#suggestions

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vestal marsh
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"It was their 300th expedition to the deepest recesses of Hoxxes IV, a routine affair by now. Yet, under the glistening vein of morkite, at the solid, impenetrable granite level did they find a borehole 10 meters in diameter - surely an anomaly, were the walls not in perfect symetry and adorned with strange carvings. And at the end of this tunnel - a tomb-like structure! Peculiar artifacts of alien origin adorning the hall, in it's center a humongous sarcophagus holding mysteries which DRG greedily yearns for. It took them quite a bit to figure out a way to crack its lid open, but they were not prepared for the horror they unleashed... many a dwarf had since went into the Gilded Abyss, as they call it, yet nothing went back 'cept warnings of madness that awaits within. It is now up to you and your veteran crewmembers to perform this impossible heist and come back as legends and DRG Employees-of-the-Century!"

  • Add a new type of mission that introduces a new threat - lovecraftian horrors that safeguard lucrative artifacts of great worth to DRG R&D (you can tie this very well with a cosmetic DLC that unlocks weaponry or armor reflecting this new, lovecraftian theme);

  • A new ultimate mission type akin to Deep Dives - The Sarcophagus Heist, consisting of randomized puzzle solving/combat challenges for unlocking the said sarcophagus and facing the evil within (hey, maybe the resident within is Karl himself? xD).

near glacier
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Allow 1 of the Dreadnought Twins to spawn on it's own in a swarm (but reduce swarm size to compensate)

stiff barn
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Twin Slicer rework:

-reduced damage
-lasers hover around the height near maintenance pads more
-beams take a longer time to accelerate

why? i feel like the twin slicers are the weakest of all the OMEN layers, where they just screw off 99% of the time and the 1% of the time they do something, it feels unfair, as the pattern which they speed up and slow down feels inconsistent/hard to track in such a busy fight

crude finch
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Add an achievement for riding a bulk detonator for ten seconds

mortal narwhal
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Alternate support tools for season 3:

  • Overdrive Booster (Gunner) - similar to the shield generator, but instead of boosting your shield, it boosts your weapons with increased damage and rof

t3 upgrades: booster effect duration, buff amplifier, less ammo consumption while in field

  • TCF (Turret Control Fort) (Engineer) - while taking longer to build, the TCF is a powerful combination between fallout shelter and mech suit. You can get in the open seat to control a fleet of attack drones. While in the TCF, you are protected from enemies, but not if the TCF is torn apart.

turret whip interaction: you can plug your shotgun into a hole that opens to the control panel, and shooting it distorts the signal to the fleet of attack drones. This scatters the drones, and temporarily switches their firing mode to an experimental mode.

  • Tesla Coil (Driller) - weakens terrain and electrocutes enemies within the radius
  • something for scout
fervent phoenix
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the devs stated that they would be open to suggestions regarding the season 3 grenades, so this is a suggestion for the scout's new grenade: an ultrasonic boomerang

it works just like the driller's impact axe. if it hits a wall or the ground, you can take it back, but if you hit a bug, it's not able to be retrieved. it would deal very little to no damage at all to bugs, as all scout grenades are more focused on effects and utility.

you get 4 of these and they can come back to you if you throw them at the right angle, they emit a really high pitched weird sound that will cause fear to any targets caught in the immediate range of its travel path, and it will also ping enemies and non-hostile creatures that are at least about some 10 meters from where the projectile flew

this could be useful to scout very dark rooms or to send bugs running away temporarily when defending a point

silk flare
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Ability to load up another other "mod loadout" without having to switch the list of active mods. It's a minor annoyance having to reload the lobby every time i wanna check which mods exactly were enabled in each loadout.

how it works right now: i want to know which mods are enabled in loadout B. so i press loadout B and get a message that certain mods will be enabled/disabled. if i click no it doesnt change the current list and if i press yes then it restarts the lobby and loads up the enabled mods in that list.

how it should work: if i want to know which mods are in loadout B for example, then i just click the loadout B and see the mods that would be enabled if loadout B were to be chosen. in order to load loadout B i would now also have to press "apply (mods)" at the bottom to switch the loadout / list of active mods which would reload the lobby.

cedar galleon
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New nade ideas!

Foam nade: splodes and turns grunts near the middle of the point of impact to foam statuettes, the rest just gets a wee bit of damage and/or punted away.

#

New nade ideas p2!

That sploding drone from the tower of doom machine event "nade!":
hold nade button to verify target, release, and the bloody thing that killed many a dwarf will now chase a bug! hoozah!

loud crater
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Possible loadout idea

Everyone know how you hover your icon over the and its labeled like:

"Loadout"
"Click to select icon"

I was thinking, we should be able to name our loadouts too! Possibly replacing that Loadout text or implemented in another way to have more distinctive or personalized differences between loadouts, like "Dreadnought Destroyer" or whatever you want your loadout to be named, rather than only having symbols to choose from, as this could have a good bit of personalization. This would likely be more of a Quality of Life change, but wouldn't be directly bad, either since it doesn't have to affect everyone!

pine olive
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Vending machine in the Abyss Bar you can order food from. Food does absolutely nothing but play an animation of you eating it. Includes Chinese Takeout and soda to finally explain where the hell Scout got all the trash in his room from.

near glacier
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ability to decide if we want to return to the team space rig or the solo one on quest completion screen

after hundreds of hours of DRG I still don't like to be abruptly disconnected from a multiplayer session within 10 seconds after returning from a public mission. neither do I think having to load into the space rig 2 times after every mission is necessary.

grizzled vigil
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Call the little exploding trees "boom shrooms", or at least ahve it as slang

mint gull
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New game mode idea, Territorial Control: Dwarfs explore a cave to find 2-4 large veins of a special material. Once a vein has been found the miners call down a large drilling platform to extract the ore. During the drilling a large swarm attacks and the dwarfs have to defend the platform. Repeat for all veins, maybe connect the platforms but probably not.

woeful fjord
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A type of mactera which, instead of grabbing you, digs rocks out of the ground and drops onto or even hurls at you

tight mango
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option for engineer to have an audio cue when sentry needs reloaded

kindred kettle
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The collision around the exterior of the drop pod (particularly around the doors) could use some further slimming down. Dwarves often have to do some digging around the pod just to make their way to the deposit slots on the sides.

lethal raven
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A salsa or flamenco dancing option.

mortal narwhal
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Grenade for Gunner: Dynamite Vest

If you’ve ever been on a mission with Gunner, you know he’s a trigger-happy drunk that only cares about killing bugs. What you may not know is that Gunner’s birthday is coming up. Engineer has prepared a high-tech dynamite vest for Gunner’s birthday, which was made possible by Gunner’s explosion resistance

When you press the grenade button, you emit a bright, red, glowing light to warn other dwarves of the imminent explosion, and after a short delay, dynamite is ejected in a 360 degree radius, and the explosives combined minimum AOE damage is just over 90 damage.

hot spear
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On April Fool's Day, all voice lines are changed to "Rock and Stone!" This includes management. Only takes effect in servers where all players are above level 10.

crude finch
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Add voice lines for pinging elite enemies, such as "Look out!" And "Run away!"

ripe ledge
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SCOUT: Give the DeepCore GK2 +10 ammo in the clip and that's gonna make it good. Though I think it's already good, it only lacks some sustained firepower, +10 ammo in the magazine across the board should make it okay.

near glacier
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More realistic idea:

When they get around to making new class-equipment options-
Driller alternative to drills that a fires out a projectile drill-charge.

The charge drills it's way through the terrain like a supply pod, but at the angle it's "fired" at, and stringing det-cord along behind it.
When it reaches a certain length of drilled terrain, the det cord goes off and blasts a tunnel the same size and shape as the auto-generated tunnels from placing pipelines on refinery missions.

honest vigil
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Hear me out: training dummies in the hub area to test out new builds' damage and effects on. Maybe a button to spawn a single glyphid in front of you to shoot just to see the damage? Itd really help in planning for missions!

acoustic parcel
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Rangling mission type where a group of Bet-c’s have been spotted and needs to be stopped or recaptured like a new boss battle.

arctic dune
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Guys, i have the mainest suggestion is that WE NEED MORE MAP SEEDS for point extractions. Like, literally. I mean for my 250 hours played i just played same map for like 10 times, and now just played same map 3 times past 2 days and 2 of it just IN A ROW just now... Its like there just only 50 or so map seeds for point extraction maps.

fiery hearth
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Give the OMEN Drones a very tiny buzzing noise, one that if you can hear it, it's already too late to stop it

cedar galleon
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New nade ideas p3!

Sludge nade: is sludge, in nade form

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New nade ideas p4!

Karls nade of mystery: It freezes! or maybe it burns? I think it also scares the bugs! I also recall someone putting a very big explosive materials in em. Anyways, It'll hurt the bugs and give you some entertainment! Hoozah Karl!

eternal badge
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Harpoon gun for the driller. Low ammo, but if it connects with an enemy soft spot or terrain, it stays in, and you can pull it back if you can see it. If it's in an enemy, you both retrieve the shot and pull the enemy to you. VERY low ammo count to account for this (like 1 in clip 5 spare), but high damage

near glacier
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Grenade idea for the gunner Name would be Pocket Rocket Stats would be something like this 4 total nades, 150 Damage, 400% Armor Break, 5 meter radius, and 5 meter fear radius (60% fear) they wouldn't have an arc to them but would instead go in a straight line maybe with a slight spiral for fun Lore would be while management was making the the rockets for the Hurricane one of the rockets went spiraling out of control which gave them the idea to put a nice leather sleeve on and tape a stick of dynamite for that extra kick and turn em into grenades.

near glacier
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grenade idea for the scout Name would be the AGG (Anty Gravity grenade) stat would be something like this 6 total nades, creates a 17 meter sphere that can be activated any time with a controller (like the driller's button for his C4) (the AGG will activate on impact with any surface) 30% slow Lore would be that management bought black hole grenades from their competitors then took them a part and made them "more Dwarf friendly"

frank valve
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I am once again asking for your buffing of the Ice Praetorian.

neon crater
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Make Nemesis rock and stone to spot the dwarves by the sound of their answers. And an achievement for rockandstoning to Nemesis while solo.

plain kraken
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a grenade that plants a boomshroomsploder where it lands, acting both like a small platform and a bomb you can choose to detonate at any time. it could be really good on gunner, who lacks mobility.

oak cradle
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"Cerebral Bore" Driller grenade.

-Similar explosion type to Cluster Grenades
-Loads of tiny drills are launched out, instead of explosions
-The drills make tiny noodle - holes through terrain
-If the drills hit a bug, they stick on for a few seconds, dealing small amounts of damage over time to a final amount of 20 or 40
-Multiple drills can stick on one target
-Extra damage on heads

mortal narwhal
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Rival frameworks for support tools pls I need engi to build rival turrets to confuse my friends

buoyant verge
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i feel like dreadnoughts should reflect better the biome where you find them, maybe just a visual thing or some of their attacks as well. Imagine a Glyphid Dreadnought from fungus bogs with a greenish color and vines/mushrooms stuck all over it, maybe when you break his armor he could realease a cloud of poison from his mushrooms. If found in radioactive zone it could have uranium stuck on it and have a radioactive aura around it.

sand jewel
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More rank tiers. For example, someone could start out as stone tier and move up to copper and then bronze and so on.

Possible tiers: Rock, copper, silicone, palladium, titanium, uranium, kriptonite, morkite.

grizzled vigil
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Make each steeve have the glow reflect the color of who owns it (red = engineer, yellow = driller, etc)

strange bone
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victory pose called Festering itch where your dwarf tries to scratch his back and a fester flea comes out behind him

crisp copper
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What about Fire and ice Steeve?
depending on biome there would be low chance on elemental grunt.
fire deals bit of bonus fire damage and ice slows down enemies.

this will cost me my reputation but... steeve would be lit.

grizzled vigil
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Kind of a stupid idea, but here goes:
The slapdash shell!
The person making this grenade was half drunk, Karl only knows what's in it. Powerful explosives? gold? or 10 glyphid swarmers? It's all up to chance with this ridiculous grenade. Why is RND still making these, and why are people choosing it?

rugged field
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Weird idea for reworking Scout's Supercooling Chamber OC:

Class: Unstable -> Balanced
Upsides: +125% Focus damage, +1 magsize (so you either have 9 or 15 shots, both of which are divisible by 3)
Downsides: Focus shots now cost 3 ammo.

This way, you keep the intended idea of the focus shots being burstier and you can't use focus shots as often (turns out basicly the exact the same amount total shots for focusshots), but you have no downsides to regular shots anymore.

crude finch
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Let us pet fester fleas so the true psychopaths can pet them then disintegrate them

steep pewter
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Let us stack barrels. Some want to clean up our messes in the hub area, others just want build stuff then slam into it.

strong lichen
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An achievement for completing a mission while drunk

proven mesa
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a friend of me had a cool but useless idea

hidden wyvern
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Add a rival tech themed armor framework for those who have that dlc purchased, instead of just having a rival tech paint job for armor

kindred kettle
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Have Supercooling Chamber raise the cost of charged shots to 3 bullets instead of reducing the ammo capacity.

devout reef
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High voltage tesla gun for the engineer:

secondary which once fired, will create an arc of electricity from the origin bug to other bugs within the vicinity, armour of bugs will reduce the damage (acting as a sort of insulation) but works wonders for crowd control. An unstable OC whereby the tesla gun does infinite damage but at the cost of the weapon only having a few shots, doing no damage to any enemies with armour (so dreadnoughts can’t be cheesed) and has a loud and obvious charge up time whereby dwarves can get to platforms in order not to die making the weapon extremely dangerous but effective

hard rover
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Gunner Grenade Idea: Concussion/Stun Grenade

The new grenade for Gunner could be a concussion grenade that stuns a bunch of enemies in a wide area for a long time. Also, you could use the concussion grenade to perform a blast jump of sorts in order to reach high places. The fact that it doesn’t really kill much of anything on its own is balanced by it having the widest area of effect by a good bit, allowing it to affect more bugs per nade than the other gunner grenades.

timid cipher
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Maybe add a line for the dwarves to say

"Submissive and hackable!"

Whenever you can hack a patrol bot

neat plover
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I personally found the pyro bolt overclock on the bolt shark underwelming agains grunts up, so I think a buff to the pyro bolt overclock that isn't increasing the speed for burning enemies should be either a mild slow down (even 10% - 15% slow down would be pretty nice) either on the radius of the burning from the bolt or a bit smaller
Either that or give it a bit more ammo, but the slow down will give it more utility agains swarms of standard bugs and bigger enemies.

night harness
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m1000 oc: nail and hammer (unstable)
rocknstone hitting an enemy with a normal shot applies the marked status, making the next focused shot you hit it with within a few seconds deal +200% charged shot bonus (additive, for 400% total vs normal shot with no upgrades)
rocknstone slightly increased charge speed
tothebone slower spread recovery
tothebone reduced ammo
tothebone focus shot increases spread dramatically

rugged fable
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Bosco Classes:
This would allow a solo player to pick a specialized kind of Bosco to accompany them. Each class should have its own perks and downsides and essentially act as a second player in one of the four classes.

Scout Bosco:
--Fastest flying speed, great for carrying heavy objects or coming to a player's rescue
--Decent Mining Speed
--Light Radius is 3x wider than any other Bosco Class
--Assault Rifle Arms, with good single-target damage but terrible crowd control
--Grappling Hook Secondary that can grab objects from far away and even stop a single enemy from moving

Gunner Bosco:
--Slowest flying speed
--Slowest Mining Speed
--Explosive Bullets
--Minigun Arms which shred multiple enemies
--3 Missiles which do 2x damage to enemies when upgraded

Driller Bosco:
--Decent Flying Speed
--Insanely Fast Mining
--Only equipped with flamethrower, which does very low damage
--Can throw C4s which are good for quick crowd control and for blowing up large rocks

Engineer Bosco:
--Decent Flying Speed and Mining Speed
--Equipped with shotgun arms that deal decent damage
--Can build structures like pipes 2x faster than other Bosco types
--Equipped with mini platform gun that can spawn 3 platforms before a cooldown

hidden wren
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Teleporter Grenade for Scout
basically it's an Ender Pearl from Minecraft-- you throw it and get teleported to where it lands

vale quartz
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I think it would be nice if there was more stuff past lvl 100 like pickaxes, armor, paint jobs, etc.

prime fjord
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I think it'd be nice to have more Loadout Icons. I like to mark out my loadouts for different uses, I think having some of the different bugs as icons there would be nice.

mortal narwhal
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Overclock for Stubby: Electric Discharge (unstable)

  • electric bullets gain 1m AOE (the damage has a chance to electrocute; does 5 AOE damage at base)
  • 10% chance to electrocute
  • 3 rof
  • 2 damage
#

Make repellent additive slow bugs by 15% when they are on the platforms (they are hesitant about crossing the scary yellow pancake)

frozen helm
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What if the Weekly Priority Assignment automatically rewarded your currently lowest stocked resource instead of a random one?
Same amount, more personalized value, helps those who always seem to be low on something.

oak matrix
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Suggestions for building sentries/comlink/black box/fuel pod/mini-mules :

Using power attacks to speed up the construction/repair of an object. Sometimes you just need a really good smack to make things work again.

steel orchid
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Doing overkill damage upon killing an enemy spreads fear to nearby enemies. With increasing radius and fear chance depending on how much overkill damage was applied.
Example: Hyper propellant to a swarmer --> very scared bugs nearby.

swarmer PGL engineer
"Its about sending a message"

teal rampart
#

let us pat the wall eyes

charred sage
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Prob suggested before but option to disable audio while the game is in the background (user has another program/app open on his screen).

young dragon
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Mission Idea: The BBB (The Big Bug Blasta)

  • you drop into a cave as usual but it's like the scavenge missions, where you go find, fix and use a giant cannon/gun, that is either aimed to kill an almost mature dreadnaught (once hatched it cannot be defeated by any normal means besides the slow gun) or use to shoot something big and important. Say, fix and charge 3 batteries and let the cannon prepare to fire, while having to defend it against the bugs, who are wildly attracted to the huge electrical surge
  • could also be aimed at some new scary robot from other corporate mining operations, to blow that guy sky high
stiff barn
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the last egg in an egg hunt will always be a large swarm wave, feels weird to end a mission with a tiny swarm that the team can just wipe easily

stable vine
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Hey, ever since day 1 I've been wanting water in DRG. Think about drilling a wall and then suddenly water shoots out like in Minecraft.

Now there's a very efficient implementation of this in a cheap plugin for unreal:

https://youtu.be/bOzc53QMfnY

I know that the devs envisioned water too in the beginning. So now they could finally make it happen.

little monolith
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NEW SEASON
Two words. Ophiocordyceps unilateralis
A meteor has fallen onto our humble little rock and an alien fungus has began to take root in the local wild life.
Both a new mission and a hazard would be available with high risk.
{Hostile Fungus} (New Hazard)
Nodes of this spreading cancer would be found clung to the ceiling of the caves and sprinkle down on top of both Bugs and Dwarf alike.
If bugs get caught under the rain of invasive fungus, their behavior would change drastically, turning to gather around hoards of other bugs.
If killed, there bodies remain and begin sprouting large mushrooms that continue the spread.
When enough get infected, they begin to target the dwarves. These infected bugs have a different attack pattern, with more health, tougher armor, and new attacks focused on spreading the infection to the Dwarves.
If enough damage is done to the team collectively, The mission is considered a failure as DRG would not risk the chance of an outbreak on the space rig
This hazard rewards Dwarves with keen eyes and tactical awareness. Destroying the cancer like fungus on the roof and the infected bugs is vital to the success of the dwarves.

strong lichen
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Add a chance to play the "The power of a star in my hand" (shard diffractor quote) voiceline after killing 10+ bugs with one fat boy shot

modern fox
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cup holders for the drop pod

outer gyro
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ammo overclock for sludge pump, i think only 200 shots is not enough

modern fox
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a beer / liquor, put on rotation, that highlights ores clearly amongst the darkness, effectively brightening them to be seen without the need of flares, kinda like terraria's miner's potion.

unsure if this has been suggested before, apologies if it has.

clear ember
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FSR 2.0, better image quality with less upscaling artifacts compared to 1.0

FSR 1.0 is already in the game so it wouldn’t take that much time (and resources) to update FSR to the latest version.

