Release RC:EA:03.00.00
Published at 2026-11-04 11:36:30 UTC

Reclaimers!

Update 03 is finally here bringing with it a new boss, changes to the metaprogression, new items and upgrades and a lot of other new features alongside many tweaks and fixes to existing elements of the game. There is a lot to go over so lets get right into it. Rock and Stone!

With Love,
The Ghost Ship Crew

---PATCH NOTES---

<bold>ENEMIES DROP EXPENITE</>
Many people have voiced their enjoyment of the “Enemies Drop Expenite” alteration from Update 02 both here at the office and in the greater playerbase and so we have decided to make this a base feature of the game. There are still some expenite veins to be found here and there as well but they are fewer in number.

<bold>NEW GATEKEEPER: BALGORATH</>
It is finally time to delve deeper and reclaim Depth 4 sites where you will face Balgorath. This fourth Gatekeeper fills the arena with projectile patterns that you'll need to read, dodge and avoid in other creative ways. Its projectiles also function as shields, blocking your shots so plan your openings and stay mobile. Distance-control is key and sometimes coming closer is the safest option.

<bold>RIFT-ENHANCED BOSSES</>
A new challenge is available on each depth of the mission map. These marked facilities end with a risk-vector style vote on which Rift-Enhancement will be applied to the Gatekeeper fight adding an extra layer of challenge and sometimes changing what you must do to attain victory. Good luck.

<bold>PRIORITY TARGETS</>
The mission map now always has a Priority Target mission. The mission is assigned by Omega based on the intel you have collected and will grant a 10% Reclaimer Points bonus. Priority Target missions are also marked in the server list so you can find a team going for the same one.

<bold>INTEL CLEARANCE REWORK</>
The Intel Clearance line has been reworked with new levels and new intel tasks as well as adjusted intel rewards and requirements for a smoother and more varied progression while giving access to alterations sooner. Existing saves are automatically migrated to the new progression and we tried to keep all the access you earned previously but keep in mind that your actual clearance level has probably changed by a unit or two depending on where you were previously. More clearance levels will come in the future.

<bold>TROPHY WALL</>
A new screen has been added to the mission terminal that tracks your victories over the gatekeepers and rewards you armor paintjobs and permanent stat boosts for your efforts.

<bold>UPDATED OPERATIONS COMMAND TERMINAL</>
We’ve given the OpsCom terminal a once over to improve progression flow and smooth out the experience. Deployments no longer have to be unlocked with Merits and will become available once the rank requirement is met. We have also cleaned up the OpsCom tasks to try and reduce the noise in that terminal a bit. Some tasks that were too redundant have been removed and the merits rewards of others increased to compensate. We also tweaked the requirements for some tasks to smooth out the pace of completion. This will have no effect on any merits already earned or spent.

<bold>COSMETIC SHEET REWORK</>
The cosmetic sheet has been reworked with a new layout as well as a few new rewards. Each item now has its own node and we've added merit nodes as well. There was no way to migrate from the previous sheet so all your spent scip has been refunded up to the new sheet's maximum.

<bold>NEW TRAVERSAL TOOL: XQ-2 QUANTUM WARP FIELD</>
Traverse long distances in the blink of an eye with this new space-bending gadget. Throw out a pair of warp field generators, then step into one to come out the other. Throwing a new generator replaces the oldest one by default and you can toggle which one to replace with the [reload] button. Hold [reload] to collapse all your portals.

<bold>NEW ALTERATIONS</>
Two new Alterations have been added.

  • Expenite Harvest takes you to a facility deep in an Expenite Quarry with walls practically covered in expenite, however the enemies here do not drop any expenite when killed.
  • Instability is an alteration that rolls a new alteration for each stage of the facility. Be ready for anything.

<bold>NEW ENEMY: CORESPAWN BLOATER</>
A new corespawn variant, the Bloater, has joined the fight alongside the Creeper in the common pool. The Bloater is a slower high HP threat intended to survive long enough for more of the upgrade interactions to play out while also exerting greater pressure on the dwarves. Be aware that the Bloater bursts on death damaging anything in it's vicinity.

