Survivor has just as much in common with its namesakeFPSas it does Poncle’s genre-definer. Not that it has Deep Rock Galactic’sco-op, or as it stands, more than one of its playable characters. But beyond the surface-level borrowing of DRG’s gloomy underground setting, its boxy riffles, and its chunky insectoid foes, Survivor is imbued throughout with the pleasures and challenges of its space-age mining fantasy.

On a purely mechanical level, this means that each cave is less of an open, level plane and more of a rock wall maze, with limited manoeuvrability compounding the relative lack of visibility. But then you’re still a dwarf, and you still have a pickaxe, and as per DRG tradition every last pebble can be cracked away with enough swings.

Glyphid Exploders - the glowing ones on the right - can be baited into premature detonation, thinning the herd around them. |Image credit:Ghost Ship Publishing / Rock Paper Shotgun

Alien bugs encircle the player in Deep Rock Galactic: Survivor.

Mining minerals isn’t just a sideshow to Glyphid slaughter, either. First off, despite being as automatic as the shooting – just walk up to a vein and you start chipping away – resource mining is one of the most reliable sources of boot-soiling tension that Survivor has. It’s just so much god-damned slower than busting through plain rock, while also being essential enough to both mission-specific and permanent upgrades that you can’t ignore it. So any moment, however fleeting, where there’s space between you and the nearest alien should ideally be spent wrenching gemstones from a wall while that gap rapidly closes. Tink, tink, tink, the pickaxe goes, as a hundred man-size ants descend upon your turned back. I’ve never whined “Come onnnnn” so often at an act of manual labour.

They’re trapped in here with me. Until the big one comes. Then I’m fleeing. |Image credit:Ghost Ship Publishing / Rock Paper Shotgun

A dwarf uses a freshly-dug tunnel as a chokepoint in Deep Rock Galactic: Survivor.

I don’t doubt that there are, as in Vampire Survivors, actual strategies and builds to aim for. But to be clear, my most successful dwarf was not one that chose balanced and considered upgrades, but one that walked up to the final boss with basic gear and nineteen kilos of gold ore falling from his trousers.

Survivor is so early in development that I don’t feel it unrealistic to hope for more utterly game-changing choices like this. My main worry at this stage is that while you can get a nice flurry of bullets and lasers going, Survivor is a bit short on those power spike moments: those times when you unlock a new toy or skill that can bring a wobbling playthrough back on track. With a few exceptions, Survivor’s upgrades feel deeply incremental, which both makes them less exciting to acquire and ultimately denies any kind of intoxicating turnarounds. Reaching critical mass in Vampire Survivors, when you start runningatthe wall of enemies instead of away from them, is a joy that’s never really replicated in the Deep Rock Galactic version. If anything, this is one area where Survivor could stand to be a little more derivative.

Another quirk: at the end of every stage, you’ll need to book it to a drop pod to escape. Not sure why it flies back upward though - surely it should go deeper each time? |Image credit:Ghost Ship Publishing / Rock Paper Shotgun

A dwarf approaches his escape craft with seconds to spare in Deep Rock Galactic: Survivor.

I’ve still been having a grand old time, mind. And it’s not like Survivor’s own ideas aren’t any good: in addition to the mining aspects, I can see a lot of potential in Bosco, your floating AI-controlled robot buddy. He’s also in Deep Rock Galactic as a replacement for teammates when playing solo, and here, he can be even more useful, with his own upgradable weapons and stats that expand greatly on his abilities in the original. Most of these are more ways to automatically make bugs deceased, though I’d be interested to see future builds adding more ways to interact with Bosco directly. There’s one neat power that creates a shock beam between him and your dwarf, frying any bugs caught in between; more reasons to keep Bosco’s positioning in mind while managing your own would only deepen the game’s tactical depth.

Deep Rock Galactic: Survivor is launching into early access later this year, and I’m definitely going to keep an eye on it. Partly because yes, it is a mashup of one of my favourite co-op shooters (it even has a Rock and Stone key) and thebest game of 2022. But it’s also, even at this early stage, a compelling call to the darkness.