Maybe in the next mini update during S2 or in S3? :)

old marsh
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Make it a feature that the Mole Oc for the coil gun one shots flying rocks?

wide grove
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This has probably been posted already but please fix bugs spawning literally inside / underneath the dozer and the menace shooting like once or twice only to go bury again rinse and repeat

drifting raft
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Revamped recreational area in the Space Rig with food to eat and a screen that displays the global leaderboard for whatever platform you play on

abstract trail
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Could we get a season event mode that adds to the theme of the season and with rewards that after it ends would still be unlock able by playing deep dives and stuff

worldly coral
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The game already has so many half life inspired weapons, can we get crowbar pickaxe parts?

humble estuary
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I have some idea!
how about station upgrades?
and support tool and traversal tool overclocks?

near glacier
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Make the berserker perk an upgrade to the pickaxe instead

strange bone
#

this is prob recycled to hell but

an endless mode that progressively gets harder the further you go down, harder difficulty and modifiers which can be removed with cut of your resources or something.

crude finch
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Add an achievement for killing a dreadnought with a resupply pod, since it's already a strategy some people use, why not add extra incentive to do it.

empty elk
minor niche
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Add a bathroom door to the spacerig with a sign that says "occupied". if you get close enough, you can hear someone whistling.

sharp river
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When in a multiplayer session (NOT hosting), most assignments you might have should progress automatically on mission completion, regardless of the mission in question. This would allow people to stick with a lobby they find themselves enjoying, without having to worry about not progressing. Exceptions could be made, though (for the haz 5 assignment, for example).

eternal badge
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A shaved eyebrows option to look even more awful, crusty, and disgusting. Just as management intended

fading veldt
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Make a shoulder mounted automated smartgun an alternative for the engineer's turrets

fiery hearth
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Make Scout occasionally use the "Ding!" voice line normally reserved for CWC Drillers when reloading his M1000

muted quartz
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Can we have at least a vote kick feature for deep dives. There's too many dwarves that take it very seriously and will kick you for simple things like not building a turret, calling resupplies, or death by walking in front of gunner. A lot of simple mistakes that everyone makes, but its hazard 3.5, you can mess around a lot in this difficulty. I can understand the hate or elitism in Elite Deep Dives, being the hardest content in the game, but normal Deep Dives have too many people that take power trips. And its very frustrating because if you argue against the host, its just follow the leader or get kicked from an hour long mission with not even partial rewards.

somber pagoda
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Player reporting system. For griefing, and kick abuse kind of stuff. Just got kicked because the guy said i should be playing gunner in a certain way. We were almost done too. Stinking sucks cause the rest of the team was great. People who are kick happy should be force moved into groups with other kick happy people. Theyll work just fine together

hard rover
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Add barrel armor as DLC

steep pewter
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I’m not sure how this’ll work, but maybe a spectator mode would be nice.

crisp robin
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How about unique quotes for both exploders and specifically exploders that are currently about to detonate, so I can at least try to warn my brother that he is about to explode.

oak matrix
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New enemy suggestion : Glyphid Gasbagger(?)

A rare mutant strain from a Glyphid Grunt, after surviving a few too many puffs of poisonous gas. This passive grunt actively stays away from dwarves, and goes around laying small pods of green bio-mines on the ground. Harmless on its own, but when stepped on or shot at, it releases a cloud of flammable toxic gas, much like the one from a dead praetorian.

Note : Basically a mine layer just to annoy the dwarves, not exactly dangerous on its own. Could be a Fungus Bogs exclusive kind of an enemy, too.

fading veldt
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New random encounter: an abandoned emergency habitat complete with booze dispenser

pine olive
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New M1000 Gunsling animation.
Scout manually yanks the bolt back to eject the clip, catches it midair, and slam dunks it back in. For anyone that's played Hunt: Showdown, think Bulletgrubber reloads you cancel after putting the one bullet back in.

old marsh
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has there ever been a suggestion about having certain upgrades change how the guns look especially with over clocks. Like actually having the visual 6 shot cylinder heavy revolver when the overclock is selected

mint gull
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New game mode: Temple Running, dwarfs much search for and then raid a large randomly generated temple for artifacts made of an unknown material. temple houses many treasures(Gold and crafting material) and maybe a boss. you wouldn't be able to dig though the walls and as such you wouldn't be able to call supply pods while in the temple, either go outside or find something useful in the tomb. could be a rival mission, temple would just be replaced with a storage depot or something.

lime cape
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Rumor of a secret dealer of red sugar powder in the lobby, what if drug but type 2 diabetes ? Poster of "Red sugar is not good fa' you' inside medical Bay. Red sugar addiction post syndrome. Greenbeard are using too much of dis stuff. This thing is not good for you.

near glacier
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I haven't seen it mentioned, but i feel like perks being equipped at equipment and away from the perk station is kinda odd, especially when there's no tooltips in the equipment menu. (Edit: tooltips not showing at equip menu seems to be a sometimes bug)

crisp copper
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Would it make sense if you did mini mule missions.
There would be a low low chance of finding a dead dwarf just laying down next to a rock or a wall. with a pickaxe/gun in his hand.
And when its picked up, it could give a new weapon skin or modifications to pickaxe.

Voice lines could be like:
Gunner: "Oi, look alive, somebody is going to continue your legacy!"
engineer: "Sad to see a comrade like this, anyways, nice pickaxe, imma take that"
Driller: "May the stone gods res- Ooooooo~! GUN!"
Scout: "Look i only have 5 seconds to chit chat, imma give you this rock and i am going to take that pickaxe"

finite mauve
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I'd love to see more cosmetic options for utility items ie. changing the color/style of ziplines and engi platforms. Things like Neon or vine style ziplines, multi-colored platforms, turrets that look like mini spitball infectors would be awesome unlocks too!

zealous flame
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It would be really interesting to add a new voice line for when you find the lost headset that mentions something about Carl e.g “Carl was here” “This was Carls headset” it would also add more lore about the disappearance of Carl

edgy pilot
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A rare last stand type of event that happens when you call a drop pod, instead of it arriving you get a message from mision control that says something akin to "the drop pod got shot down by the rivals while going down, get ready because a swarm of robots is coming your way, we are sending boscos to recover you and the goods but it will take time" and then a counter of 5 minutes where you have to survive against an infinite swarm of drones with a free ressuply from mission control, when the 5 minutes are up the screen fades to black and you get to the mission accomplished screen

fresh river
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Im kind of getting tired of people joining at the very last minute of a mission and getting a whole bunch of goods while being there for only 30 seconds. I would much rather kick these people because they don’t help out at all for the missions but get all the same rewards. I play for 20 ish minutes and they play for 30 seconds and we both get the same thing. Its quite unfair and unbalanced. I would like to suggest the ability to kick people even after the primary objective is done, then this problem wouldn’t exist.

dry marsh
#

I don't know if this is technically possible, but have dreadnought corpses not despawn. Just imagine running back to the drop pod and seeing that hiveguard that almost killed everyone.

Pinging it would have a few voicelines like "Thank Karl that thing is dead.", "Who's top of the food chain now, creep!" and "I bet I could lift that front leg.".

zealous flame
#

Lost Helmet and or Cargo Crate should have a 100% of spawning in missions that have level 3 length or atleast make it easier to find the Lost Helmet

cedar galleon
#

Smol dwarf shaped bots wearing dead miners' helmets and making them sound like a real one, if they see you they chase you and grab you, if your teammates fail to shoot em in a few seconds, you end up like yamcha

cedar galleon
#

rare distinct patches on the wall that leads to easter eggs, like a temple-ish looking patch of dirt that leads to a small cave with a dead dwarf and a large boulder, with the skelly dwarf clutching a gold idol, complete with a voice over from the squad

void turret
#

New enemy type:
The Glyphid Bolt
An enemy with an extremely high movement speed but also very low health (5-10 HP)
Each strike deals about 50 points, it also makes a loud sound 1.5-2 seconds before attacking.

strong lichen
#

Make mini mules actually follow molly to the drop pod on deep dives

woeful fjord
#

A victory pose in which the dwarf comes in with a pouch, accidentally drops it and it reveals a whole lot of colorful goodies and a little lootbug eating them

vocal flame
#

A victory pose where a dwarf smuggles a Steeve on board.
I don't wanna leave my sweet Steeve in the caves alone 😦

vale seal
#

When a dwarf stays out of the main ship of transport back in base after the 15 seconds of waiting, he goes down in an individual transport ship, like those in which they send you when you enter an ongoing game, while the rest of the dwarfs go down together.

fallen forge
#

This has likely been suggested before but i think the drop pod should remain where it is on deep-dives, only opening at the end of the mission after any timer like on aquarq missions.
Excluding salvage mission because of the whole two drop pods thing.

bold owl
#

Crystalline themed cosmetics that shine and gleam in the dark

old marsh
#

what If shocked bugs stood still after getting shocked for one second before they slowly trudge through the electricity?

west folio
#

When doing a rocket jump with the RJ50 Compound and power attacking a bug on the way down give an achievement called "Market Garden"

fading veldt
#

Fanning overclock to the bulldog revolver

Greatly increase ROF, by taking a massive hit to the accuracy

pine olive
#

Unique voice lines for pinging dirt alongside the generic ones would be cool.

Suggestions:
scout "Where's the damn Driller?"
"My arms are sore, can someone else dig this out for me?"
"I mine minerals, not dirt!"

engineer "Extensive analysis of substance indicates that someone needs to apply repeated force, calculated estimate of...screw it, just dig here."
"Bosco, dig here! Crap, sorry, force of habit..."
"I'm a geek, not a jock! Can I get a hand digging this out?"

driller "Stand back lads, going to work!"
"Drills, or C4? Hmm..."
"Unless you wanna get drilled or blown up, out of my way!"

gunner "In this world, there's two kinds of people. Those with- wait, we all have loaded guns!"
"Dig spot. Tunnel through, I'll cover ya!"
"Bullets don't work on dirt! Can I get a hand digging?"

zenith flax
#

When you order and or drink a leaf lover special if you have other dwarves in your lobby they will berate you for getting it

strong lichen
#

Rare chance for a broken drilldozer to spawn on salvage operation,with doretta's head partially buried in the ground somewhere nearby
You can choose to save her but you don't get anything for it just like on normal escort duty

plush elm
#

The jukebox sound is not coming from the jukebox, nor the animated-speakers. It is mysteriously coming from the centre of the room. noticeable when you stand close to the jukebox (with headphones)

proper parcel
#

A Monster Hunter Inspired Pre-Mission Beer Recipe mixing. In Monster Hunter, one mixes various food stuffs in the canteen pre mission to gain various buffs, debuffs and comical effects. Fish gives Defense, Meat offense, the fresher the food, the more HP boni. Seems like a perfect system to expand the buff beers with. Mix a certain number of Nuts, Malts and Berries for various effects.
For Example: All Starch Nut beers give a shield bonus. Mixing in Malt Star as 2nd ingredient adds a Pickaxe dmg bonus based on shields, whilst a Barley bulb would give a bonus to mined morkite.
All Barley bulb Beers beers give a health bonus. Mixing in a Malt Star would give a health based Pickaxe bonus, whilst another Barley bulb would give a bonus to mined nitra.
3rd ingredient would then trigger various intensities (You can already double up on red rock blaster for example, not unheard of) based on amount, in parallel to a fitting amount of drunkenness. Certain Recipies could trigger comical effects on top. Would also help in lowering the absurd amount of ingredients one has, since barley is the only thing one uses on a regular basis atm.
You could also reuse those lovely beer brewing animation that I havnt seen for 900 hours of gameplay. Make em skippable thou.

severe zinc
#

Color code the pipes on on site refining where the numbers are located and on the UI. Hard to use / remember just from the numbers, I feel like a visual color code would make it easier to communicate with the team.

midnight acorn
#

The Necromancer

New enemy types: undead glyphids. Maybe sensitive to flares.

Mission type: destroy the ritual site. A series of rooms with dark pillars made of precious Morkite & protected by bosses, swarms and anti flare spells

sturdy nexus
#

Charging engi platforms to make them bigger

tight mango
fading veldt
#

Mimic type enemy that disguises itself as a rare ore vein, if struck, it'll reveal itself to be a big ol' buried killbug

pine olive
#

Mission control lines for dealing 5% or more of her health in friendly fire damage to Doretta.

"WHAT THE BLAZES ARE YOU DOING!? PROTECT THE DRILLDOZER!"
"Team, hostile attacking the dozer- wait, reports indicate- WHAT THE DEVIL ARE YOU DOING?!"
"THIS IS LITERALLY THE OPPOSITE OF YOUR JOB!"
"Further destruction of DRG property will result in immediate abandonment!"

eternal badge
#

A new class, called something like the caver. I'm not too sure about the name, but the general idea is based around their basic support tool: Climbing picks. Climbing picks would be able to be used to climb any surface you can't walk up, except ceilings. It would be a bit slow, but you could throw down ladders when you get to the top. This would allow you to access places too tall for the scout to get up, or to sit on walls and mine minerals that are hard to access by other means. The picks would also be usable as a melee weapon. This class would have primary weapons based on being slow firing, high damage, and long range, to take full advantage of the ability to set up a good sniping perch. Secondary weapons would mostly be pistols. Things similar to the subata or driller secondaries. Basically, this class would be the designated miner and sniper of the bunch, while the scout is the medium range engagement person who can maneuver easily and, well... scout out new caverns and light them up

tight mango
#

Glyhpid stalker
a glyphid slasher with the same hp as a exploder but is almost invisible. invisibility is visually the same as halo's camouflage. the shape of the stalker can be seen as light gets distorted as it passes through it making it quite hard to see when in the dark. its AI is similar grunt AI but will try to approach the dwarves from their flank or behind. preferring to be the opposite of where the rest of the glyphids are

not realy sure how this would fit into glyphid evolution besides some kind of adaptation against the dwarves specifically since glyphids normally dont have eyes. I cant even think of predators there that do

supple bison
#

When playing coop I'd like for completing missions in the host's assignment to count as completing the missions required for any other player's assignments.

Example: The Host is working on unlocking the Cryo Cannon License while another player is working on an Engineer promotion. Today, completing the License's Salvage Operation, Egg Hunt, and Point Extraction wouldn't count towards the Promotion's Mining Expedition, Salvage Operation, Egg Hunt, or On-site Refining. So the group would need to decide to either work towards either the License or the Promotion. The same problem would happen even if both players were working on the same promotion but one of the players finished Mining Expedition separately.

If this change were applied then finishing the License's Salvaged Operation, Egg Hunt, and Point Extraction would finish the Promotion's Mining Expedition, Salvage Operation, and Egg Hunt. With this change the group could work towards both the License and the Promotion at the same time. Making play sessions with friends just as efficient as playing solo or with Randos.

Reasoning: GHG has expressed a vision of making coop first games and I believe the inability to sync assignment progress negatively conflicts with that philosophy. Because it reduces the incentive to playing coop with friends as they have to choose between slowing their own progression with friends or finishing their progression faster by themselves/with randos. I don't understand how this choice help GSG fulfill their vision of making DRG a coop first game.

mint gull
#

New Class: Medic, before I begin I would like to say I don't think DRG needs a 5th class, but if they did add one i would want it to be like this.
Red sugar would need to be rarer
Primary, SMG type gun like scouts assault rife but with less range, damage, and clip size but having a fast reload speed
Secondary, Rocket rifle prototype from last year, i like the idea that bugs killed with the rocket rifle drops red sugar but maybe that's too much.
Mobility, I have no idea
Utility, Grenade Launcher, Launches a single grenade before needing to be reload, grenades heal dwarfs for about 60-70 health and slows down bugs, not a lot of grenades like 5 before needing more ammo

acoustic parcel
#

Anomaly idea. Abnormally well lit caves and the opposite very dark caves that only flash lights can be used.

steep pewter
#

Another anomaly idea (or hazard depending on how you see it): x2 gravity. Basically the opposite of low gravity except:
•No airborne enemies
•Slower to climb up
•All enemies have stronger armor
•Projectile weapons have less range
Feel free to tweak this idea should it be implemented.

mint gull
#

New Craft Beer idea: Bosco's, summons your Bosco to your side for a bit, just a way to show off your Bosco to friends

heavy flicker
#

Program the drop pod to drill down until the bottom of the ramp will touch the bottom (floor) of a cavern. I've lost so many missions cause the drop pod will stop at a very small outcropping with the ramp facing away from said outcropping and being several meters above the ground. The only way around this currently is to have a gunner on the team to set up a zip line or have a really good and lucky driller than can drill from the opposing cavern wall up & over just above the ramp so everyone can drop down onto the ramp (a tall order for less than 5 minutes). This also leaves solo players that aren't gunners SOL. I may also post this in the bugs section as I feel it is a problem, though not technically a bug.

royal pumice
#

Make the drop pod button a vote, majority wins, so one dwarf cant just press the button before everyone else is ready.

simple gust
#

SMRT makes more sense as a tier 4 mod for LOK. I would suggest moving it there.

Choice in tier 4 then would be "more locks", "faster locks" or "right number of locks".

In fact I think SMRT and "more locks" are actually pretty close in terms of in-game impact. Less locks wasted (SMRT) behaves pretty similar to having more locks, some of which get wasted.

I think it would incentivize taking SMRT more often. Particularly for Fear Freq builds. Otherwise most builds really push you towards blowthrough or electro-chemical.

finite geyser
#

for the voice line "we got a wave and it looks to be a nice one" tie it to a very small chance to spawn a loot bug wave.

west folio
#

Anomaly idea: The Dark.
"There's something out there. And we don't know what."
It's like low oxygen but if you are in the dark for too long (dev's decision) then you instantly die.
If there is no dwarf in a certain radius (dev's can decide). The dwarf affected will have a bar similar
to heightened senses but black. Along the effect they will begin to hallucinate shadowy dwarves with blue eyes.
and even further along the effects will amplify until the dwarf dies. If there is a dwarf in the radius or they are in light
the hallucinations will not happen. (Accidentally sent because I forgot to shift enter)

winged needle
#

I would like to see a few alternatives to Morkite in mining missions. Surely there's gotta be more than one commercially valuable resource on Hoxxes IV for DRG to extract, right?

fallen forge
#

Pets:
Pretty self explanatory, little guys to follow you around on missions. Some would walk, some would fly, and some could even sit on your shoulder. Something like a mini-mule to follow you around or a little drone that flies around you like bosco. And for your shoulder there could be a little robot bird or something. Idk if it's possible but i think it would make a cool addition to the season pass and add more things to show off to your friends. rocknstone tothebone

rare mica
#

Perk Point Update
Adding something to do with perk points once everything is unlocked with em may be a good idea, maybe paying like ~30 or so for a blank matrix core or something and maybe different amounts for other benefits like credits or minerals, anything would be good though. This increases the amount of challenges people will actually try to go for, since they lose relevance as soon as the perk tree is completed, while also taking a little bit off of the time gate for matrix cores while still keeping them decently hard to obtain.

merry needle
#

if a beer has been ordered at the abyss bar, say when 1 player was in the lobby, and more players join, lloyd should pour a beer for each new player joined

static urchin
#

I just wanted to take this topic back again because yesterday i did an acquarq mission at haz5. After sweating my soul out because of the intense try harding, literally surviving 21 minutes because of looping the massive deadly horde and all you can imagine, with the primary and the secondary objective completed i got 5600 xp, the cave was level 3 on complexity and deep too... then i did the exact same mission in 5 minutes because it's incredibly easy at haz1 and I've got 2300 xp, 0 stress, 0 skill better rewards in less time ignoring the secondary objective. Now I'm starting to think about leaving the game because being good is just useless, i also got a lot of minerals from both haz levels by the way. There's a huge problem with the rewards on this game and i could level up by simply joining a session who's playing by idk 30 minutes so you gain all the experience they got by playing the whole mission and basically stealing experience by doing nothing. Those two things in my opinion are top priority right now, the problem is how the game calculate rewards, at the moment it is really bad and it makes the game not worth playing it. Yes i could play haz 5 just because i want a challenge but the rewards are so disappointing i just feel I'm wasting my time... I've always played on the hardest difficulty i could on this game from the very beginning, but i don't even get for example a medal or something in the statistics that means that someone can reach level 500 by stealing experience and in fact a lot of high level players sucks, but when it comes to be skilled you could be a level 60 just like me who played always on haz 4-5 and you don't even get something that count all the missions you do on each haz level. I don't know guys i just feel like this game is not worth playing it at any difficulty higher then haz1 because haz1 is the easiest to speedrun and consist in just doing the primary objective and leave... and that's almost as boring as playing at haz5...

woeful fjord
#

A small chance for a little room made out of nothing but shiny cave quartz to appear in crystalline caverns

strong lichen
#

Reduce the gold spawn rate by half but double the value (some changes would have to be done to crassus detonators)
Why: a lot of players complain that gold isn't worth enough to justify the time spent mining. It also doesn't feel valuable with how omnipresent it is. I know Hoxxes is supposed to be a rich planet, but come on

hardy lynx
#

Bear idea: lootbug lager, when consumed, increases the collection radius for your character by 50%

frank quartz
#

probably has been suggested before, cuz it seems pretty straight forward and obvious but i would like some kind of reward for getting Milestones instead of an infinite surplus of Perk Points, tbf i dont really have any perk ideas that could be missing and a small credit reward or more importantly some crafting materials would be a nice something so they dont just stop giveing u anything as soon as you got all perks, maybe even make it give you a little of your most needed ressource or something (this is obviously very low priority tho and first world problem complaining ^^)

fading veldt
#

Make it possible to pet Silicate Harvesters

north shoal
#

Instead of letting hosts kick players in the middle of a mission, please add a votekick system.

pallid night
#

Would appreciate a toggle/hold option similar to the one sprint/laser pointer has except for interactions. Perhaps an additional parameter to change to toggle after X seconds of the interaction key/button being held.

eternal badge
#

Make the portrait of each class, instead of being the default appearance of the class, show the specific dwarf of the person playing it. It is still possible to identify the class they are playing by the color of the rim around the portrait

tight mango
jade siren
#

Showing Bosco and their stats on the reward screen.