<bold>FLUX QUARTZ & REFRACTOR TERMINAL</>
Flux Quarz is a new collectible found on the walls of the facility caves. Keep your eyes open and grab it whenever you can as it can be used to "re-roll" any of your expenite upgrades and artifacts or converted to a small health boost. The level timer now stays paused until the first Reclaimer leaves the elevator, so you can reroll without losing time.

<bold>NEW WEAPON: VENTURA MODEL 57</>
Classic 12 gauge pump-action shotgun. The M57's sturdy construction, simple controls and undisputable stopping power have made it a longstanding workhorse within Deep Rock Galactic. Its tight spread makes the weapon viable at both close and medium range and the Ventura's tubular magazine can be topped up at any time.

<bold>NEW EXPENITE UPGRADES</>
New Expenite Upgrades, with a focus on grenades and corrosion:

  • Impact Duplication: Direct grenade hits on a target spawn +1 extra grenades from the impact point.
  • Chemtrail: Thrown grenades leave clusters of corrosive puddles along their path.
  • Chemical Instability: Damaging a corrosive puddle or Goo Cannon puddle makes it explode for +50 Corrosive damage in short range.

<bold>CLASSLESS BIO-BOOSTER DECKS</>
It took longer than we hoped but the biobooster section of the Loadout terminal is finally getting a proper implementation. We’ve also added a new biobooster deck but this one is a little different. Instead of being attached to a specific Reclaimer, this deck is classless and becomes available as soon as you unlock deck swapping. The core concept of the Prowess deck is constantly swapping between your pickaxe, weapon and grenades.

<bold>UPDATED CLASS COLOURS</>
We tweaked the Reclaimer class colours to be more colour-blind friendly with the main changes being to Slicer and Retcon. If you see colours differently please let us know if this is an improvement.

<bold>HOST-CRASH RECOVERY SYSTEM</>
Losing the host no longer has to end your run. If the host drops, the rest of the team regroups under a new host and restarts the stage, or returns to the Ramrod with the mission still selected if it happens on the first stage. If regrouping isn't possible, you can continue solo or claim whatever rewards were earned and end the run. If the host aborts a mission, the rest of the team can now vote to follow the host back to the Ramrod or restart the stage with a new host.

<bold>FASTER RUN START FLOW</>
The Barrier Breach start sequence of each mission has been streamlined and sped up a bit with the Barrier drones setting up automatically and the distance from the barrier to the facility entrance significantly shortened.

<bold>FLARE GUN IN A BOX</>
The trusty Flaregun has been taken out of the traversal tool pool and given a new home on the wall of every facility entrance. You no longer have to sacrifice mobility for light.

<bold>NEW FACILITY CONSTRUCTIONS</>
The construction pool has been expanded with ten new constructions. Five for the tunnels and five for the caves.

<bold>NEW ELEVATOR OBJECTIVES</>
Getting to the next level of a facility no longer means defending the Elevator Drive Unit every time. You may instead need to complete one of two new alternative objectives and more will come in the future.

  • Collect Gears: The drive unit of the exit elevator has been ripped apart and you need to find the missing parts, bring them back and reinstall them in the elevator to proceed further down.
  • Remove Growths: The elevator is covered by Blister Growths. You need to destroy them before you can proceed. Beware that attacking the growths will trigger a response from the corespawn, engage with caution.