Bosco just chilling when a Dwarf joins instead of exploding 🥺

fading veldt
#

Make it possible to point to where you want molly to stand.

This would allow us to use Molly as a makeshift platform

strange heart
#

Blank Matrix Core in Battle Pass

hoary gyro
#

It would be nice to see some more plant based enemies or fungus.
For plant based enemies you could probably just leave them in place and maybe attack bugs or players so that you can play around them to try to thin the hordes. Making some closer to melee enemies that slightly reach for you then grab you for a second or just deal some damage. A plant enemy that pits bugs at you may also be a cool idea so some grunts are close to it maybe it would get launched towards the play either in front or behind them?
Maybe have the fungus be like the parasites modifier but rather than spawning the parasites have bugs have a chance to revive with armor still broken but regen and a new weak spot on their face.

bitter wasp
#

As of now, each dwarf has a tool for either exploration(flare gun), fighting large swarms(shield) or something in between that doesn't necessarily excel in either area(C4 and turrets). I think it would be cool if each dwarf had an additional tool so that they could have 1 tool for exploration and 1 tool for problematic bugs(bugs problematic to that class, such as how 4 drillers won't do the best against a crassus detonator). Scout could have something that does AoE, driller could have something that does large single target damage(indirect nerf to axes which are currently very powerful) and something that mines terrain effectively but isnt great in combat(indirect nerf to EPC mining which is currently very powerful), I really like how engineer has turrets(could also be any other NPC that is created by the enginner and acts like a weapon) so maybe he could have a turret for identifying and dealing with/alerting the dwarves and a turret that would have greater firepower and simply does (relatively speaking)a lot of damage to hoards, as for exploration tools for gunner I don't really know at the moment, the shield is definitely a solid hoard tool though. Such a change would also be very helpful for singleplayer.

lapis dawn
#

Engi should be able to change color scheme of their turret

dawn kraken
dark nacelle
#

The ability to order 4 random beers(only beers that have funny effects not beers that affect missions).

crystal jolt
#

Customizable molly as in like paint jobs or you can change the type like how in the space rig there and smaller and bigger ones that are also different colors would probably go off if the hosts molly for the team

strange heart
#

add water

  1. possibility to add a new type of enemy
  2. swim
  3. could be used to reduce falldamage
  4. maybe a new biome?
  5. the most important of all: beer without water is called plant and thats clearly not what our fellow dwarves want!!!
charred sable
#

Sudden disconnects (i.e. getting 'Lost Connection to Server') should give you something akin to when you're kicked.

Getting pretty tired of spending 10-20 minutes in a mission only for it all to poof away.

runic grove
#

Would it be possible to add the biome in the tutorial to the main map to play in?

I really love the green included in that mission and its super clear to see without the vines in the other green biomes

EDIT: the name of this biome is the Shallow Grotto, if you dont remember the area try checking out the tutorial mission see it yourself

unborn root
#

I don't know if this has been suggested but it would be really cool if the color of the statues in the hall matched the color of the rank you've achieved with each of your characters.

rain star
#

-a slider for aim assist/sticky aim so controller players can turn it off or adjust it

zinc bough
#

Additional cosmetic overclock idea

All beards that have a "Gilded" option should also get one or two "Lit" options. Light colour is determined by equipped paintjob.

Example 1:
Replace the golden metal bit with a "uses equipped paintjob" material and replace the gemstone with a light like the one from Classic Mining Helmet (maybe smaller and less bright).

Example 2:
Replace the golden metal bit with a "uses equipped paintjob" material, remove the gemstone and add a glowing ornament like on a weapon with Neon Band framework.

Why?
Think about how equipping a Gilded beard together with Fourth Relic framework weapons is a perfect match. Wouldn't it be nice to have a perfect match for Neon Band framework weapons (or some Custom Engineered weapons that glow) aswell?

split tide
#

More biome themed weapon paintjobs. The Salt Crystal paintjob looks really nice, so I would like to see ones themed around other biomes too, like a pale gray and neon green paintjob for Radioactive Exclusion Zone, or an icy/reflective light blue paintjob for Glacial Strata.

strong gyro
#
  • Structures/Biomes like a corporation secret labs, a corporation bunkers/installation, or a alien ancient temple, coming with specific monsters.

  • Remnants of past expeditions with crates with ammo, nades or health, without being gamebreaking

near glacier
#

The last 2nd mission/Optional objectives should ether have a glow in the dark effect or be highlighted wth some type of glow effect. it even could be visible on the Terran scanner maybe. it’s a pain in the rear to find some of the Optional ones this would make it less frustrating

lunar mural
#

Apply the currently selected pickaxe paintjob to your tools (laser pointer, wrench, hammer, scanner et cetera )

violet hazel
fading veldt
#

Make Macteras and Glyphids occasionally fight.

Both seem predatory lifeforms, both share space in Hoxxes, I understand they can sometimes coexist, but there should be some fighting between them sometimes, for space and resources

Also the chaos it would add to the game would be fun

rare mica
#

New Enemy: Tyrant
An enemy of similar size to a praetorian, with full armor and a head higher than a grunt that has a unique characteristic of charging straight at miners with armored horns to impale them, dealing extreme damage, similar to a rhino. The only way to avoid the charge is to land a shot to the face, stunning them, or to get out of the way in time. Something I don't think we see quite enough of in a swarm is big boys, and even when they spawn they are most often praetorians that can easily be dealt with, so this tyrant will add to the amount of different towering bugs as well as providing a unique challenge that offers more enjoyment than simply getting behind it (keep in mind the tyrant's only vulnerability is the face, similar to an oppressor's back) and unloading your clip. The difference between this enemy and a shellback, however, is that the tyrant will instead trade turning capability for raw speed and damage, while also being immune to the fear status entirely.

rose pasture
#

Hey, would it make sense for the praetorians, that leave a stink cloud on death, and oppressors to explode when killed with fire damage?

astral nexus
#

Make a Team Fortress 2 themed DLC pack. I think it's about time DRG and TF2 had a crossover of sorts.

pine olive
#

Lines for being downed via friendly fire damage.

"WHEN I GET BACK UP, YOU ARE SO DEAD!"
"HEY HOTSHOT, HERE'S ANOTHER PROTIP: KILLING YOUR COWORKERS GETS YOU FIRED!"
"Et tu, dumbshite?"
"DO I LOOK LIKE SCOUT?!"
"Friends like these, I'D TAKE THE BLOODY BUGS!"

tight mango
# pine olive Lines for being downed via friendly fire damage. *"WHEN I GET BACK UP, YOU ARE ...

Id like to add to this
"Do I look like the bugs!?"
"You owe me a drink for that!
"And you call yourself a dwarf!"
"You're paying for my medbay visit when we get out of here!" (also triggers when hit by fatboy)
"Are you blind!? I only have 2 legs!
"You're lucky I belive in no dwarf left behind"

Also some lines from mission control
"Inflicting injuries on your coworkers is not taken lightly and you will be held financially responsible for their medical treatment"
"Management can and will ban you from the abyss bar if you continue to harm your fellow dwarves"
"Stop it. Now!"

lime cape
#

Can you add idk... weaponized underground horses ? So we can go fasta ?

neon dawn
#

let us tbag nemesis when we kill him cause he’s to strong

severe mauve
#

Please I just want tool paint jobs 😭
Who wouldn't like a sentry gun or grappling hook with a skin

tame knot
#

pettable dwarves

acoustic parcel
#

Mimics!

brittle pier
#

Dreadnought Detonator, we got a defensive type, an attacker type, and a twin type dreadnoughts, just who wouldn’t want an explodey type added to the mix

mortal narwhal
#

When failing escort duties, you should be able to attempt to dig the rest of the way to the Omoran Heartstone so another drilldozer can be dropped at the spot (since the actual location of the hearstone is known)

pliant mason
#

Suggestions: Two Biomes, One New Enemy, One new Nest type

- The Obsidian Deadzone -
Neighboring Sandblasted Corridors and Magma Core is a deep, dense pocket of volcanic glass with extremely low life support, only acting as a hunting ground for Glyphids and certain... Unique horrors. There's not a whole lot of creature diversity, but it is exclusively home to a species that not only are macro extremophiles, but also intense killers that attack anything based on their sound perception called the "Blind". The terrain is extremely bumpy and smooth, sometimes having extremely sharp clusters of stalactites and stalagmites, with geometry reminiscent of the Sandblasted Corridors. The terrain color is an extremely dark pigment resembling obsidian, with most light sources making it very difficult to see but the gloss of the terrain can easily guide any explorer.

- The Opal Windchannels -
In the far north of Hoxxes, a beautiful layer of a Diorite type sediment is carved through with intense erosion from windchannels coming deep from the planet. The polar opposite from the Obsidian Deadzone, it features light grey and jagged terrain, with plenty of wind currents from small tunnels acting as a means of travel assistance in the many honeycomb caves and highly vertical chasms. The peculiar Honeycomb rock formations that resemble bee nests can offer superior combat assistance due to their intricate formations. The biodiversity in this area is surprisingly lacking in Glyphids likely due to the harsh wind conditions, allowing many Mactera to create broods as the wind currents assist juveniles with their flight training. Also due to this, Cave Leeches are also found more often here.

- The Blind -
Exclusively found in the Obsidian Deadzone, the Blind is a merciless killing machine that attacks anything that aggravates its extremely sensitive sight and hearing. God help you if you find this thing alone, because chances are you're not making out of the fight alive. They are bipedal monsters with four arms, and while they do have eyes those are extremely sensitive to light. They hunt prey with their superior sense of sound, and are hostile to both all other bugs and dwarves alike. Their numbers are far and few between and stay hidden within the shadows, so it can be fairly easy to scare one off with the Scout's flare gun or lure a group of Glyphids to one as a distraction. They have no resistance to elemental attacks, but this is made up for an aggressive offense with its superior climbing ability surpassing even the quickest Glyphids and supersonic punches that can fling a Dwarf back and stun them, if not instantly incapacitating. Exercise EXTREME caution when engaging, as a whole team can be wiped out without coordination.

- Mactera Broods -
High in the caverns of the Opal Windchannels lies large nests of Mactera that spawn many units when you draw too close. Most commonly found above the Honeycomb formations, they are extremely suceptible to fire and kinetic damage, so tap your Driller's shoulder when they're itching to burn something. Like the Glyphid Brood Nexus, they take a considerable amount of firepower to exterminate, but doing so makes any mission much easier since it does continuously spawn them.

blissful spindle
#

lootbug hat Literally just a live baby lootbug that sits on your head

patent breach
#

nishanka needs another t4 mod. if you use a nonretrievable bolt type it's not really a decision, you can only take battle frenzy since radio transmitter module does nothing for nonretrievable bolts.

orchid mortar
#

Lootbug backpack perk
You have a lootbug on your back which increase suits resource capacity by say 40-60. The lootbug multiplies resources gained by 1.25 (ignores nitra).
With this perk when you pick up minerals you hear happy lootbugs sounds.
When you empty your resources instead of the cannister you shake and squeeze the lootbug.
To balance make the downside that it uses the same perk slots(blue) that iron will and instant revive use.

mortal narwhal
#

Option for how much the m1000 zooms in when focusing

acoustic parcel
#

Oneron heartstone race vs the rival tech slow their driller while you protect yours. Or similar destroy their driller and get the heartstone for yourselves.

mortal narwhal
delicate garden
#

Hi, can you guys add a reconnect button for deep dives and normal missions? Sometimes I get disconnect, go back to space rig and lose all my earnings. I wish an in game button (during mission) that reconnect me to game.

eternal badge
#

Idk who would get it but a radiation field grenade (similar to the radiation created by killing a radioactive praetorian) would be awesome. More radiation weapons in general really

mortal narwhal
#

“Lead Storm” oc (balanced): super wind up

  • when you fire after a full spin up from start to finish, you get x2 rof for x seconds
  • your base spread decreases while the minigun is spinning up
  • there is an indication for when the minigun is fully spun down
  • x second longer spin up time
  • shorter spin down time
mortal narwhal
#

“Hurricane” oc: Hurricane (Lead storm has an oc named after it so why not?) (unstable)

  • your missiles are heat-seeking, and avoid walls
  • your missiles orbit you until you release the fire button, and then seek out the nearest enemies
  • 10% rof
    -50% nitroglycerin compound effect while your missiles orbit you
  • you can’t move while shooting
  • you can no longer control your missiles
#

“Thunderhead” oc: Thunderhead (unstable)

  • AoE shockwave stun
  • 10% of targets within AoE radius x1.5 are electrocuted
  • 15% damage vs. Electrically affected
  • AoE damage
  • direct damage
  • RoF
muted quartz
#

We need emotes so i can dab up my fellow dwarves

scarlet grove
#

Buff Strong Arm perk so you can use 1 handed weapons while carrying something in the other arm

pliant mason
# pliant mason Suggestions: Two Biomes, One New Enemy, One new Nest type **- The Obsidian Dead...

To provide further elaboration on the Blind enemy suggested in the replied message, here is a very detailed bio.

- The Blind -
Classification: Other
Body Type: Humanoid, roughly 8 meters tall.
Resistances: -10% from all damage types except Fire, which is +20% from.
Health: Slightly more than a Praetorian.
Armor: None
Weakpoints: Face (x2)

Attacks:

  1. (Kinetic) Supersonic Punch - Its most lethal attack. On Haz 4 and above, it will oneshot any Dwarf without any additional effects of Damage Resistance or Red Rock Blaster. Survival leaves the victim stunned for five seconds. It has a reasonably strong windup, so a skilled Dwarf has a very brief window to avoid the attack.
  2. (Radial) Deafening Screech - It deals no visible damage, but the volume of the screech is so loud it deafens everything in a 50 meter radius and stuns all enemies within a 15 meter raidus. It can be heard otherwise from anywhere within the cave system, and is a clear sign that it has aggro'd to something. It also does this when it kills a large creature or Dwarf.
  3. (Kinetic) Tantrum - Only performs this move when the Blind has 40% or less Health, which it uses all four arms to violently shake the ground and slow down movement within a 35 meter radius.

Description:
The Blind is something the scientists in the lab did not want to discover. It makes its home in the most lifeless corner of Hoxxes being the Obsidian Deadzone, an area comprised of volcanic glass and no support for life. It manages to survive by refining the caverns it inhabits as a hunting ground for Glyphids, and feeds directly from the meat and juices of any unlucky grunts. It attacks basically anything it perceives as food. It even stands a chance against larger enemies by utilizing a punch that severely cripples a target if not outright killing them instantly, which has even been observed to pacify Dreadnoughts. On top of all that, it has echolocation as a means of detecting intruders as it is mostly blind, save for having hyper photosensitivity. Any significant light source is enough to deter a Blind, even something as simple as a Flare. One thing is certain, DO NOT ENGAGE THIS THING ALONE.

Other notes:

  1. No more than two Blind live in a cavern at once.
  2. Driller is extremely effective against Blind, but other types of fire damage can easily make a Blind flee.
  3. Blind can recognize significant threats to its livelihood, it almost never engages a Detonator unless it has no choice.
  4. It attacks all signs of Rival Tech except stationary structures, it may even assist in destroying a Nemesis or Caretaker if given the opportunity, but will still be hostile.
cerulean pasture
#

Don't allow fuel cells to drop next to supply drop, just had to abort a deep dive because of that, and it blocked the fuel hookup because they were right next to it, thus making getting that objective impossible.

strong lichen
#

New leech-like enemy that matches the color of the ground,catching anyone who isn't paying attention and steps on it

smoky token
#

Updated
New perk (there must be a way to spend at least some of those 100+ perk points in the endgame, right?):
Part of the hand
Increases pickaxe damage by 5%/10%/10%/15%/15%
The third upgrade also reduces an amount of swings needed to mine environment objects and rock by 1, and the fifth one - same for veins and minerals. Maybe only one of the special effects should be implemented in order to not make the perk overpowered?
I'd put it in the last 5 columns. Not sure about cost, but it has to be quite high, I guess

The main purpose of this perk is to deepen the bond between a dwarf and his pickaxe add a new option to focus one's build around melee or mining capabilities - or to compensate the lack of those (engineer, gunner). It would synergize perfectly will vampire and berserk (more love for berserk!) or just with vampire, making it great pick not only for driller, although I know vampire is ok for other classes (maybe vampire nerf to 4 health then?)

worldly coral
#

resupplier perk should provide total immunity during taking a resupply.

mortal narwhal
#

Make the pebbles around Enor Pearl glow, because I often fing myself passing it up, thinking it is just normal rock formations

pine olive
#

Everybody and their empty beer mug has suggested grenades, here's my take on those ideas.

scout: Goo Grenade.
"Toxic warfare and petty larceny all in one! Lob a stolen canister of that green crap Driller keeps slinging everywhere at bugs."
Scout's grenades are all about crowd control or slowing down a threat before they get to him. This would give Scout a slowdown grenade over a larger area than IFGs, a little bit of DOT if he needs to get the hell out of wherever he is while still dealing damage, and give Scout a rare opportunity to do preventative damage (think Fat Boy's radiation field or Sticky Flames in general for what I mean by preventative damage).

engineer: Stones And Rocks.
"OSP at it's finest! Grab a rock off the ground and hurl it at bugs! As a bonus, ammo is everywhere! Not technically a grenade, but who's counting?"
Engineer's gameplay, at his core, is about ammo management. To steal a line from everyone's favorite dwarven scientist, he has a LOT of potential damage, and can blow it all away very fast. A completely reusable ranged attack would give experienced players a way to save ammo for big bugs if they built both weapons for single-target damage and new players a way to deal damage when they burn their entire reserve.
Plus, to be honest, the concept of the smart guy having a grenade that's just a fucking rock is funny.

Text limit has me pinned down. Gunner and Driller coming later.

#

gunner: Lifting Utility Gloves.
"Fancy electromagnetic power gauntlets that let you pick up and throw your coworkers! Management is not responsible for any harm that comes to either party as a result of this."
This is a weird one, bear with me.
Gunner's options to give mobility to his team is pretty limited, he's canonically a strong dude ("IT AIN'T A GUN IF IT DONT WEIGH AT LEAST ONE HUNDRED POUNDS!"), and throwing dwarves is a staple of lighthearted fantasy. For the sake of not griefing your team, I think this would have to be a two-part thing, where Gunner goes into a ready stance, you climb into his arms, then he can carry and throw you like a heavy object. While being carried you can still turn around and shoot stuff, and wiggle out if Gunner is carrying you towards a running Flame Geyser. Would be affected by Strong Arm.

driller: Tampered Nanite Bomb.
"A smuggled-home Nanite Bomb you had your local engineer infuse with tungsten shot and plutonium! It's heavy as hell and you can only carry one bomb, but what a bomb it is! Management is going to be pissed..."
Tap your grenade key to pull out and arm a Nanite Bomb. Once armed, throw it like a normal Nanite Bomb. Deals massive damage over a large area with enhanced armor-break, and emits a radiation field similar to Fat Boy. You only get one.
This is more or less the joke grenade out of these, I had no idea what to give Driller for this and went with Driller being a hyper violent maniac.

fiery hearth
#

Add soft clanging sounds of gear/armored and gilded beards to the sprint sfx
(with a slider for "miscellaneous sounds" because this would probably get annoying real quick)

teal rampart
#

during salvage missions, there should be some old remnants of what the previous crew did, like ziplines strewn about, random arrangements of platforms, mostly just class utilities that were used by the dead crew to get around that your new team can take advantage of.

trail hamlet
#

You should be able to Rock and Stone while downed

primal badger
#

If you make it to the Drop Pod, have everything you have on you, that is everything you have collected but haven't deposited, count towards Secondary Objective. Also, accept Large Minerals (such as Jadaz or Compressed Gold) that are held.

old marsh
#

Could yall possibly made the napalm be able to burn off the hanging vines on the ceiling of fungus bog and the like?

steep pewter
#

Anomaly/Hazard idea: Unseasonable weather. Basically, take the weather hazard of one region, and put it in another region. For example, sandstorms in the Magma Core, or blizzards in the Salt Pits. I’m down for discussion.

frank scarab
#

What if rivals would have some kind of trading station that would spawn just like machine events, it would have some turrets and when turrets would be down and trading tation hacked, error cube could be put in it and it would drop a lot of minerals more than cargo crate that seems fair for rarest thing in game

civic coyote
#

New grenade ideas for the engineer: swarmer drones. Engineer throws out a cluster of orbs that fly around following the cursor, firing lasers at enemies for 15 seconds before deactivating. Can electrocute and ignite enemies.

jaunty harbor
#

Trying to play with a friend who's colour blind, says it's hard to see things, any chance of colour blind modes being added? 🙂

rough dawn
#

When Bulk Detonators are about to Die, they should have Rapidly ascending Embers or small rocks (like the Telegraph of a Glyphid Dreadnought Slam), briefly indicating the range of their initial crater, and gently telling you if you are about to die or not.
The cons would be that it is an additional set of particles that could further impact performance.

violet hazel
#

Rodeo
Victory animation where your dwarf rides on top of a panicking glyphid before stomping it's skull in

mental tide
#

An FAQ/Acronym channel for newer players to have a reference

normal lion
#

maybe a new grenade for scout is a stun grenade. it would do 0 damage, but stun a small crowd for a few seconds. i was thinking that it would be a rechargeable weapon but that might not work with what gsg have in mind with ammo ballence

desert merlin
#

(flare mirror) an active peck that makes it so when 2 flares are thrown in quick succession it will instead launch one flare that stays in the air (not moving) hit scan and projectile weapons fired at it will be reflected to an enemy weak point, effects such as fire stun toxic and ice will make it so the bullets and projectiles that are reflected will have the effects things like the flame thrower would increase the damage and add the element

fading rain
#

can we make it so things can't actually hit you inside the shield generator? things like shell backs and the twins team wiping you when you have a bubble tent up with the whole squad in it is kinda dumb.

vivid cedar
#

Particle effect to indicate that a player who was just revived possesses the "breathing room" armor upgrade and is temporarily invincible

fading veldt
#

Make a throwable EMP bomb that causes massive damage to Rival Tech enemies

floral sky
#

Somewhere to collect each beer mug

timid gyro
#

I just got launched into the void out of the map where i cant help teamates- could we get a way to teleport to the group? Maybe dropping in as if joining late? With a ~30 second delay to avoid use in combat

As in- I open pause menu, press a button where "respawn" would be on the rig, and 30 seconds later I descend in a personal drop pod near the group

#

For the purpose of bug fixing, we were going through a hole in some dirt and i accidentally jumped on someones head right at the seam where dirt changes to stone, and went through the ceiling then teleported out of the map

edgy pilot
#

Something like the bestiary but about the plants like the shiny tree thing on the fungus bogs, the breathers or the eye wall things for example.

quick pond
#

Can we get an option to disable the "ears ringing" effect after an explosion?
I used to have tinnitus and while i's not true for me, i heard that sounds like that can trigger tinnitus again.
Would be a good accessibility feature.

median crescent
#

New Biome Idea:

Infection:
A Flesh themed Biome (wich was suggested before but with a few tweaks and ideas from me)

Walls are made out of flesh like material wich breaks in 1 hit.
Makes a wet sound when you walk or break it.
Has sometimes bones eyes and other organ like structures embedded or in the biome in general.

Biome Specific Hazards:

Leeches are harder to spot by blending in better.
Mouths in the Floor wich will try to devour you when youcome to close and are only to spot by teeth in the floor. (From @strong lichen) s idea but you cant see the hole only the Teeth, so be carefull where to step (but you can get out without help or perks by Melee wich does 500% more damage to it)
The eyes can alert enemies who didnt spot you yet (except Nemesis and Crassus)
Random Things that move but dont actually attack you (distraction)
Almost no red sugar but any grunt or larger enemy can drop with a 10% chance a chunk of sugar worth 2-5 HP'

Biome Specific enemies:

All known enemies can spawn with an Infected Stat: These have 2x Stats (except elemental resistance and speed so no elite enemies)
Also they look Like Lovecraftian Horrors. (bots, Detonators,Minibosses and bosses excluded).

Also There is a higher Leech spawn chance and leeches can EVEN spawn on some of the Infected enemies but these have a far lower detection range do less damage and are slower (max 10m detection range and only 20% damage compared to the normal ones

urban cosmos
#

Distinguish these symbols for the T2 Armor Rig

gentle hazel
#

I think that there would be character skills

Engineer:Fixes and builds faster

Scout: Resistence (like %20) to fall damage

Driller: Resistence to fire and explocions

Gunner: Resistence to general damage (like %10)

lunar mural
river gyro
#

New mission type: Hive Detonation

Tunnel is similar like mining expedition, but with extra nitra spawning.

When you enter a nuke gets placed near you and you need to extent the wire (like you do with the fuel in salvage operation) to the nuke you need to call down at the very end of the tunnel (big patch of swarmer tunnels and swarmer eggs), you can place the wires before the second nuke is placed down.

But like the mission name says, its in a hive (reason for blowing it up), enemies will constant spawning making it a race against time (aka when your ammo dries up).

plucky grove
#

Bosco shouldn't explode after someone joins in. We are elegant and Bosco costs some money.
When 2-nd player joins in, his personal drop pod should look kinda different, to make it more, than one-use-pod. And until dwarf leaves from the pod (Maybe AFK, or any computer issue) Bosco will patiently wait nearby. When dwarf leaves, Bosco flies in pod after him, salutes, and door closes. Pod arrives back in home.
(Optional: If dwarf doesn't leaves, boot on spring punches his back to leave pod with that sound)
"Retrieving the APD-B137" - probably, Mission Control.

wind urchin
#

Optional animation for combing beard when in / coming out of the the wardrobe. Forging has an animation, so why not this?

fiery hearth
#

Add class-based helmet graffiti onto the Born to Drill helmet, stuff like it actually saying "Born to Drill" or "WARNING: Being on Hoxxes IV may be hazardous to your health"

quiet spoke
#

Not sure if this is practical, but maybe a mod/overclock where damage scales based on movement. I.E more damage the more velocity your character has.

shut garden
#

Had a dream about DRG so now I’m here to suggest new enemies based off said dream.

Glyphid Arborealist
-A light-grey / white glyphid similar in shape to an exploder, but with a conical back reminiscent of the Korlok Tyrant Weed’s shell. Dark green vines coat it’s body, with fluorescent glowing spots on the shell.
-Arborealists path similarly to Acid or Web Spitters, seeking out high vantage points. Once it has found a suitable spot, the Arborealist begins digging, creating goopy terrain and eventually birthing a Korlok Sprout and disappearing into the earth.
-If an Arborealist is killed before it can grow it’s ‘’friend’’, it drops several small puddles of caustic green goop.

#

Rival Trebuchet
-A startlingly fast but large drone that is effectively a futuristic cat-crate with hover-wings
-Swoops down and picks up Glyphids before dumping them onto the nearest dwarf (Amount scales with hazard, could possibly grab a Praetorian at Haz 5)
-Has a small weak-point that can be shot to pre-drop the Glyphids, dealing damage to them in the process

#

Q’ronar Matriarch
-Significantly larger version of the normal Shellback, with large angled spikes along it’s side.
-It rolls a lot slower, dealing higher damage but less knockback, and leaves a trail of acid behind it.
-Significantly higher health pool, it’s eyes can be destroyed, removing it’s ability to specifically target players.
-When unravelled, it has two attacks;

  1. Releases a growing barrage of acid, targeting directly in front of it then spread out in a cone towards where the target was standing, leaving small acid puddles.
  2. Hurks up a Q’ronar Youngling still covered in stomach-juice, which deals acid damage on impact as well as it’s normal effects
true atlas
#

Sure this has been suggested before, but let us buy items to decorate our rooms with.
Give us something besides cosmetics and upgrades to spend money on

hollow kraken
#

Server names for console please, it'd be nice to let people who join know how you like to do things beforehand

Or just meme title it either way is a plus

tardy crest
#

Idea: Threads (2 fold + word play)

A problem I see with the #drg-chat and #non-drg-chat is that most of the time there are so many messages that I find it hard to send anything without feeling somewhat uncomfortable. So I propose that you allow us to create threads since that's a feature you can do in Discord, or at the very least add in a couple more channels so that there aren't several overlapping convos with god knows how many people participating crammed into one channel.

And if you won't do that than I demand that you give us Dwarven street threads. And no the Roughneck stuff doesn't count.

cedar galleon
#

has there been an sonic armor shredding nade idea yet?
throw it and in a few seconds it hits everything in a 45/60 degree angle in a few meters, taking off most/all of their armor and a mini stun. maybe a wee bit of damage too

mortal narwhal
#

Make salvage missions in REZ move “powering radiation shielding” to the first voice line when the drop pod is powering up

still talon
#

You know how Dotty gets a trolley for her head if you choose to save her? I want to see her trolley get moved to the Abyss Bar to give us the ability to buy her a drink. Maybe dwarven technology has a special system for drinking just like their invenotrs do

analog rose
#

Have a gun range in the Space Rig to test out weapons / mods, please! 🙂

prime ivy
#

Can we have cosmetics for utilities and gadgets. aka scouts grapple gun and flare gun, engineers platform gun and sentries, gunners zip line and shield, drillers drills and c4.

ionic tartan
#

I would like to see a fith class , like there a drone operator (kinda like crypto from apex legends) and the utility is a drone launcher (if you've played outer wild you know where this is going) and there other thing could be like a sonar gun thingy or something similar or cooler idk , just spitballing

merry needle
#

Voice line banter/responses like Vermintide 2 or TF2

stiff barn
#

idk how this isnt in the game yet but let us get the "last session ended abruptly" prompt when we disconnect its the most infuriating thing to just be enjoying the game and have it all cut away in an instant

or, at the very least, get some rewards. people that get kicked get better rewards than those who are disconnected

balmy radish
#

New Rival Robot: Rat Bot thing: A rat that scans around a cave and when it spots a dwarf, it will run away and call in a swarm of shredders, patrol bots etc. Only Found on rival presence warnings

bleak zenith
#

Allow us to copy and paste loadouts

mortal narwhal
#

Shield Battery Booster increases shield regen while you aren’t firing but reduces it while you are firing

daring portal
#

what do you think of the new perks, i know the perk tree was reworked because some of them were useless or only useful in certain situations (like the old zipline perk), but what about unique perks for classes? I mean a special tree for each class that would be available for promotions, where players could spend points for special perks

#

Oh, and one more thing, please add voice commands, it is really hard to communicate without micro, I know that we have a chat, but it is impossible to use it during the swarm

raw tree
#

Add more boss fights like a Mactera boss fight or a Q’ronar boss fight. We only have Glyphid and Rival bosses, so it'd be nice to add more diversity to the enemies you fight

turbid schooner
#

Please allow important gameplay related actions to cancel an ongoing salute.

patent breach
#

gunner's shield should slowly restore hp when inside of it instead of restoring shields since shield disruption makes it pretty worthless

grave sluice
#

Bowling Ball Grenade for Driller

crude finch
#

Fish grenade, turns any enemy into a fish

vale quartz
#

please for the love of god improve boscos AI in escort missions, I'm tired of having him "defend doreta" just for him to sit there while a grunt kills the dozer

severe mauve
#

a way to open and see other player's (steam) profiles from the pause menu, even if you try using the steam "recent players" thing, 80% of the time it doesnt work

crisp copper
#

We got a deep rock shanty.
Will we get space pirates?

river gyro
#

A small bonus for promotions, like now its a scam, after the first promotion you only get a badge.
So how about each promotion will add 1% to your payout, so a lvl 1 silver get a 4% bonus with mission payouts (so if you finished a H4 T1 L1 that gives 120% payout with the 4% that will be 124%), to the max of 18% at lvl 3 legendary.

dull trench
#

a tag-like game in the space rig where you and your fellow dwarves can run around using the terrain to avoid the person who is it. a more crew based game in the space rig than the barrel hoop game.

eternal badge
#

More dreadnought types, and possibly a mactera dreadnought, or a glyphid queen or princess

daring portal
#

Please, add more upgrades for pickaxe, the most part of players just use power attack with extra damage, nobody want to use increased radius or cooldown reduction. Add some special effects for power attack like explosion or make cooldown reduction for kills

granite cave
#

Please bring back the offensive and mobile mechanics that made EM Discharge and Turret Arc much more creative and fun OCs than they are now. Allow the Turret effects to be produced by shooting turrets in transit again.

mortal narwhal
#

Make the inspect animation for sludge pump chugging a canister of sludge

woeful fjord
#

Change the sludge pump reload to add ammo constantly until the animation ends, instead of all at once when it ends, that makes sense with how the animation looks

wispy pier
#

(Diamond tip modification)
Driller has a modification option to be able to mine minerals with his drills efficiently but overheats faster only when mining minerals due to the overall stress on the equipment drill drill drill

blissful spindle
#

Driller not being able to drill through minerals needs to be fixed I will forever consider it a bug regardless of what the devs say because its too stupid and arbitrary a limitation not to fix it

wispy pier
#

Additional perk tree that's entirely separate from active and passive which adds 2 more perk slots that can be equipped to your loadout

PERK IDEAS
Head bouncer- be able to jump higher off of friendly dwarfs heads

Struck of luck-a chance of additional pickaxe damage & minerals gained, starting percentage when purchased with skill points will be from 5% 10% 15% 25% with having 30% being the maxed percentage of chance

Rush hour- reduce damage when sprinting through or away from hordes of enemies

Bug stomping boots- deal damage and stun bugs When jumping on top of

Fat flare- when holding F, all your flares combines into a massive round flare thats almost as bright as minerals that emits light and can be picked up and thrown, but there's a cooldown so it isn't spammed so much so its mostly used as a emergency light source for large areas

Menace to machines- shooting Molly or hitting her rushes her faster to her destination with haste due to impatience

It's just a flesh wound-
you're not down yet, you have a few seconds left to inflict as much as damage as you can before passing out, but your movement speed is reduced in this state, but at least you can move closer towards your team or to your grave

Tastes like chicken-
burnt enemies will drop tasty legs or meaty bits that can be consumed and restore heath over time
"shame there isn't any oliy ale to go with this"
"Are you gonna eat that"
"Buzz off"

Its off the charts-
In a certain proximity, you can pick up mineral signatures on the map with the terrain scanner starting from 10meters,
When maxed out on the skill tree its 60 meters

Throw me just this once-
Yes you can throw your fellow friends for the extra boost over a Chasm or into one, but it has to be consensual because of trolls and dwarfs don't like to be thrown

dire parrot
#

We need a shooting range in the lobby to test out weapons

crisp hatch
#

What if the dwarve statues in the memorial hall mimic your dwares current look instead of their current generic look

empty elk
#

instead of straight up dissapearing, frozen Crassus Detonator should spawn (relatively) small full-metal Gold orb worth the ammount of gold spawned through normal explosion

nocturne marsh
#

When you are joining a mission that is already started,you have to get on the personal drop pod(in a separate room) in the same way you start a mission and get on the main drop pod

astral nexus
#

Wierd suggeston, but please add charcoal black skin for dwarfs, with some gray accents to see the face. I want to turn my gunner into a proper member of Salamanders Astartes Chapter.

frank remnant
#

Two things:
A melee weapon, no not the pickaxe, an actual melee weapon in the game.
An instant chatting system, like the one in team fortress 2, this would help you ask for platforms or thank your team mates for helping you.

frank remnant
#

One last thing:
Upgrades that you unlock per promotion. (Instead of the just the first promotion levels)

clear knoll
#

PS5 player here! My buddies and I have quickly devoured all the content in DRG since its release on console. We are addicted. So my first suggestion is simply for more content ;) my second more technical suggestion is to add more ways to show off our pickaxe creations! Perhaps they could hang on our backs or at our side during the missions or maybe they could be displayed above our bedroom doors at the ship. Thank you for taking the time to read this. Rock and stone bruthas! 🪨

cloud rune
#

it would be cool to have a huge boss fight where you have to kill a fully grown dreadnought and also put the soundtrack on spotify i really like it

viscid dove
#

Paints for movement equipment (platform,zipline, etc) and special equipment (turrets, etc)

short mirage
#

Title: Frog
A frog in the dense biozone. Just big ol' boy. Doesn't do much, rare spawn like betsy. Eats a mactera or two. Froggi

What this adds is another fun passive creature into the game. It also shows more life into the game, with a type of creature that will attack other creatures instead of just dwarves, even if it is just a couple before it is full and doesn't want to eat again.

hollow kraken
#

Idea: Mission request

Payday 2 fans will recognize this system as the contract broker but for those unfamiliar:

Essentially the ability to pay some credits to do a specific mission type in a specific biome.

Possible addition: higher length missions cost a bit more due to the increased chance of event spawns

In-universe I could see this implemented as paying the company to do a mission for them is textbook DRG, charging you for the cost of drop pod fuel because you're choosing a mission that they don't need you to do.

Edit: forgot the most important part: bulldozer helmet, I want to be the fucking wall.

delicate arch
#

i want a space marine armor set for my boy driller, so he can use his flamethrower in the name of the emperor

ivory dove
#

I want something heavy, something armor-breaking, something loud and single target, high dmg per shot thing. Kinda like an Antitank gun... just lighter. Oh and Hammers as well

versed nebula
#

Actual voice lines when pointing at steve.

daring portal
#

I think the driller should be given explosion protection rather than fire resistance, because he has the strongest explosive in the game, while gunner has 2 aptional grenades and 2 cannons without massive explosion damage(moreover, the most part of gunners use miniguns), I think it would be nice to give him resistance vs macteras, for example.

thin glen
#

Add voice lines for when dwarves pat Hacksy.
It's kinda odd that the dwarves don't react at all to Hacksy spazzing out while it's trying to mess up the Rival equipment.

hidden wyvern
#

Let’s us rock and stone in the win screen

mortal narwhal
#

Make missions with 2 warnings always be max length and cave complexity because the reason to play those missions is for the highest difficulty possible

tight pollen
#

Setting to either increase the decay rate of corpses or remove them all together.

cinder parcel
#

Overclocks for mobility tools

I’ve come up with a few

Engi’s platform gun
Trampoline platforms, balanced/unstable: when jumping on a platform you gain hight up to a max of three dwarfs hight, if jumping from higher up you gain more hight. Less ammo and smaller magazine.
Packed cartilages, Clean: bigger platforms

Scouts grappling hook
Bigger motors, balanced/ unstable: able to pull objects and or other dwarfs towards your location, slower recharge time if used for those purposes, and shorter range.
Over tuned recharge mechanism, clean/balanced: faster recharge time and more speed while grappling
Speed boost, clean: using grappling gun while walking gives you a bigger speed boost and for longer (like dash)

Gunners zip line
Cargo zip line, clean: able to attach objects to the zip line.
Inbuilt platforms, unstable: a platform is created below where you shoot you zip line, longer recharge time, less ammo.
Safety net, clean, balanced: after being shot down form you zip line, you dangle from it instead of falling to your death.
Fortified cables, clean: you can take more hits before falling of your zip line

Drillers drills
Silk touch, clean: able to mine minerals.
Larger drills, balanced: drill larger holes, slower mining speed
Feedback mechanism, balanced, unstable: excess energy/heat from your drills makes you move faster while drilling through terrain, slower cool down, faster heat gain

short mirage
#

A voice line for the Nemesis.