<bold>COMBAT AND BALANCE</>

  • Corrosion now grants armor penetration against the affected enemy, increasing with each Corrosion stack.
  • Reloading Trick no longer applies to charged weapons like the MM4.
  • Critical Strike has been moved from Epic to Legendary and its range increased from 4m to 6m.
  • Increased Brittle from 50% to 75%.
  • Increased the Critical Hit Chance bonus from Bro from 5% to 15%.
  • Extra Padding enhancement increased to 15% / 20% / 30% / 50% (Tier 1-4).
  • Breathing Room enhancement increased to 18 / 24 / 32 / 45 (Tier 1-4).
  • Skull Crusher enhancement increased to 60 / 80 / 100 / 120 (Tier 1-4).
  • Handle Grip enhancement increased to 12 / 16 / 23 / 32 (Tier 1-4).
  • Bullseye enhancement increased to 5% / 8% / 10% / 12% (Tier 1-4).
  • Increased Resupplier Tier 1 to 8%, Cushion Tier 1 to 12%, Nimble Tier 4 to 40% and Running Blades Tier 1/2 to 8% / 10%.
  • Lok-1 Smart Rifle tweaked to match the fully upgraded Lok-1 in DRG. The range and area size attribute has been merged into the Macro-Lens attribute.
  • Stubby Voltaic SMG: Greatly increased electric buildup to better match its feel in DRG, and increased magazine size and total ammo.
  • The Shock Blaster can now damage armor.
  • Embedded Detonators now cause an actual explosion that interacts with explosion upgrades.
  • Zipline Gun: The fall resistance attribute now reduces fall damage after releasing the line, instead of switching to the Turbo line.
  • Wayward Sparks no longer gets out of hand with many stacks, and now stacks properly.
  • Moved the origin of Icicle Strike back a bit so it feels better to use.
  • Increased the speed of the Platform Gun projectile.
  • Reduced the rarity of the SSG and Proximity Mines in the equipment crate.
  • Increased Expenite dropped by enemies by 10%.
  • Breakable boxes now have a 50% chance to drop 5 Expenite and no longer drop epic gems.
  • Potential fix for difficulty being very inconsistent between stages and runs: enemies that despawn or would spawn too far away are re-queued to spawn near players, and enemies can target players from further away.
  • Jumble: Artifact negotiations now have an increased chance for Rare, Epic and Legendary upgrades.
  • Safe zones in Core Pollution now spawn more often.
  • Greatly reduced the enemies spawned when the Ram Hammer launch is ready, and increased the stun and slow on enemies in the tunnel when it launches. The Ram Hammer event is also slightly faster, with a progress HUD showing how many players are in range.