I had the idea for a voice line for the nemesis, specifically when it dies. Where it says something like "I know where Karl is" or along those lines. Something hinting towards Karl's fate, whether true or not, would be fun to hear from one of the rival tech robots. It would also add more to the mystery of Karl.

balmy radish
#

room customization? Sconk

vestal leaf
#

Pressing the option button on playstation while you're dropping into a map sends you straight back to the hub. There isn't anything like a prompt on the screen that tells you it does this. Most other games at least have a hold-down delay when it comes to reversing committed decisions like that. It is also the worst decision of any buttons to pick, as with nothing to do, I'd figure I'd be able to access the options menu in the mean time. Instead I get sent back out of the lobby against my own intention. Sorry for the salt in this post, But please, just do something different with this, it's silly.

crude finch
#

If we hold 'v' it should twirl the pickaxe, just as a way to have a little extra fun with the picks

velvet bluff
#

Can we have a Ready button?
In nearly ever game we have the 'r' in chat to indicate ready for pushing the button, but it'd be fun if there was a way of doing that verbally like a salute

slim axle
#

I love the hospital gowns, they're funny, and I'd love to have a way to get that without failing a mission, do you think you could give us the gown anytime we wake up in the med bay? Or even just after jumping though the barrel hoop? You have them in the game, might as well have them around a bit more reasons!

sage wharf
#

There should be an advanced set of options for visuals, such as being able to toggle things on and off. I’d like to disable the dirt screen visual from when bugs surface/spawn in, my game freezes every time a new wave spawns.

clever musk
#

I have been unable to find a mod that can change the number of loadout slots and I lack the skills to create the mod myself. I have some builds that I can't use because there aren't enough loadout slots and I think there might be others out there who think the same. Right now, we have 5 loadout slots per class. I think many could agree to having two loadout slots per primary weapon per class. So the current total per class would be six. This would also help out with future planning for additional weapons, should more be added to the game in future seasons.

TLDR: 2 Loadout Slots / Primary Weapon / Class (Current would be 6 instead of 5)

fiery hearth
#

Not sure if this is possible, but if it is...
If and when you get a random Dreadnought spawn on Elimination missions, have there be a chance to be an extra, pre-disturbed cocoon somewhere on the map
Maybe it was an exploder, map hazard, Rivals, a now deceased/missing team, but whatever the case, that Dreadnought came back to it's spawn grounds and is very angry at you.

steel orchid
#

Re-add the Shield Battery Booster Manual heat dump shield recharge interaction. 🙏

stiff barn
#

dead enemies stop glowing.

this is true for oppressors, praetorians and menaces, but i still find myself accidentally shooting already dead exploders and sentinels with my trigger finger

however its not just for me to accidentally shoot dead stuff, but i think it would just make a lot more sense in general for dead enemies to stop having energy left in them to glow

zealous flame
#

I thought of a new mission type

Name: Retrieval (or) Collection

Mission: to collect the remains of equipment from On-Site Refining mission or Point Extraction and put it all into this new type of Drop-Pod that is meant for storage of the pipes, turrets, and metals from the refining and extraction stations,once you collect everything, you send of the storage pod and you will need to wait for 2 mins for the drop pod to arrive and collect you

Colour: probably white or red since those colours aren’t part on any mission yet

daring portal
#

Please, add skins and paints for traversal tools(drills, platform gun and etc), especially for drills, because it could be used as weapon

strong lichen
#

Korlok beer that Lloyd pours for free after defeating a tyrant weed, causes dwarves to grow roots and vines
(the beer cannot be ordered again after finishing a mission or reloading the lobby)

hidden wren
#

A new beer for the Abyss Bar: Bionic Bock. Served in a leftover scrap component from the Rival Tech robots, it causes the drinker's voice to take on the Nemesis voice filter for a little while. There could be fun voice lines to go along with it (a la Smart Stout) making jokes about the Rival Tech robots, etc.

(Plus it'd be a fun way to scare other people in the lobby)

fresh sparrow
#

New Biome type:

Perhaps something like a weird, quantum level. just kinda like weird macro level quantum things, like teleportation, weird map generation, just some weird and unnatural things on this quantum level... infinite halls

honest leaf
#

a channel for loadouts/builds?

old marsh
#

add a special counter for legend 3 dwarves counting how many times they've been promoted beyond legend 3 ranks.

median crescent
#

Bigger Cave Gen or even endless BUT Also how to make the game still accesible to lower end PCs.

You have 3 Options wich you can change before you host a mission.

1.Large/ (Endless if the devs can do it in theory). Makes the cave Way bigger but increases also the Amount of things you have to mine/do. Mid to high tier PCs should have enough Cpu power to handle the generation and the 3 Clients Cpus should only have to render the cave (im not that deep in the Programming of Unreal but i think most CPU load is Host Side.)

  1. Legacy (Old Cave gen): What it says for mediums /low tier PCs.

  2. Small Caves/Console Cave Gen: If enabled allows crossplay between Win10 Store Console and Steam Version (afaik there is no crossplay because of different Cave gen wich is too Complex for Old Gen Xbox One). and the Generation is also for Pcs with very Old/slow Cpus or limited ammounts of Ram.

blissful spindle
tight mango
#

Waypoints color coded and visible to all players. If placed on a point of interest it displays it as if you pinged it normally.

Would be effective for the team to keep track of the way to go, mineral veins areas to look into or keeping track of things that dont normally appear on the map

daring portal
#

Guys, to my mind devs should rework "see you in hell", it is one of the most useless perks in game, buff works only for regular pickaxe attacks (it doesn't work with impact axes or drills and even power attack), at the same time active part of this perk worse than " Iron will" That's why nobody play with "see you in hell" Especially on hazard 5 or deep dives. But I think that it will be enough rework only passive effect

remote valve
#

We see where the main drop pod is launched from, but could we perhaps see a tiny space where the personal drop pods are? It’s a lame suggestion, I know, but I’d be really intrigued to see the Personal Drop Pods when they aren’t in use, given the brief few seconds we see the interior of them before they combust after we make planetfall

lavish cove
#

Give us the medical gowns when we jump into the barrel hoop game

pine olive
#

This would take a lot of work to pull off, and would probably screw a lot of things up, but what the hell.

Voice customization.
I'm picturing two sliders. Terse to Verbose and Squeaky to Gravely. First slider affects the frequency of longer voice lines ("OI! YOU LOT! HOW ABOUT A NICE BREAK? SIT DOWN, REST A BIT, AND MAYBE PLAY SOME DICE?!" versus "Depositing!"), second slider affects pitch within the four ranges we already have (so you could have a Driller with Scout's voice, or an Engineer with Gunner's).

sharp river
#

A rare dwarf-shaped (but not textured nor colored) mushroom that can spawn in Fungus Bogs. It can be called Amorphous Fungus.

Possible voice lines when pinging:
"By Unkarr! I thought that was Karl!!"
"Guys, there's a fungus among us!"
"When the mushroom is SUSceptible to firearm damage! ...See what I did there?"
[Deepest voice the VA can do] "AMO-GUS"

woeful fjord
#

Reduce the rotation of glyphid sentinels. It is impossible to hit their weakpoints in solo when they always face you

near glacier
#

Add another way of getting blank matrix cores or increase chances of getting overclock for class you currently playing.
I'm currently third promotion on scout and i still haven't got any overckocks for him (nor weapon nor skins) even though i play only him.
Donno if it's my bad luck or not but it still would be a great addition imo.

pine olive
#

Suggestion to do away with some of the clunkiness of how Double Barrel functions.
Before anything, move it to Balanced. It's already effectively a Balanced (boarding on Unstable really) unless you run a macro to swap weapons between the burst, which removes the purpose of the OC.

First idea: Rework the firing mechanic to actually dump both barrels at once instead of rapid-firing one then the other like it does now. Several guns in the game already have the mechanic of "fire two shots at once for 2 ammo" (this is how Zhukovs and Minigun work) so theoretically this is actually possible. Doing this would keep the amount of retooling needed for weapon mods to a minimum, allow Cryo Grenades and the fire mod to synergize for Temp Shock, and match mechanics to expectations.

Second idea, if the above is impossible: Completely rework how the OC effectively functions. Double every stat on the gun (damage, pellets, stun chance, shockwave, etc) but half your magazine size/ammo count. The numbers on your hud will be weird, but this would achieve the same effect you get with the first idea. This wouldn't play well with how weapon mods function, but would be the more straightforward way of adjusting it.

pallid lake
#

Add a beard collor that the beard is Black and the hair is is grey (like the silverfox but reversed)

bitter orbit
#

make the lootapillar a rare boss for elimination mode dstare

modern isle
#

Not sure if this has been suggested before, but I'm shocked that there still isn't a Steve statue in the Memorial Hall

desert merlin
#

a mission victory emote that has the dwarf pull out a breather in a plant pot (also another one where a dwarf trys to do an emote but a cave leech grabs them, imagine a scout goes and trys to do the praise me taunt and he just gets grabd and you hear a wilhelm scream )

dawn kraken
#

More base model customization in one of the future seasons. More skin colors, more than one new hair color, inclusion of new selectable eye colors, etc. Maybe even different nose shapes? Tattoos? Scars?

Loving the new hats and beards added the past two seasons, but we've had the same skin colors for years now, and we've only had two new hair colors added with the past two seasons.

median crescent
#

New Weapon Idea (if one day we get more):

Battle Drone: (Primary Weapon)

-When Deployed you get 25% Damage Reduction by all sources but you cant move while using it,
-The Drone can be flown with an camera and has 2 Guns doing 5 damage each with a Rof of 5.
-The drone can carry 300 Ammo before it needs to be refilled by you.
-The Drone Has 300 HP but no shield.
-When Destroyed by enemies or Friendly fire it needs to be repaired (3 Minutes cooldown)
-If you call it back with more health it has a cooldown based on the remaining HP
-The Cooldown is to balance it so you have to rely on your secondary or learn to evade enemy attacks with it while keeping yourself alive with it at the same time.
-You can Hold 900 Ammo witout Upgrades
Possible Rocket Upgrade/OC wich consumes 50 ammo for a Shot with 150 Impact and 70 AOE Damage in an 3m radius (with 30 seconds cooldown)
The Drone also has limited range from you so you cant just stand on Spawn and follow the team with it nice 50m Max range (Upgrades Maybe can increase it

❗ Meant as Idea for Constructive Improvement not Hate.
This could be a new Playstyle because as good as the game is the weapons blend in after a few Hundred Hours with some exceptions, Sludge is just a flamethrower without constant damage as direct damage, Hurricane is just a gimicky Autocannon, Plasma Carbine is just a fancy GK2, Coilgun>Bulldog, Breachcutter>SD (kinda), Crossbow>M1K You get the idea. its maybe just my opinion but as fun as they where on release the new weapons kinda feel now like reskins with some extra additions to make them not too similar (what they still feel)(Old ones had the problem but way less than the new Primaries/Secondaries. I think they wanted to go the safe route without changing the run and gun gameplay wich is understandable but it just gets boring after some time also because the enemies tend to just walk into your crossfire not evading or trying to make it harder to hit them (most at least)

median crescent
# median crescent New Weapon Idea (if one day we get more): Battle Drone: (Primary Weapon) -Whe...

Adding to this Maybe a Rework of Glypid/Basic AI Where they tend to be more natural:

More agressive when seeing you/ Take low damage(Aoe or DOT)
Try to evade from a small area when nearby bugs take heavy damage or even the bug itself (if its one with more hp)
Try to Regroup when scattered by Terrain or spawn or Aoe Weapons
Try To scatter and attack from different angles/directions when close to a player.
Try to Run and Hide when on low HP and attacking from shadows or corners (when they surive in the heat of the battle)
Evade Obvious Death Traps when Possible like sludge or Sticky flames when on the ground for more than 4 seconds/not running straight into your flamethrower or even a Hellfire Minigun.
Large Enemies try to shield smaller ones while smaller try to stay behind big targets.
Enemies keeping a healthy distance from explosive bugs and weapons like c4 when not thrown and blasted in a short time.
Enemies trying to get out of radiation zones like fat boy or Fire nades from gunner.
Bugs Trying to ambush you by not making much noise but following you until a larger group spawns cutting your way from running back (just as example)

I Know that this is probably way too complex and too much to handle for such a small team but even just the Evade from obvious fire and spreading out a bit (like macteras already do sometimes) and not suiciding into your gunfire and Larger Enemies covering smaller/smaller staying behind them would help a lot to make them feel more challenging and belivable again.

This is meant because almost all bugs who arent bosses or Fly use the same AI thus blending together and just Holding gunfire while kiting is the way to go because they all kindly run infront of your gun just waiting to get a bullet to their Face.

hazy dock
#

There should be a chance for a rival tech swarm to appear, in mission types where applicable.

should probably be exclusive to haz 5, and rarer then a dreadnaught attack/swarm for balancing reasons

shell turtle
# median crescent Adding to this Maybe a Rework of Glypid/Basic AI Where they tend to be more natu...

To piggyback off of this idea, made a sort of "Captain Winters" enemy in DRG. Captain Winters, from Payday 2, is a random spawn that comes in and starts an endless wave while making the AI of cops you fight smarter. Having something like that as a high priority target that affects the AI of the bugs you fight would be insanely cool, like a miniature dreadnaught that affects the natural flow of the game instead of being just a big wall of health. Maybe make it a rare, random spawn (IE the dreadnaught attack on non-elimination missions) or a rare, "pregenerated" spawn (like Crassus detonators)

patent breach
#

when you "skip" the dialogue on the promotion instead of immediately ending it should trail off what he is saying with the "bla bla bla" clip

mortal narwhal
#

Lead storm oc: active uranium rounds (unstable)
“2 thousand rounds of active uranium, awww yeahhh”

  • bullets have a 10% chance to irradiate enemies
  • irradiated enemies can spread their radiation to other nearby enemies
  • the nuclear reaction inside the gun increases the fire rate, as well as having a chance to somehow split bullets and have a misfire that does not consume ammo
  • 300 ammo
  • 3 damage
cedar galleon
#

New nade idea!
A slow moving orb that shocks everything near and then detonates in a few seconds

fading veldt
#

Anti Gravity grenade for the engineer.

Make the engi have the option to toss a grenade that temporarily turns off gravity in a respectably large area.

pallid lake
#

A unstable overclock ethier for stubby or the revolver (or both) that let you Dual wield those weapons (2 stubbys or/and two revolvers, one on each hand like the zhukov) individually the weapons losses damage, controlability, and the spread and accuracy are higher, the the plus side is that you gain another weapon, also the ammo pool is doubled

vale quartz
#

For all victory poses that involve beer please change the mug model so it’s any other beer I like the poses but I don’t like looking like a leaf lover breather

grave cobalt
#

"Snack Break" mission modifier, where Mission Control's voicelines are mumbled through a mouth full of donut or punctuated by slurping of coffee

valid marten
#

add beard overclocks

fiery hearth
#

Make Mini MULEs auto-scan for missing legs after being fully repaired
I prefer to always scan Mini MULEs just to make collecting legs for other MULEs easier, this would alleviate that if its been repaired in a hurry
and of course, let us take legs home easier

pine olive
#

Suggestion to replace the auto-reload on Boomstick.
Buck And Ball.
On top of normal Boomstick functionality, each shot will also fire a slug. Point blank, just some extra damage, at medium range go from "poor damage" to "acceptable" damage. Combine with Shaped Shells to have a bootleg Warthog on Scout.

The auto-reload mod feels like a holdover from the dark times when Born Ready didn't exist. I'm not usually one for suggesting features get outright removed, but the automatic reload is completely superceded at this point. The competition in the same mod tier is steep too, it's fighting against a "get away from me" button on a class that struggles when swarmed, and a pretty chunky damage up versus specific targets/a dot that makes taking down swarms even easier. Unless you're running a full "Utility Scout" perk set there's very little reason to consider the auto reload. Doing this would give the T5 mod slot two great options and one good-if-situational option.

raven horizon
#

Partial rewards for disconnections

strange heart
#

Modifier where theres no nitra but maybe you start with some extra ammo and increased red sugar chances

exotic kayak
#

Dark Morkite is a pretty handy drink, but only for one mission type, and the rest of the time it's useless. All the others are at least kind of helpful in any mission type. I'd suggest giving it either a different effect or a secondary effect so it's always useful too. My suggestion would be adding it breaks minerals (except gold and nitra) in only 1 hit (so hollomite, bismor, croppa, magnite, umanitem phazonite).

#

This is a joke I've had in my mind, but you could offer a choice of dwarf personalities to better flavor them. I thought of four: surly, grumpy, tired, and angry. You pick what you want for your dwarves. As part of the joke, this is an customization option but changes nothing in game. Not dialog or anything else.

outer gyro
#

get hospital gowns by dying in space rig

flat kelp
#

A horde mode [like Gears of War] where the dwarves have to defend something and can build defenses, etc. would be pretty neat.

Also, I'm still waiting for a truly enormous alien queen. 😉

ebon badger
#

Let Dark Morkite make refinery pumps go slightly faster
Somehow

mortal narwhal
#

Lootbugs should be able to eat red sugar to heal

median magnet
#

Could we have a “golden loot buglootgold lover” victory pose or a golden loot bug named “Nugget or Bugget” wandering around in the Space Riglootgold

pine olive
#

Colette Wave Cooker OC suggestion.
Balanced.
"Popcorn Button".

+Enemies killed by direct Wave Cooker damage leave behind small bits of heated alien for you to snack on mid-mission. Eat a bit of dead bug to regain some health.
-Way faster overheat.

"You have no idea what possessed you to ask yourself if Glyphid was edible, but boy are you glad you did! By modifying the magnetron and transformer, the microwaves you produce now actually cook the bugs you shoot at from the inside out! Unfortunately, the higher heat output means higher internal heat generation."

balmy radish
#

Let You take bosco into the droppod bawsco

pine olive
#

One more for me for the day.
Gunsling animation for Sentries.
Hitting R while deploying sentries causes Engie to flip the undeployed sentry over in his hand so he's holding it by the bottom, give it an affectionate pat with his other hand, before flipping it back over.

"Nauwww, so cute!"
"You and a few grenades are all I need to lock down the caves!"
"Ready to kill some bugs little guy?"
"Once we get back, you're getting a tune-up little man!"

flat kelp
#

Cosmetic pets that can zip around picking up nearby, already mined minerals would be by kinda neat. Like a 25% scale boscoe, loot bug, etc.

halcyon helm
#

The statues im the memorial hall are made in the same material as the promotion rank (silver promotion for gunner = silver gunner statue)

Ability to place dorettas head on molly instead of the ommoran hard stone. This causes a mad dash to bring the stone to the drop pod. Have a large swarm spawn along with some of the toughest enemies in the game (bulk detenator/opressor/menace "pack"). The reward is a sizable increase in xp earned but no increase to gold earned (maybe slight decrease due to putting the mission at risk).

native pasture
#

Perhaps the inertia dampener upgrade could have a second effect that acts as a trampoline. Whatever height you drop onto the platform from you bounce back up at a slightly greater height. Ofc keeping with the aspect that it will damage you still at a certain height seeing as it makes no sense to just fall from the top of the caves all the way down and not take damage. Just think it would allow the platform gun to be more versatile without spending as much ammunition to crawl your way up a cliff. Maybe split it into a separate upgrade on the same tier as the inertia dampener for balancing. Not sure just thinking.

spice flame
#

I suggest at some point having something that you can spend your per points on after you've already bought or purchased all the perks in the game. Personally I have all the perks but I have an extra 81 perk points to spend

smoky ruin
#

Hey devs, Steeve Statue when?

strong lichen
#

Contextual voice lines when reviving dwarves,based on how they were downed
Leech/grabber: "Try to look up next time"
During extraction: "I am NOT leaving a dwarf behind" "Come on,the drop pod isn't that far away" "Get up if you don't want to become glyphid food"
Self damage: "You're supposed to shoot TOWARDS enemies,not the other way" "Stop hitting yourself" "That was a sweet bloody shot,haha"
Friendly fire: "I just wanted to get the swarmer off your back" "It's not my fault trigger discipline wasn't in the job requirements" "Fine,the next beer is on me"
Fall damage: "I'd rate that jump 6/10,next time do a backflip" "Whoever made this cave clearly doesn't follow safety standards" "If only no one invented gravity"

winter python
#

the Rival Nemesis should occasionally say friendly fire lines, either on the occasion that another Rival Tech enemy (even a hacked patrol bot) shoots it, or when initially attacked. To reinforce it acting disturbingly like a dwarf.

brave bear
#

Add AI Dwarf Companions for solo. It gets boring with only a tin can and donkey.

viscid dove
#

More modern "clothing" accessories like sweaters, t-shirts, caps, boiler suits, maybe even suits?

I love all the futuristic armour and helmets but i feel like we need more stuff like the roughnecks clothing

mortal narwhal
#

Sludge pump oc: elasticity additive (clean)

  • trampoline puddles
    Do I need to say anything more?
zealous flame
#

New Mission Idea

Name: “Eradication” or “extinction” or “Population Control”

Content#1: the aim of this mission is to kill a specific amount of a specific enemy e.g kill 50 slashers

Management control Voice Line for #1: “All right team this mission is no laughing matter, we are going after enemy to kill this time since their numbers have recently been getting out of hand, so put on your war faces and kill those heathens”

Content #2: kill a specific amount of a new species or variant that has emerged on Hoxxes

Mission Control Voice Line #2: “All right miners, this mission is a force to be reckoned with, our scanners and CCTV have discovered a new species that has emerged on this god forsaken planet, and management wants you to personally eradicate these beasts……oh and don’t underestimate them, they are unpredictable and very deadly, good luck”

Ideas for the new species or variant:
~ Humanoid Glyphids that can dodge and throw rocks at you
~ Cave Eel, a type of snake that can burrow underground while also dragging you down and drowning you in dirt unless your teammates shoot a piece of its body that is exposed out of the ground
~ Mega Dreadnoughts, the fully formed version of a dreadnought that managements scanners failed to pick up while it was still in its cocoon stage
~ Golems, an extreme plantlife that is capable of making it armour out of rocks taht is highly aggressive
~ some kind of telekinetic enemy that can use the environment to kill you via, throwing boulders, opening up ravines or crashing the ceiling on you

Dwarf Voice Lines for #2: “you were a worthy opponent, demon” “did you really think you could stand a chance against me?” “Evolution my ass, your all still weaklings”

rocky galleon
#

Ability to tip at the bar while holding a drink? You can order another round while holding a beer so you should be able to tip Lloyd as well.

mortal narwhal
#

Sludge pump oc: ignition system
by adding two gas emitters ripped straight off of the CRSPR flamethrower, you can ignite sludge the moment it comes out if the pump. However, some of the magazine space had to be removed to store the gas and the sticky additive is burn and therefore less effective.

  • projectiles are burnt upon being shot
  • enemies covered in sludge take additional burn DoT and are heated at a rate of 8 degrees per second
  • puddles have a 1-second residual flame effect
  • 10 magazine size
  • 2 second puddle duration
mortal narwhal
#

Open morkite wells heat enemies and dwarves on top of them

tame knot
#

rename the "elephant rounds" overclock to "Big Iron"

mortal narwhal
#

Shield battery booster should boost your weapon based on shield percentage, so that it doesn’t have to be micro-managed so much

stuck canyon
#

“Scattered light” balanced overclock for the flare launcher (if they add equipment overclocks lmao)

Fires all flares in magazine
slower reload speed

zealous flame
#

New Class:

Medic

Special weapons:
-Health Gun that can be shot at other players to heal them or shot at themself
-Healing Station that can be placed down and if your within its radius, you will recover health

Primary weapons:
-Lightning gun (powered by the shock crystals from Crystalline Caverns)
-Shredder Launcher (shoots circular Saws)
-Magnetic Gun (has similar charge up like sludge pump but when it’s charging up you will see rocks flying into the gun and when it’s finished charging you can choose between one massive shotgun blast or AR rapid fire with the rocks)

Secondary Weapons:
-Dual Pistols
-crossbow
-grenade launcher

Grenades:
-Fear Grenade (causes enemies to run FAR away from where it was thrown)
-trapacactus grenade ( when thrown it will explode into hundreds of spikes)
-Acid Grenades

timber dragon
#

New voice line:
“We Rock for Stone!”

mortal narwhal
#

Boomstick oc: AA rounds (unstable)

  • 50 AOE damage
  • t h i c c pelets
  • 0.5x direct damage
  • only 1 pellet
  • haha funny battery gun
short mirage
#

A voice line for the Korlok

Something along the lines of "that is no house plant" or something when pinging the korlok tyrant weed or maybe "Not even a leaf lover would love this"

west folio
#

HUD shake. In titanfall if you fall from a height your hud will drop as if you were inside the helmet and the helmet shook a little bit. Could bring in more immersion and would be cooler than the static hud. Not sure how you would code this into the game but it would be cool.

median magnet
#

NEW MISSON IDEA!

NAME: HUNTING/TRACKING

GOAL: There has been reports of a rare bug in the area and you have been sent in to find it! Follow its trail, locate its position and capture it with a trap, simple.

PHASE 1: Track the bug by following a slime trail/tracks to its burrow with several holes

PHASE 2: After locating the bug’s home call the trap

PHASE 3: After trap arrives lure out the bug with bait and DO NOT BE SEEN because it will startle easily and will retreat to its den and hide at a different hole if so

PHASE 4: Send up captured bug and hold out for drop pod

PHASE 5: TIME TO GET THE FUCK OUT OF HERE

AFTER MISSION: You will be able to pet the bug in the Space Rig somewhere like how Doretta is on a cart with a “fix me” note

cedar galleon
#

Updated Voltron Nemesis mission concept:
Management drops you in with info that the robots are also after the hearthstone in the area, mission starts like the escort version, but when doretta runs out of fuel, a nemesis hijacks her (head pops out so you can save her later), and turns into VOLTRON NEMESIS(name change if it ever comes true XD). Now you have a time limit to get to the hearthstone before the robots take it, once you get to the heartstone, the time limit stops and you battle the voltron nemesis! If you can't make it to the hearthstone in time, the voltron nemesis uses it as a power source and gains buffed up attacks!

mellow rapids
#

A voiceline for charming a bug with Beastmaster:
"Be my little Rock & Stone Steeve" as a reference to The Subways. Would be a good fit given the other references to music in the game and the devs' naming convention for their streams

split vigil
#

I think it would be amazing if the engineers armor rig upgrade included Radioactive damage as it is called Hazmat system. It would just be a nice touch

astral nexus
#

I propose alternative traversial equipment for the 4 classes:
Driller - Drill Launcher.

  • Launcher a rocket with a drill as a payload. It will drill in the direction it was fired at. The length it will drill at will vary: from 110m to 150m. Rockets will not stack in drilling mechanic. Will 1 rocket in the mag and 4 in reserve.
    Engineer - Bridge Constructor
    Remember the stairs that Drop Pod pulls out? That's what Engie will use. Funtion-wise, it will be similar to building a pipeline. Engineer will able to these construct metallic floor surface to get his teammates across the the territory of Hoxxes. Was inspired by the bridges army uses to help it's tanks, jeeps, etc to cross rivers. And, like the bridge, Engie must put a beggining for the bridge ans the ending. Like pipelines, will have a limited ammount of meters for the construction. Also, just like the platforms Engie usually builds, the bridges can be destroyed.
    Gunner - Gravity Lift
    Inspired by the anti-gravity places in Azure Weld, and not Gravity Lift from Apex Legends, Gunner will be able to help his teammates to mover vertically around the map, where they usually wpuld have trouble getting to. It will let his teammeats save ammunition in their traversal equipment. Max ammount: either 2 or 3. The height at which it makes dwarf ascend will depend of upgrades.
    Scout - Jump Pad
    Insipired by the drink Flintlock Delight, and not the Jump Pad ability from Apex Legends, Scout will throw on a ground a jump pad that will send his dwarfs forward in the air, as a escape tool from the massive hords of bugs. Ammount of pads: 3. Among the upgrades can include: Fall Damage Mitigation, like the upgrade in Scouts grapple hook, flying distance and Height distance.
daring portal
#

As for scout, I wanted to see mod which would make analogue of grappling hook, smth like rope gun, it would work like grappling hook from uncharted

Waiting for dislikes, I know that noone want it

eternal elm
#

I would love a season later on themed around your typical 90's scifi alien invasion. Flying saucers, aliens, maybe something like the tripods from war of the worlds since they could technically use bet-c's walking AI if not also her combat AI. I feel like that kind of wacky 90s alien stuff would fit in well in this game. Plus I'm sure ghost ship could make it pretty funny

#

Are these rocknstone tothebone up and down votes?

median crescent
#

2 Enemy Ideas:

(already suggested but in a different way) Glyphid Mimic:

Some of the Glyphids adapted and can Disguise their Back as lootbug, but as soon as a Dwarf gets near them to pet he gets instead attacked by the glypid. It can be noticed by Their less Round Shaped Body and missing of the Wiggle of the soft Lootbug body (since glypid backs are covered in armor. It does around the same damage as a slasher and if attacked before aproached it will charge to you with high speed.

Other Enemy idea:

Glypid Feeder:
(Opressor like rarity and around pretorian sized(Game should check if one is alive no new ones will spawn otherwise it would be too hard))

This Glypid has the Interesting Ability to Heal itself and nearby Allies of it by eating red sugar (terrain or chunks doesnt matter).
It is with this way faster and more efficient than the warden at the expense of needing red sugar to do so and lacking the Damage Reduction of its cousin. When killed it drops 150% of the red sugar it has eaten. (as reward) when it has not healed or eaten any sugar it drops 10 HP worth of red sugar

round briar
#

Armored moustaches?

near wagon
#

It may have already been said but some customization for things like molly, the drilldozer, and building such as the refinery. I'm not specifically asking for upgrades id just like to be able to customize them to go with the look of the rest of my outfit.

stark sparrow
#

This may have been thought of before but it would be pretty nice if bosco could be commanded to hover over your shoulder and basically act as an upgrade for your headlamp but the drawback would be that he cant do anything else while in this mode. This would be really helpful for those long corridors that take up all your flares quickly.

cinder maple
#

Customisation options for the traversal tools, my driller be looking DRIPPY then I pull out the same ol drills I've been using this whole time, I'm tryna have neon band drills and rival tech zip line gun y'know?

#

Buff beer that makes you build things (pipes, turrets, pods) faster

versed nebula
#

Remove nuts secondary

frozen current
#

Bosco should get beer effects

fluid tundra
#

Engineer: Be able to toggle turrets to start/stop firing. Helps to manage ammo use.

unkempt idol
#

3rd tier 4 upgrade for Sludge Pump
Sludge Hose
"Improvements" to charging mechanism cause it to malfunction under high pressure, rapidly spewing sludge if a shot is charged for too long.

So how does it work?
Once the player holds a fully charged sludge shot for enough time (~1s), the charge gets cancelled and sludge pump becomes an automatic weapon, continuously firing regular shots, until either magazine runs out or fire button is released. Accuracy/fire rate/etc could also be changed during full-auto to balance it out if needed. No ammo would be consumed by the cancelled charge shot.

Why?
I just wanted a full-auto fire option to run with Volatile Impact Mixture, but by making it a mod it could also enable other OCs to be used with it if someone desires. Charge shots don't get completely removed by this mod, since they can still be fired if player releases the trigger between fully charging a shot and reaching the full-auto treshold, thus a player could still use them as part of their build/playstyle when using this new T4.

modern hawk
#

DRG Pinball...either in the Abyss, or separate game. Keep up the amazing work! 10/10

haughty zealot
#

^ a mini arcade in general on the space rig would be really cool

strong lichen
#

Make relocating turrets automatically refill their ammo
Why: Recalling then placing turrets takes an equal amount of time as relocating,but it gives you an instant sentry reload,this would add a reason to choose relocating

zealous flame
#

Bosco being able to grab and bring you secondary objectives e.g fossils and boloo, reason being because when your playing as driller, engineer or gunner and the secondary is on some kind of stalactite high above you it’s nearly impossible to get it

zealous flame
#

When you get all your dwarfs to 3 star legendaries, it would cool if it just cuts to a cutscene of everyone who works in the space rig to arrive and watch as a strange old drop pod appears and out walks out Karl who will be a played class/dwarf who has the ability to use every single gear that the other classes can use which means he could have a load out of e.g sludge pump, bulldog revolver, turrets, grapple, cryogrenades etc, and it would be a very good reward for those hardcore players who reach 3 star legendary to represent their dedication of mastering each dwarf

balmy echo
#

reduce the health of electric crystals, it takes a disproportionally large amount of gunfire to kill one crystal in comparison to other stage hazards

zealous flame
#

More intense boss fights similar to the care takers:

~Glyphid Queen, just a massive glyphid with the power of all glyphids e.g: swarmed speed, oppressor armour, slasher stun, dreadnought attacks etc, to spawn it I’d assume you’d have to destroy a certain amount of its eggs for it to get pissed off and spawn to kill you

~Korlox Ancestor, and ancient version of the Korlox that is just a huge humanoid looking plant monster that has 3 Korlox heart stone things around its body that you need to destroy to kill it

~Mactera Brooder, big fly that summons other flies

~Rivalry Hunter, a robot specifically designed by the rivals to hunt down dwarfs

Etc, basically just any boss that has a similar boss fight to the care takers, where you need to do something before hand, then break its weak spots and then actually kill the vital spots while having its minions attack you, would be great and would add more variety to the boss fights

#

Having the ability to upgrade Molly would be extremely useful since she is in in the majority of missions and would fit well in the game
Upgrades for Molly e.g:

~being able to put a turret on top of molly

~taxi seat on top of molly so that you can ride her back when you need to get to the drop pod since your gonna wait for her anyway

~giving molly a shield bubble that players near her can enter to regen shield (this would be a bit too overpowered so I’d assume being unable to use your weapons while inside the bubble would balance it out)

~Molly speed boost

~Molly collects minerals by herself

~Molly can mine for you

~Molly can create an electrical discharge every 5 minutes that does a lot of damage and stuns anything that survives when a dwarf activates it on her

~Molly can distract up to 10 enemies to come towards her instead of you

These upgrades seem kinda over powered so I’d assume that they’d be very expensive or very balance or maybe even both

wispy pier
#

Can we have a mod that reduces fuel consumption for the flamethrower on the 5th row in the modifications

median magnet
#

Can we have the ability to sing the shanty when we hold the “Rock and Stone” button, like 3 seconds or so and when all 4 players sing it we hear the remix version

torpid oracle
#

Move some of the EPC's charge speed from the Crystal Capacitors upgrade to the base weapon. Charge shots feel completely unusable in-combat without the charge speed mod. Also maybe nerf thin containment field a bit and buff flying nightmare while you're at it.

scenic basalt
#

Now that the player base has expanded ecosystems yet again, it may be time to re-visit the idea of crossplay. Being able to play with friends regardless of where they bought it would be fantastic.

daring portal
#

Make hover boots -rocket boots again, because it is really strange that scout thanks of hovercock can hover without cooldown, while hover boots make the same things only once every 75 sec.
In the past I really loved rocket boots, it was double jump with 20sec cooldown as I remember

wet flower
#

To add phrase "Bosco, we're rich! Go get it!" When pinging gold chunk or bitter gem in solo with bosco and the line "I'm rich!" When without bosco in solo.

strong lichen
#

Make it so holding C switches molly into "follow mode" until either C is tapped again,or someone else calls for her
Why: Getting molly to follow you to the other end of a long corridor requires pressing C every few seconds to keep her moving
Hover boots would be an issue,but it can probably be worked around somehow

slow sun
#

Instead of adding skins to the traversal tools, add "lucky charms" to add them onto the gadget like Tiny Beer, Toy Mini M.U.L.E, Little piece of compressed gold or bitter gem, Tiny Barrel, A fake small lootbug...
This way you and the other dwarves can actually see that you are using a trasversal tool while still having fun tiny customizations

also fits with the line "Oh no! I forgot my lucky charm!"

near glacier
#

i imagine this has already been suggested at some point, but are we going to have feminine dwarves as an option at any point?

native granite
#

The abillity to favourite victory moves,so you can always have one you like,while not being limited to just one

zealous flame
#

Campaign mode which explains the backstory of all the dwarfs and Karl, and it would also either force you or you can choose to play as specific dwarfs at specific times to complete puzzles, parkour, kill enemies etc and at the end of the campaign it would show how and why Karl was left down at Hoxxes

#

A Cafeteria which can sell foods that can give you damage boosts, shield boosts, health boosts and speed boosts since those are all things that aren’t in the beer yet

It would also fit well with the voice line “I wonder what kinda slop they serving in the canteen tonight”

balmy echo
#

Reduce the amount of debris and particles that appear while drilling, it's almost blinding with how many there are, and installing a QOL mod is almost a necessity, which should never be the case

median magnet
#

If we can’t have upgrades for Molly can we at least have cosmetics for her like for Bosco, it would be pretty sick when you join a server that has a golden mule with neon band on it

tulip vault
#

could we replace these victory move icons with just a list of words? unless you can tell me what all of these victory moves are and which one i have equipped 😉

surreal thistle
#

In case this wasn't an idea before, add a new type of flare called the "Axe Flare". Acts as a bridge between normal flares and the Driller's throwing axes that any class can use. Simply press the flare throwing button and the Axe Flare with be tossed at a lesser velocity than a normal flare and attach to any surface, lighting up that specific area. Rather than the flare meter recharging on its own after every thrown flare, the meter only refills when an Axe Flare is picked up or loses it's fuse, resulting in a more powerful, and more scarce and difficult to use, lighting tool. Other parameters would be adjusted for balance reasons, of course.

zealous juniper
#

RIVAL DOMAIN BIOME

the Rivals are almost in complete control of this sector of hoxxes, where they managed to exterminate most of the wildlife and secure immense caves where whole factories are being built.

These caves wouod resemble crystal caverns in aesthetics, except many areas have old, dried out brown moss and old roots, as well as some dead trees (like in exclusion zone) with power cables and wires crisscrossing the landscape like veins. Every major cave opening now has a whole sentry gun defense system to itself (multiple per level) and there are no bugs here. Unfortunately for you this does not make the cave safer: there are no bugs here because a literal army of robots exterminated them. There's a seemingly endless amount of robots in the area, which in practice replace bug spawns.

Most missions here are similar in practice, just different in flavor:

-Elimination Missions require defeating a large mechanical boss.
-Drilldozer missions do not target an ommoran but a local nuclear generator which is incredibly fortified. Instead of pillars you get laser turrets... Etc...
-Refinerily drops a minehead here and you plug its pipelines to the Rival's own storage tanks to steal the morkite right off of them.
Egg and aquark missions now have you steal CPU cores (Egg) and Hard Drives (aquark) otherwise being identical.
Mining expedition implies tracersing a cave in the process of being explored, denying rivals the opportunity.

Thoughts? Ping me in discussion channel!

surreal thistle
#

On the opposite side of the usefulness/abundance ratio from the standard flare would be the "Bioluminescent Grenade". Inspired by the beautifully lush environment of the Azure Weald, the Bioluminescent Grenade sacrifices the luminescent potency of the standard flare and Axe Flare in exchange for the sheer abundance and longevity of a self-sustaining, light-emitting bacteria, now in a compact grenade for your convenience. Simply press the flare throwing button and paint the walls in a thick, brightly glowing slurry that will continue to light its surroundings until your expedition is complete. One or two grenades won't be enough to light a room, but, with enough time given, the walls can be more decorated than the Azure Weald itself. And even further than that, you don't need to wait for a recharge for as long as a standard flare; by the time the first grenade is tossed, a second will be primed and ready to go.

#

And in case this sounds compelling to anyone else, the Bioluminescent Grenades can splatter on Dwarves, allowing just a little bit of extra light to follow wherever you or they go.

sterile dove
#

can we make it so that glyphids and the like dont spawn on the surface of the drop pod. I hate doing mule recovery and having 18000 glyphids spawn out of the pod

wide shell
#

This has been said countless times before, but Patrol Bots aren't fun to fight, however, I have a idea to make them still a threat, but can be easily dealt with.

First things first, y'know Evasive mode? The thing they stole from Q-Ronars? Well, if you were to shoot the ball they roll onto enough, it will become too damaged to roll on effectively, which will force them to stay in flight mode.
As for the arms... thrusters... things? You'll be able to damage each one, reducing flight speed by 25% and evasive mode speed by 10%, including removing one rocket from their Missile Attack ability per thruster broken.
Now here's the fun part, if you break all 4 arms, it will be forced into evasive mode, but if it's ball is already broken before, it will drop to the ground like a sack of potatos, creating a violent explosion, sure to tear off some limbs of glyphids and rival tech alike.
The parts will be fairly easy to break, about on par with grunt armor.
Electricity will cause nearly all bots to short circuit and have highly increased spread and periodically attack fellow robots/bugs, the duration for the electric debuff will be twice as long than the normal duration on any robot to improve the effectiveness of the electric debuffs.

Final note, please make Nemesis arms breakable I keep saying this-

fiery hearth
#

I feel like one of DRG's mottos aside from "Danger. Darkness. Dwarves." could be on the games logo as well as the one we have now. The "Together, we forge tomorrow" might be as equally dope sounding

fiery hearth
#

Give Volatile Compound C4 some visual distinctions from standard C4
I already know not to stand near them, but having said distinction would also let me know to watch my fire near them

kindred kettle
#

Prevent involuntary drunken movements from interfering with dance moves. Sliding around while dancing instead would be preferable.

fiery hearth
oak matrix
#

Not sure if this is needed, but using the R&S button could also work as a hidden taunt button? Could be useful in a Dreadnaught fight, where rock-and-stoning will attract the big bug's attention, effectively making you the lure as long as you keep taunting it.

Edit : ... oh, and another side thought, and an expansion for above, but maybe immediately attract a big bug's aggro (Praetor/Oppressor/Dreadnaught and god help me, a Detonator) after you pickaxe/power attack it? Would make sense that it would turn its attention to the closest aggressor-

charred sable
#

"Lost connection" errors should get the same "connection ended abruptly -- reconnect" try.