<bold>MISCELLANEOUS</>

  • Locked rooms can now appear in the caves. Opening them requires a Delta Security Override.
  • Tutorial improvements and many tutorial fixes, including several softlocks.
  • New Gatekeeper stage cave setup, reducing backtracking and running around.
  • Enemies now play hit reactions when taking damage.
  • Added a character stat panel to the loadout menu, with tooltips. Stats turn green when positively modified.
  • The terrain scanner now keeps its zoom level between uses.
  • You can now use the scanner, laser pointer, carried items and Ellis while standing down in elevators, and the laser pointer works through the elevator force field.
  • Resource pickup announcements now stack, with pickup sounds that rise with your pickup combo.
  • Dropped resource pouches can now be properly deposited into Ellis.
  • Safe-for-work beer is now free.
  • The negotiation window now shows class icons next to player names, and artifacts show their rarity on the card label.
  • The intro video for Early Access has been removed.
  • Lots of new voice lines and shouts for Reclaimers and OMEGA.
  • Many new and updated sounds, including new P96 shooting sounds, Molaktula attack sounds and elevator lift sounds.
  • New music masters that should feel less noisy, and a filtering change to OMEGA's voice to make it less grating.
  • Multiple performance optimisations, including Expenite chunks, pathfinding, reaper worms, particles, shadows and the Ramrod.
  • Fixed Lucky Shot not working with projectile weapons.
  • Fixed explosive weapons fired by clients never damaging armor plates.
  • Fixed explosion-based upgrades (e.g. Double Up, Flash Bang) not triggering for non-host players.
  • Fixed explosive shots not doing any damage if they don't hit an enemy.
  • Fixed upgrades that only trigger on explosions not working with all explosive damage.
  • Fixed damage bonuses (e.g. Reloading Trick crit chance) being applied twice to radial damage.
  • Fixed radial damage crits not being synced.
  • Fixed Ticking Bomb and Volatile Combustion using proximity instead of short range.
  • Fixed many upgrades not working properly for clients.
  • Fixed Caching not working for shotguns.
  • Fixed Micro Missile direct damage doing nothing against armor.
  • Fixed Sweet Surrender not dropping multiple chunks when stacked.
  • Fixed Icy Shrapnel not damaging enemies around the frozen target.
  • Fixed Sniper's Mark not working on some enemies and weakpoints, especially for clients.
  • Fixed tools that don't go in the grenade slot counting as grenades for upgrades.
  • Fixed Two Steps Ahead not working with Impact Axes and Cluster Grenades.
  • Fixed the tether between electrified enemies hurting the player.
  • Fixed co-op revives only crediting one player for Expert Reviver, Field Medic and the revived stat.
  • Fixed enemies killed by turrets not dropping Expenite or splitting.
  • Fixed client damage sometimes not stunning properly.
  • Fixed some boss attacks not being stun immune as intended.
  • Fixed the Fulgor Vomiter's vomit attack ending early or getting stuck.
  • Fixed Sentries and Dominators firing after death.
  • Fixed cave leeches grabbing you through terrain.
  • Fixed frozen flying enemies not dropping Expenite.
  • Fixed Corespawn Bruisers and Edgestalkers being hard to hit with the Slicer's sword.
  • Fixed Shatterclaw Swarmers not freezing from the Cryo Grenade.
  • Fixed the Expenite Research Subject not attacking.
  • Fixed after-event artifact and altar constructions insta-killing enemies that try to enter.
  • Fixed poison clouds hiding enemy health bars.
  • Fixed Ramok freezing in place and never ramming the gatestone.
  • Fixed Ramok getting stuck in its invincibility phase after an armor break.
  • Fixed Ramok taking main health damage while recovering after a gatestone was thrown into the rift.
  • Fixed Gatekeeper biome foliage not being seeded, which made other objects move around or not spawn.
  • Fixed jittering on reaper worms.
  • Fixed jumping or double jumping in the elevator moving players out of it.
  • Fixed enemies being able to break the elevator drive unit after the elevator had arrived.
  • Fixed elevator drive units being damageable when they should not be and soft locking the run.
  • Fixed the Slicer's shield sometimes not working in high ping.
  • Fixed the terrain scanner not showing your own arrow as a client.
  • Fixed all guns getting the Combat Shotgun skin.
  • Fixed weapon equip animations not stopping when a weapon is hidden.
  • Fixed the P96 Mag Blaster fire sound getting stuck looping for other players.
  • Fixed clients not seeing the charged shot progress on the MM4.
  • Fixed charge and goo projectile launchers behaving differently for host and clients.
  • Fixed the Boomstick not showing ammo on the weapon screen.
  • Fixed the Sticky Grenade showing as Impact Axes in several menus.
  • Fixed Impact Axes not being able to be picked up again, and their discharge effect not playing on the host.
  • Fixed the crosshair disappearing after a level transition.
  • Fixed the Flare Gun not counting as a real item in item slots.
  • Fixed the cosmetic crate falsely reporting all items collected and not giving items.
  • Fixed Victory Poses not unlocking.
  • Fixed the cost of the 18th Ascension being wrong.
  • Fixed a second Ascension showing an invisible rewards window that blocked the Ramrod.
  • Fixed armor paintjobs resetting if the host disbands in the Ramrod while the team is in hospital outfits.
  • Fixed running out of non-duplicate artifacts blocking all Ellis negotiations.
  • Fixed negotiation card refills repeating a card already on the table.
  • Fixed late joiners not getting an artifact the team got before they joined, and their starting gear rerolling on rejoin.
  • Fixed Risk Vector options being repeated or recycled after host migration or "continue solo".
  • Fixed players not seeing teammates' cursors during the Risk Vector choice.
  • Fixed River Dancing not putting the client's camera into third person.
  • Fixed punching the sandbag quickly as a client stopping hits from registering.
  • Fixed the Voidkin Drifter kill count in the Reclaimer Handbook.
  • Fixed Dotty's head duplicating on clients.
  • Fixed the top row of enhancements not being clickable in the customization screen.
  • Fixed loadout icons being squished.
  • Fixed stats in tooltips showing 0.5 instead of 50%, and other stat math issues.
  • Fixed the Retcon Rage icon staying red until you take damage again.
  • Fixed the elevator button floating in the drop pod door.
  • Fixed a game sound bug after a teammate spawns.
  • Fixed the UI disappearing and the pause menu becoming inaccessible after aborting a mission and upgrading.
  • Fixed the UI disappearing briefly when loading into the player cabin.
  • Fixed a shader putting white pixels in the top left corner of the screen.
  • Fixed flickering in terminals and the pickaxe terminal.
  • Fixed missing hover sounds on several buttons and terminals.
  • Fixed typos and translation issues, including community-reported ones.
  • Multiple crash fixes and stability improvements, including fixes backported from newer Unreal Engine versions.
Download links
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Bugs
  • Open: 38
  • In Progress: 0
  • Resolved: 0
  • Closed: 2