Getting pretty tired of losing 10-20 minutes+ of progress due to this nonsense.

thin glen
#

Rename the green plant-like things on the walls in Glacial Strata - the ones that morph into makeshift platforms when struck.
Right now, they're simply "ice", the same as the primary terrain that forms the biome. I don't know what these things are, but they are absolutely not icy.

sterile dove
#

unstable overclock for the warthog that makes each individual pellet explode, but greatly reduces accuracy and weak point damage

shrewd crater
#

the option to set our default haz level

astral nexus
#

Change the Abundant and Scarce resources in either Crystalline Caverns or Hollow Bough. Both of them have Jadis for Abundant and Bismor for Scarce. Maybe make Umanite as Abundant in Crystalline Caverns.

modern hawk
#

l would love to turn down the Jukebox music volume, separately from the Sound Effects audio setting.

frozen helm
#

Cave Leech callout voicelines (in order of rarity)
"There's a cave leech!"
"Cave leech!"
"On the ceiling! LEECH!"
"Look out, cave leech!"
"LEEEEEEEEEECH!"
(disgusted) "Ughh... there's leeches in here..."
"Eyes up, it's a ceiling sucker!"
"Look out, look up! It's a cave leech!"
"Aw, barnacles, it's a cave leech!"

balmy echo
#

hawkeye system could use a bit of a buff, defender system is almost always a better choice since doing almost double damage is gonna be pretty worth taking even with a limited scan angle.

maybe give hawkeye system turrets slightly faster reloads, or slightly more spare ammo/ mags to make the choice between the two a bit harder to make

zealous flame
#

Planetary Region Idea:

Name:
Rotten Gorge

Description:
A planetary region that’s mostly made of bones, dead glyphids and rotting giants that once lived there that are also seen in other places e.g radioactive exclusion zone, dense bio zone etc, it would give more in depth lore of the creatures that once lived on planet before the asteroid hit and before the glyphids invaded, it would also act as a graveyard for all creatures seeking death similar to the Rotten Vale from Monster Hunter World

Hazards:
~Areas with toxic fumes which ooze out of the amount of dead creatures, which would make sense since Praetorians also release the same fumes upon death

~Rotten flesh on the ground that acts like the sticky goo from the Fungus Bogs

~Bone Stalactites

~More aggressive Corpse Feeders that attack you if you get to close to walls that have them

~Gas Bomber, a Goo Bomber but it shoots gas bombs that contain those toxic fumes

~Bone Leeches, cave leeches but with a rotten colour and bone armour

~Bone Glyphids or Zombie Glyphids:

Bone: due to glyphids rapid evolution, they’ve learnt to use bones and flesh as camouflage, weapons and armour (they’d do more damage and would have more durability but will be significantly slower)

Zombie: glyphids that poison you if they attack you, have a lot of health and are very slow, their appearance would be like normal glyphids but with holes in them and organs sticking out

Either way both Bone and Zombie glyphids would fit the biome perfectly

Reasons to add this:
~It’s extremely different to all the other regions
~gives player wider variety of regions to visit
~gives more lore and depth to the game

finite magnet
#

If Hawkeye targeted swarmers and naedocytes and shredders above all else, it may have higher pick rate, and be useful as an anti those enemies tower, maybe expand on this a bit more?

hallow lily
#

Here's a bit of a themed one: Some more, potentially not region-locked Q'ronars and variants. They have a lot of potential, and it seems like Glyphids and Macteras get all the love.

Q'ronar Hardhat: A Q'ronar with extremely dense plating on its head with the ability to tackle a player. Though it can roll, it prefers not to in combat, instead swiping at players or launching into its special attack: The beast rears up, spits a low damage or no damage glob. If this glob hits a player, they are marked, and the shellback launches itself through the air at them, dealing huge damage on a hit. This beast can also jump out of holes, avoiding the very literal pitfalls of its kin.

Q'ronar Wrecker: A larger version of the hardhat, the wrecker has as much armor as a shellback, plus a huge amount additional mean looking plating on its head. It also has plates covering the tip of its exposed underbelly, though these are more to complement its abilities than to serve a practical defensive purpose. The beast burst fires globs of spit with a similar effect to the hardhat, or, based on random chance, launches a larger glob of spit that explodes and marks all dwarves in the radius. If multiple dwarves are marked by these spitting attacks, it launches into the hardhat's ramming attack, rapidly hitting (or trying) on all marked dwarves. If only one is marked, it launches itself in a high arc, or at least very hard, impacting the point where the dwarf is or was standing at the beginning of the attack. This deals a lot of area damage.

Wreckers and Hardhats share marking ability, and if a dwarf is marked, any wrecker or hardhat can use their special attack on them. They are vulnerable when spitting, and give plenty of time before their difficult to stop attack. Their tackles can be blocked with shields, by moving behind an object, or by sprinting out of the way with good timing. (1/2)

#

Q'ronar Firebelly: Similar to regional variants of other bugs, this is a version of the shellback with slightly meaner looking armor, and with nose tendrils that glow orange rather than off white. It blasts fireballs instead of acid. Pretty simple. Maybe it bursts into a cloud of fire similar to ignited poison gas, maybe it crops up in Magma core.

Q'ronar Goo Blaster: Does exactly what it sounds like, blasts goo out like the mactera goo bomber, can roll through it unhindered, spurts some out when it dies. Maybe region-locked to Fungus Bogs, maybe not. Looks a little more bloated, green nose tendrils.

Q'ronar Tunneler: Functions like a glyphid menace in that it can teleport and fire, but can also roll and melee. Does not stand on rooftops, does not like to roll. Thin armor, but maybe some heavier head armor to push that dirt aside?

It'd be nice to see these characters crop up outside of Salt Pits along with the shellback. Even without just spreading them all out anyways, it'd be cool to see a cheeky sort of Q'ronar Virus hazard that causes them to crop up places they do not well belong. Some more bug type diversity is always cool, and I think these little pill bugs have potential to be a third "major" bug type. (2/2)

azure flame
#

Just a small quality of life suggestion:
When in the wardrobe changing an outfit, could there be an option to change your outfit for all loadouts at once instead of just changing it for one loadout at a time?

hollow kraken
#

Different color lights for twintry guns to more easily identify them

plucky leaf
#

Make the reward for going beyond Level 100 in the "Pass" be Scrip until you have enough to unlock the entire Cosmetic Tree, don't allow pass that, after reaching the cap, start giving the regular 500 Credits, or 1k since 500 isn't much (but that's another suggestion entirely, ignore if unnecessary)

Suggesting it because I reached 100 and didn't unlock the entire Cosmetic Tree this season, only in the previous one, so now I rely on the daily challenges to get the rest, which is a slow progress

spice quarry
#

ideas for new rival enemy types: (not necessarily separate enemy types either)
A. one that climbs, probably ranged like a rival equivalent to the glyphid acid/web spitters
B. one that’s not as weak as shredders but not as strong as patrol bots, could appear in teams and work together

  • they could even appear to be sentient to some extent, and talk to allies and enemies
boreal rune
#

Shimmering carriable minerals.
It would be nice if aquarqs, jadiz, etc. gave of a gently flickering or breathing light (both them and their little marker bits on the walls), like Mission Control describes of the former.

plucky grove
#

Small change, but i really needed: When 2 or more players mining something that breaks more than in 1 hit, it should be stackable. Like if first player hits gold, 2-nd hit from any other player at same place gonna break it.

formal light
#

We should get some upgrades for flares in upgrade section clearly shows that there is potently to have upgrades for it

nova wigeon
# finite magnet If Hawkeye targeted swarmers and naedocytes and shredders above all else, it may...

To expand on this idea. What if pressing 4 while holding a sentry and having Hawkeye changed it's targeting mode. There would be multiple types

Targeting A: prioritizes weakpoints and never hits armour (this mode gets a 20% weakpoints damsge bonus, and if it can only hit armour it simply won't shoot)

Targeting B: prioritize creatures that are considered small. Maybe with an increased fire rate for dealing with them.

Targeting C HVT (high value target) prioritizes both spitters can detect cave leeches, and also targets specific large enemies like prospectors, menaces, and immobile threats. This mode would have an increased targeting range.

(now for Ballance the buffs wouldn't be too large and maybe the turrets can also be set to not attack anything UNLESS it is on the whitelist for that targeting to make the buffs seem more balanced or you can remove the buffs all together and just have the targeting)

Oh and sub targeting pinging enemies would still make it prioritize them and remove all current buffs on the turrets for the duration of the ping (if the buffs are actually a thing being added)

steep condor
#

NeuroLasso Improvement: Locked-on enemies will take +15% damage from turrets with each lock-on. This will NOT make turrets priotize locked-on enemies.

Reasoning: currently NeuroLasso is a supportive overclock design that the user will never benefit on, due to the speed loss is removed when trying to switch, or fire weapons- making it take more damage from your turrets would make you, the engineer, rely less on your teammates help, all the while not making itself OP by making it a flat damage increase from all sources(i.e IFG pocket). For the priotize feature, this is exclusive to the Hawkeye System and should be stayed that way. This way, NeuroLasso will occuy a support niche without gimping itself to much, and will fall into the 'Turret OverClock' that the other Engineer Primaries have access to. While not exactly a traditional "Shoot Turret to do stuff" it will give it a niche that will be better utilized than current version on NeuroLasso.

valid scaffold
#

a little badge / ribbon that progresses with promotion on each class i feel would be nice just as a novelty

spring scroll
#

can you make that we can purchase a matrix core every day? waiting 1week for new cores and OCs feels bad

plucky grove
#

Make voice lines for dystrym (dystrum) when marking it (With pingdrg) . Dystrym is so damn rare secondary, even GSG forgor about it 💀

main rover
#

Add the ability to see the network latency and ping of an open lobby, and the ability to filter open lobbies by latency.

frigid rapids
#

Add it to where you can upgrade/customise Molly

median crescent
#

New Enemy idea: Glypid "Necromancer" (Not actually one but had no better name for it so consider it a placeholder)

We encountered a New Kind of Glypid that uses Spores of Certain Funghi to Revive its dead Comrades.
Whats worse than a Horde of Bloodthirsty bugs? A MASSIVE Horde of Undead Bloodthirsty Bugs.
(Based on some reallife mushrooms who can infect Insects and make them like zombies.

How does it work:

It can spray an area with spores wich revives all bugs killed in the area (who died threough bullets or explosives (exceptions of course exploders bulk and mini/Bosses) and poison or electricity but not the ones who died by fire ice shatter or sludge.
Every enemy type except the ones stated above (and bots) can be reived.
The Reivived enemies only have 10% of their original hp and cant be revived twice and are only half as fast but deal 4 times as much damage.
Also they use a simplified AI (No brain but only funghi stimulation and pheromones) so they often try to attack each other or try to infect normal bugs. If a normal bug gets infected (all except the ones already said) they will get the benefits but also the problems of an undead bug Except they retain their normal HP. A bug takes 10 seconds to turn infected and cant move in that time that means he can be killed unless you want more problems.

This enemy is meant to keep some pressure on you so you cant feel safe even after a swarm but at the same time if you know how to deal with them or keep rough track where a lot of enemies died you can defeat them pretty fast. (they try to revive as much as possible at once since they have a 30 second cooldown of doing so) the size of the revive area could be (example) 10m Radius (twice of an average fat boy crater (not radiation)

stuck canyon
#

Frameworks for hacking devices

fierce plinth
#

I remember seeing somewhere, on a reddit post, an interesting suggestion
It was another boss fight mission, like Industrial Sabotage, except with a new type of Dreadnaught that ruled over Hoxxes and it's aliens.

A method that was suggested to attack it was using something similar to a drilldozer, to break the tough armor, allowing the dwarves to mine the body of the dreadnaught, causing it damage.

Each role would likely be effective in a unique way on this mission type
-The driller would be able to use his drills to either clear terrain, or heavily damage the dreadnaught
-The Gunner would be all about killing either aliens, or destroying parts of the Dreadnaught
-The Engineer would likely be useful as the team's defense while they are occupied in attacking the dreadnaught, and may even help get up onto it by using his platform gun.
-The scout would do well in gathering resources, especially nitra, that can help support the team if they are injured or require ammo.

Alternatively, having the planet core itself of Hoxxes could be a cool 'final boss' or something similar

fiery hearth
#

Make Pickaxe Power Attacks sometimes use the pommel of your pick

light briar
#

in the space rig probably would have a target practice area where you can practice guns when you get them?

civic coyote
#

Dramatically increase the single target damage done by the toxin applied by the chemical bolt of the crossbow such that explosions are triggered quickly on small enemies, and it serves as a good single target damage option against big enemies.

arctic summit
#

pick up and throw lootbugs. they bounce around and you can tennis them with melee attacks. thats all i got. also they make sloshing sounds like a water balloon

west folio
#

Resupplies give you all your flares back

balmy radish
#

A bit of Atmosphere, like past signs of civilizations for ex. Huge pillars in those big rooms, decayed mines and rubble. Perhaps even a shrine with ore on top. Imagine how cool it would be to walk into a room full of huge vines, crystals and huge veins of ore, with huge pillars stretching to the ceiling of the cave, bugs crawling down the pillars and lunging down the vines to protect their nests.

frozen helm
#

Sentry Deployment with Gemini System: Selecting via font color
As you know, while opening the sentry hologram for placement you can press R (reload) to cycle between sentry #1 and #2 to choose which one to relocate and they highlight accordingly. While sentries are already active, the difference in white color that cycles between 1 and 2 is barely perceptible from the default white. Could you change it to a color with more contrast? Red, maybe? This'll help seeing at a glance which sentry I am selecting to relocate without having to look close and squint.

lunar skiff
#

we should put pipes on the space rig 🛹

marsh cove
#

More Glorious Kills: While seeing a group of bugs rain from the ceiling because of a fatboy or an incoming swarm fly into the air due to a satchel charge are great, the fact bugs only get gibbed by CWC or Volatile Guts is disappointing. I propose bugs can be gibbed by explosive damage if it exceeds a certain value(like 125-150% of current or total hp) so you'd get a beautiful view of bugs turning into a pile of guts and still getting showered in corpses. ALSO I want Disintegrate damage to have a chance turn bugs into a fine mist instead of dust.

shrewd orchid
#

Could you guys perhaps do an arachnophobia mode? My friend is one and he loves these type of games, it’s just the spider enemies keeping him from it

vale quartz
#

Please make it so if you shoot a flare (as scout) at the drop pod it doesn’t destroy it

delicate anvil
#

They should really add clean shave eyebrows

vivid cedar
#

Discussions between the dwarves that occur outside of the drop pod

basically add the ability for dwarves' random voicelines to receive responses from other dwarves. combat banter, "hey how's it going" watercooler type stuff when two dwarves are both depositing, one dwarf asking another where the third is when said third is way off in the distance, etc.

valid scaffold
#

reduce the max speed of the barrel game i'm doing the achievement and every time i get to 200 it goes too fast to get 2 barrels in. also please make barrel game barrels less bouncy.
you could also buff the respawn rate of barrels, that would fix it but you still shouldn't let it go that high

i'm not just mad it is actually impossible to score when it goes at max speed

pine olive
#

Weapon Framework suggestion.
Multiple weapons.
"Primeval Prototype".

Souped up versions of the old prototype weapon designs, modified to fit modern DRG animation rigs and accept skins.

Automatically given to any player that's been active since DRG's first anniversary event.

Examples of prototype designs can be found in #suggestion-discussion.

frank citrus
#

The next game

It should be elves in a galactic Terriforming business.

Four elves that's there job to use magic on distance worlds support the Client species Environment.

The classes
Water mage , fire mage , earth mage ,wind mage

Weapons wonds and staffs
Of course " each with there on cosmetic look"

Equipment
Starting off robe vary basic looking
That upgrades to Connan the Barbarian comics skimpy bikinis.

Other equipment instead of perks you mind expands with use of magic meaning you can now use jewelry every ring up to 10 give vary a small boosts. One amulet and ear rings of slightly different power a set power like instant health when knocked down or float in air.

Is about how your making nature fit you client needs. O by the by they all have to bitch about it.

The stages are set up like escort the dragon to heart of Asteroid to set huge stone enchanted block down to make gravity higher. Instead of fuel you got collect the dead aliens you kill to feed and intice the dragon on.

Setting up a deep well of water with magic gate then escape the rising water.

Killing off hostile fauna and flora to let clients Fauna and Flora make a home.

Capture a new species for clients research or Setting up path ways portals for clients to instantly travel from one planet to another.

Gathering in magic and sealing it way in enchanted stone so the clients can use ooo yuck technology.

Instead of space station it's a ship that warps in to each area

The best part from a money view point though. Buy the game and you can use elves in deep rock galactic and if already own deep rock you can use the dwarves in the new game. O by the by they got be snide to each other all the time. In deep rock the dwarves have say stuff like hay you think your going to live with sunshine baby cakes ? Or in the other game what is dwarf like thinking your anything in the sunlight.

O well it's just idea nobody ever pays attention to me about them.

pine olive
#

One more from me for the day.

Perk suggestion.
Active perk.
"Come And Get Me".

On pressing [developer determined keybind here] force all nearby enemies to change their aggro target to you. This might be able to be strengthened by adding a status buff, but that might take it too far away from the base concept I'm going for and turn it into a direct combat perk.

Use cases for each class:

scout You're terrible at killing swarms, but best-in-game at kiting. Get the swarm to focus on you in a nice big cave, then zip around like a lunatic taking potshots into the crowd while your team picks up a downed dwarf, resupplies, or just takes advantage of you being bait to shoot bugs for free.

gunner Your entire job is plowing through enemies. You have access to the best single-target sustained damage weapon in the game and the best crowd clearing weapon, on top of two of the very few purely defensive tools in the game (ziplines and shield generator). What better way to help yourself deal damage and support the team than having the bugs charge the guy with the minigun like a swarm of idiots?

engineer Call the horde into your sentry's line of fire, bunch up for Turret Whip shots, or make the bugs run through your minefield. Synergizes well with repellant platforms to force bugs to take very specific paths to try and get to you, paths you can make narrow for juicy PGL shots or Shard Diffractor sticky flames to put a DOT on the bugs while your sentries clean up for you.

driller You're an AOE monster as a class feature. Why not have everything group up to give you plenty of big juicy targets? Works with direct damage flamethrower (bugs run screaming into your flames), sticky flames (bugs run through the field of fire you make to get at you), most cryo cannon builds (cryo cannon is debatably the best crowd control weapon in the game), and sludge pump (see sticky flames for similar logic).

lone forum
#

From the fact that most of the dev considerations for female dwarves came from 4 years ago and we haven’t heard anything more, it would appear that we probably aren’t getting them. But if so, I think we should at least get some options for long hair that don’t require a strange beard-sideburn combo that’s hard to obtain, as well as some cosmetics that are less masculine.

kindred kettle
#

A server browser filter that only shows games that don't already have selected classes on the team.

hollow kraken
#

Make Bosco only attempt to revive you after you call for help

Example: you're playing solo and you pause the game to go take out the trash, but you aren't actually in solo mode so the game continues without your knowledge. So you're going down, Bosco keeps reviving you, and you come back to a failed mission.

With this change: pause to take out trash, come back to a downed dwarf, call for Bosco to revive you, and continue to tear those bugs a new one having only lost a single revive.

dense sleet
#

A new mission modifier where all dwarfs use their home-made powder resulting in all damage being randomised between 80%-140%.

rancid quiver
#

it would be a cool and scary thing if an infection would invade the caves and bugs, mutating them making them even more deadly and gloomy, it would bring a good game content for a new season update, idk just saying :B

hidden wyvern
#

An active perk that lets the user carry downed players to a safer location. Useful if it’s too dangerous to revive in the spot where the player was initially downed. Comes with a secondary ability once it’s upgraded to tier 2, that gives the player that’s carrying the downed person a speed boost when it’s activated, and it recharges over time once the boost ends. Once the player feels they’ve reached a safe spot to revive their downed comrade, taping the action button (the one you use to shoot and throw heavy objects) will make the player let go of the downed person and allow them to be revived. The perk could be called “Leave no dwarf behind.”

balmy echo
#

make the just a bug thing perk auto-collect the drops from lootbugs killed to make it more useful

acoustic ravine
#

How about a praying mantis type enemy that lunges at you?

broken tulip
#

Ok, hear me out. I play scout cuz i love movement characters, and their grapple is awesome. But a cool upgrade would be the option to have it be web shooter physics(I dont remember what thats actually called.) Or something toggleable to be able to do that, but I think that would be really fun

near glacier
#

Give Loid a real speaker system in the back of his bar. He's been a good bartender and deserves a reward.

stoic fractal
#

Petable mini mules, enough said

eternal badge
#

One or more special tracks to play in the background during the duration of the activated berzerker perk. To make you feel like a badass

tight mango
#

If you ping a class then something you ask them to use their traversal tool on it
Pinging scout then a mineral does something like "scout! Grab that will you?"

#

Mutation that causes some glyphid s to be ebonite versions the higher hazard the more likely it is

vale quartz
#

Can we ever get a solid black and red weapon skin

thorn wedge
#

i would like to see a pool/ball pit in the space rig

harsh palm
#

A horde mode would be cool to have like a mission type where you have to collect resources to defend an outpost, building traps, turrets, walls etc and the longer you survive the more rewards you earn

analog arch
#

I know that people have suggested that error cubes should be used for strange and rarer cosmetics but I have a somewhat similar idea that sense error cubes are kinda video game themed, maybe they can be used to get crossover/ promotional items. Like hats from different video games

orchid cliff
#

Lootbugs should heal when eating red sugar

near cedar
#

A new DLC pack or just in-game overall cosmetic themes:
1940's Italian mafia.
Slick backed hair, cigars, tuxedos, suites, ties and bowties for armor, black and white armor colorings (pinstripes, all black, grey, white, etc etc instead of the traditional green, red, blue, and yellow), fedoras and bowler hats, weapons frames, a new Bosco frame with a tiny bowler hat, a shnazzy suit with a bowtie, and TWO FRIGGIN TOMMY GUNS TO BLAST BUGS TO PIECES (the Bosco frame could be called Bugs Malone).
And I know it would be ambitious, but Italian Mafia themed voices to go along with the armor (I know, that would be a complete overhaul, but a dwarf can dream).
I would happily pay for that as a DLC, even if only some of it was implemented.

torpid falcon
#

Shooting Electric crystals with scout electric bolts (target one and target two) force crystals to create arch (like they always do randomly), but arch will last as long as your bolt duration + increase electric damage for arch.

frank scarab
#

What about lead storm unstable overclock it would shoot explosives for cost of lowered direct damage and firerate and some ammo but would have some area damage that would be really fun i think

indigo cobalt
#

Suggestion: Dark Future paintjob for pickaxe.

arctic summit
#

0.1% chance during every swarm to spawn a wave of lootbugs with mission control commentary

plucky grove
#

Breach cutter should cut stone, it could be useful at escort duty 4-th stage. Hole should be small like coil gun, but even smaller and much wider.

ripe ledge
#

please can you just give me us a simple dot crosshair but with useful info (zipline depth, drills angle, grappling hook distance) on screen? dynamic crosshairs are cringe. they are well made in this game but they really don't do anything other than cover more of the screen and add unnecessary movement while im looking for movement so i can shoot at it

flat umbra
#

I love this game. My suggestion is simple.
To ||add more mom jokes please||.

Best of luck to the devs! rocknstone

north fossil
#

Behold, a driller grenade idea!

driller The mysterious liquid canister driller

Carried amount: 4
Puddle duration: 30 seconds (NOT EFFECT DURATION)

A mysterious cocktail of strange chemicals driller stole from the janitorial closet. Upon impact with terrain the canister breaks instantly and its inky-black contents are spread out in a large radius. It does nothing at first however, the three driller primaries have three different effects upon the liquid when they fire upon it!

Flamethrower- Simply ignites the fluid, creating a large field of flames. This effect is a bit simple, but I can see it being useful on escort missions; it is a bit similar to Gunner’s incendiary grenade which could possibly cause overlap problems. If you have a better idea, tag me in #suggestion-discussion

Cryo Cannon- Freezes the fluid, making a slippery surface similar to the black ice in glacial strata. This could be useful in gaining speed to make big jumps, etc. It would probably have to melt quickly as to not annoy the other dwarves.

Sludge pump- Sludge that sticks to the same surface as the liquid takes on a darker color and has its effects amplified. IE higher corrosive damage, slowdown etc. Not sure how long it could last though.

Driller has lots of oddball weapons and tools at his disposal, many of which have great combos! So I figured a grenade based on combining with all of his primaries would be an interesting little idea.

dderp
Thanks for coming to my TED talk

hollow cobalt
#

Let us pet the engineer turret

ember nest
#

A new class of dwarf the Zerker a melee/closer range oriented play style with 3 primary weapons featuring as a sword or great sword super heated to deal fire damage, an energy blade frost ax , and a electric war hammer.

For the secondary weapons a pump action shotgun , dual wield semi auto pistol (high caliber your choice), and a plasma shotgun with the capability to overheat.

The mobility tool climbing gear to scale up walls or a jet boot powered jump for increased height or distance.

The support tool is a weak spot making scanner that is tossed to assist by doing bonus damage if the weak spot is hit or struck.

Throwable/consumable an injector filled with a substance that increases movement and reload speed or damage increase or damage resistance, neurotoxin laced throwing knives that cause enemies to attack one another,smoke bomb to cause the enemies to lose sight (and smell) of who ever wanders into and stays in the cloud until they leave or the smoke dissipates.

zealous flame
#

New mission idea:

Name:
Expedition (or) Exploration

Objective:
Explore 100% of the cave and eradicate any disturbances

How to do it:
Run around the cave until you have discovered 100% of it while also getting rid of disturbances

Disturbances:
~Dreadnought Cocoon
~Glyphid Nests
~Mactera Nests
~loot bug infestation
~High amounts of environmental problems e.g: Stabber vines, shock crystals, trapacactus etc
~Rivals
~Leech Infestation (no, Leech Cluster hazard will not be capable of spawning)

Environmental Disturbances:
~Crystalline Caverns: Destroy Shock Crystals
~Fungus Bogs: Clean up Goo (or) destroy Vines (or) Destroy the flammable fart plants
~Hollow Bough: destroy Stabber Vines (or) Destory Hollow Wasps
~Radioactive Exclusion Zone: Destroy Radiation Crystals
~Glacial Strata: patch up air vents (or) Destroy ice bombs
~Magma Core: patch up lava vents
~Dense Biozone: destroy Trapacactus (or) destroy those bombs
~SandBlasted Corridors: patch up air vents
(Even if a biome has environmental disturbances, it won’t always get the disturbances as part of the mission instead it might just get something else e.g:Mactera Nests

Mission Control VoiceLine:
“Ohhhhhh yes, this is some good coffee....sip anyway, our scanners have detected a new cave in this region and you have been assigned to discover it and destroy anything that may prove dangerous to future missions, good luck”

Extra Info:
~the amount of money and XP that you get depends on the missions cave length and what disturbances there was
~will have 2x higher chance of finding Lost Helmets and Cargo Crates

Reason to add this:
~more mission variety
~will give players a more peaceful experience compared to other missions
~the Lost Helmets and Cargo Crates take too long to find through normal missions and would give players a faster and easier way of getting skins

frail heart
#

Mule upgrades

zealous flame
#

More Beast Master levels:

5: capability of taming praetorians
6: deal more damage with praetorian
7: be able to ride the praetorian (you will be in control of what attacks it does and you will also be able to go on walls and ceilings with it)

Ye ik a praetorian might be a bit over powered but isnt the whole point of getting upgrades and skills is to make the game easier for you?plus lots of players use Beast Master and I think they would enjoy being able to have a Praetorian bodyguard plus being able to ride it makes more mobility for the game

frail heart
#

Add oppressor MK II with rocket launcher and ability to fly

safe wind
#

could we have an option for text to speech readout of the chat?

balmy echo
#

bugs bleed when they get shot, would be a neat detail if dwarves bled when they got shanked by bugs

zealous flame
#

Availability to choose what controls we want like in Minecraft

Examples where this would be useful:

  • Currently the only way to talk in game chat on PS4/5 is by double tapping the “Cheer” button which can get very annoying hearing only “ROCK AND STONE” while you try to type when you could just easily switch too HOLD TRIANGLE
  • holding L3 to reload instead of holding SQUARE just takes less time since your finger is always on L3 anyway
  • being able to choose how you wanna activate your perk e.g press/ hold L1

Basically it sounds kinda unnecessary but once you get into it and start messing around it would really make the game easier for some people who have trouble with the controls or trouble with remembering the different controls from different games

near glacier
#

Add a Tier 5 modification to the turret that allows players to select a Target Discriminator
Option A: Turrets only target **flying **enemies. (Naedocyte, Mactera, Shredder, etc)
Option B: Turrets never target **armored **enemies. (Guard, Praetorian, Dreadnaught, maybe Warden and Brundle)
Option C: No special targeting, but you get some extra ammo.

cobalt smelt
#

add a voice line that says "give a dwarf a stone"

near glacier
#

The sentry turret really needs some love.
🔹 Tier 1: Mk2 sentry gives you a boost in efficiency, but Gemini gives you 69% more dps and makes it slightly more efficient than the Mk2 due to the extra ammo.

Gemini has absolutely no business giving 90 extra ammo; that should be taken away or moved to the base stats.

🔹 Tier 2: Options B and C, which give fast deploy and fast reload respectively, both make maintenance faster (since redeploying the turret refills the ammo), while option A simply gives extra ammo.

Perhaps to make option A more relevant to questions of deployment and maintenance, it could trade places with 3C. Personally, I would love to have the option for slow self-building sentries.

🔹 Tier 3: While tier 2 asks you to think about how you will manage your turrets, tier 3 mainly asks you to think about what happens when your turrets actually shoot something.

To make the questions tiers 2 and 3 ask more coherent, 3C should trade places with 2A.

🔹 Tier 4: This, like tier 1, is also no contest. A pair of Defender turrets brings almost as much dps as a 5th dwarf that never misses, completely overshadowing the utility of the Hawkeye system. This tier is trying to make the player choose between damage or utility, but the Hawkeye's utility isn't worth anything.

To buff Hawkeye indirectly, one way is to move some of Defender's damage to the base gun.
Another option is to rework Hawkeye's utility somehow. Perhaps manually targeting something could give the turrets bonus damage against that target, or bonus armor break, or a slow.
indigo cobalt
#

Voice line suggestion:

when get hit or by a Q'ronar Shellback or after kill it, your Dwarf say:

"Somebody once told me that the life is gonna roll me, but this is ridiculous"

timid summit
#

Suggestion, and please let me know if this has come up already as I've seen it posted on reddit etc but am newish here:

Allow left click firing to take precedence over sprint command. Yes you can get around it via jumping or simply taking your finger off the sprint key but I don't see any downside to allowing the left click shoot command to simply override the held sprint button.

strong lichen
#

Hover boots buff idea:
Since most blue perks have a passive upside,how about you make it so boots provide extra air control?
(As in let the player change their movement direction mid-air faster)
It would be really nice on scout or RJ250 engi

arctic summit
#

very small chance of a swarm of very small praetorians with significantly decreased damage but comically increased speed

fleet jungle
#

Voice line suggestion
I'm a Babylon 5 fan and I think the Psi Corp. motto would be a nice addition to the usual Rock and Stone lines.
The Rock is Mother, the Stone is Father!

velvet apex
#

Give gunners minigun special powder, engis shotgun would be cool aswell

hoary creek
#

Leadstorm Minigun OC:
--Irradiated Bullets--

By lining the inner walls of the ammo drum with radioactive materials, the depleted uranium bullets have become irradiated. Although now overheating the weapon also dumps out fine radioactive dust... Best be careful with that.

Depending on the size and type of the enemy, a set amount of bullets causes the creature to become irradiated.
The thickened drum results in slightly less ammo and overheating the minigun creates a radioactive zone at the location of the overheat.

shrewd orchid
#

On April fools day, Make all the dwarves Elves

rich shard
#

For solo salvage missions

allow bosco to “stabilize” the uplink or fuel cells by selecting either with the laser pointer.
bosco would stay in the triangulation area and decrease or stop the bar from depleting.
this would allow someone to run if it were too dangerous.

arctic summit
#

equipment terminal for Steeve so you can specialise him

upbeat mesa
#

Explosive/incendiary shells for the warthog pls thank u

hoary creek
#

A trapdoor spider type enemy.

It hides behind what appears to be a mineral vein, which when closely looked at is only two dimensional. Once a dwarf comes near enough it lifts the "trap door", grabs the unfortunate greenbeard and drags him into the tunnel.

The tunnels would naturally be visible in scanners.

strong lichen
#

Warthog OC that replaces buckshot with longer ranged slugs

dark bough
#

How about a viable flashlight in the next season?

agile flume
#

New beer types
For buff category: +aspd of pickaxe and maybe movement speed, + damage and/or hp for ai allies like steeve, hacked bots, anything what we will get in future updates, and randomised one - gives random buff from existing ones
For fun: two transformation - one turns players into robot dwarfs, second turns them into bloody leaflover elfs (or leaflover dwarfs), both with sound effects, character model, unique voice lines and voice effects, with a feature - if mission started before effect runs out - players remain in that form for mission time

near glacier
#

Change the hipster oc to give
+2 rate of fire

  • ads automatic fire
    ×1.7 max ammo
    ×0.65 recoil
    No damage decrease
    Disabled focused shoots
near glacier
#

Change the supercooling chamber to
+100% focused shoot damage bonus
+10% focus speed
3 bullets are used per focused shoot

  • 1.5 rate of fire
    ×0.85 max ammo
    -2 magazine size
fiery hearth
#

Give dwarves a chance to sneeze if they're out in Glacial Strata for too long (or after a few rounds of Arkenstout)

near glacier
#

glyphid exploders that are the same sice like a normal exploder but they have gold armor, and their explosion makes a small gold vein (just make crasus detonators but exploders) they would have a 2% chance of spawning instead of normal exploder

rain mountain
#

Let us tip Lloyd with a mug in hand 🍻

dense sleet
#

A mod for the platformgun that if you fall on it deals 5x the fall damage as AoE around you

near glacier
#

A mod for grappling hook that stuns grunts in a 2 meter around you for 2 sec after you grappled into a wall

strong lichen
#

High pitched voice for mission control during rich atmosphere missions
Does it make sense? No
Is it funny? Yes

drowsy shoal
#

A beer that gives increased chances for machine events, cargo crates, lost gear, etc. to spawn?

honest fable
#

Add half mined nitra and gold deposits to salvage missions. And maybe increase the chance of lost gear spawning on the missions more than others.

zealous flame
#

Humanoid Glyphids who have learnt how to use tools as an enemy, and it would also make an interesting mission type

lime cape
#

lootbug eating unmined chunk of mineral (gold/nitra) ingame (in a small portion). after eating the lootbug is full and give extra mineral when ded.

empty elk
#

♻️ Buff Molly movement speed to match sprinting dwarf ♻️

frank kindle
#

Add a form of artifeact system, rarer than most events it would lead you to a weird alien artifeact. After completing some sort of challenge you would receive the artifeact and get a permanent buff, could use the spare skill points to research the artifeact to unlock it's buff. (Obviously the artifeact buff wouldn't be insane but im not a balance expert)

lament hollow
#

we can already salute our fellow dwarves, bosco, lloyd, the hacking drone, and we can pet doretta. I hope at some point I can salute molly and my sentry guns

near glacier
#

Add Charlie Chaplin's moustache and hat.

mossy coral
#

Make the official flavor for error cube piña colata and diesel with a hint of car battery juice

indigo cobalt
#

Space Rig suggestion: Arcade game room

In the Space Rig there is an empty area that Mission Control will tell you is under construction and tell you to leave.
In that area we could have an Arcade Room with mini games inspired by famous real life games.

For example, a DRG-style version of PacMan or a Flappy Bird in the form of a mini game that can be accessed from a terminal located in the Arcade Room.

With a Top Score that can be shared with friends and other dwarves.

split jackal
#

space rig suggestion for the bar a breathalyzer to show the other player how drunk you are

vivid cedar
#

Instead of exploding when someone joins your solo mission, Bosco deposits himself. If that person leaves, then Bosco reemerges from the deposit point instead of magically reappearing.

verbal oracle
#

could we have the sentry guns that Engineer puts down target the Hivegaurd Dreadnaughts yellow flanges it puts out after you kill the sentinels?

astral nexus
#

Add a bit more quotes for dwarfs to say during creating in Forge, Saluting, etc.
For Forge:
"I am the dwarf that does machines!" (Reference to TMNT quote Donatello does machines);
"If a human can build stuff with scraps while sitting in a cave, then so can I!" (Reference to Iron Man, about Tony Stark build arc reactor in a cave from nothing);
"You want me to bless it with incense and pray or something like that?" (Reference to Adeptus Mechanicus from Warhammer 40k, where they bless their guns, ships, etc with incense);
"Does it come in Blue/Green/Yellow?" (Make it so every class says this line but they say the color that relates to them. I.e. Red for Engie, Yellow for Driller, Blue for Scout, Green for Gunner);
For Salute
"Dwarven Power!"( Reference to TMNT, again, to their famous quote Turtle Power!);
"Cowabanga!" (Self-explanatory);
"Stanby for Rock and Stone!" (Reference to Titanfall and it's quote Stand by for Titanfall);
For Picking Up downed Teammates
"Dwarfs don't die. They just go MIA, like Karl!" (Reference to Halo, Spartans don't die, they just go MIA)

strange heart
#

Overclocks for the Dwarves unique equipment

light jungle
#

An airlock to go out into space to just fly around the space station with a jetpack (maybe have an automatic teleportation system that puts you back into the ship if you go away to far) (i imagine the jetpack system to resemble the one in outer wilds, if you have heard of this game -which you should have ;D)

arctic summit
#

almost certainly been said before, but upgrade for the pickaxe: ability to drive it into a wall while falling to slow you down or hold you steady. maybe triggered on power attack and has its cooldown, but adds a new mode of mobile defense, like being hung on a static zipline

frail heart
#

Make gunner's shield unlimited, but give it longer recharge

unkempt oyster
#

cross platform with PC and xbox

wintry ledge
#

NEED THIS: Drag and drop to switch loadout

crystal maple
#

Add a third weekly assignment (eg: one designed for xp, since there is one for overclocks and minerals/credits)

green vault
#

when placing down a sentry with Defender mod, allow rotating the sentry by, for example, pressing Reload. in Team Fortress 2, while you're holding the sentry blueprint, pressing Reload will rotate the blueprint by 90 degrees, which makes placing it against a wall very easy. and the fact that it rotates in 90 degree increments, I can take out the blueprint (like pressing 4 in this game) and double tap Reload to rotate it 180 degrees and place it down, all in one smooth motion

storm ember
#

Unstable OC for Bulldog: Quick draw

  • 1 ammo in clip
  • x0.66 (or something) ammo pool
  • reloads 2.25 seconds slower
  • automatically reloads after 3 seconds when holstered
  • [big number]% extra damage against weak points
  • x[lesser big number] bonus damage
  • 100% accuracy (if not lazy, code in a thing where accuracy starts at 100 after swapping and drops heavily after a few seconds)
  • maybe also swap speed? slower holster, quicker draw
copper mesa
#

There is a typo on the deep rock website in the section with note about crossplay. I think it should say does or doesn't in between the words "Game" and "support". It currently reads as "The Game support Cross Platform Play."
My apologies if this isn't the right channel for this, but I don't know where else to put this.

astral nexus
#

When joining a game, you pixk your class and loadout. But instead of showing your loadout list, it shows the description of your class. Please make it so when pixking a loadout, it showed what i have in that loadout, for i can make a mistake in choosing one.

near glacier
#

Add a role for people who have 100 percent on deep rock and have their steam account linked for proof

rich shard
#

Be able to choose mission failure pose/animation

mossy coral
#

Add an official taste to the error cube (like pina colada)

rich shard
#

add a beer that functions like pots of gold
heavily reduce the amount so it’s not op

topaz crescent
#

Mission type: Rescue/Revive. You drop in and find various neutral dwarf AI that are downed. Similar to the mini mules you have to patch him up in various ways and then you call down a medical transport pod. Maybe you have to stay near it for a time before it can leave with the injured dwarf, then it leaves, like hack-c does when its done. Just a thought. Love the game.

honest python
#

Proximity chat in game chat

tribal kindle
#

We need to see Rival bots sometimes incapacitated by Charge-Suckers, and once in a while encounter OMEN and Bet-Cs that are working properly and help us instead of being fought. And wait, that suggests another thing...

tribal kindle
#

Postive mission modifier: Bet-C Backup. A fully functional Bet-C is deployed along with the drop pod at the start of the mission. Management is likely to send this one to counter Rival Presence or as insurance on Sabotage missions.

plucky grove
#

Give Doretta wings or Jet boosters, that makes sense, if she gonna be high as f. (Doretta can fly)

rich shard
frank remnant
#

A mode similar to deep dives except everyone can only play on once a week which ranks the teams performance and sets it in A, B, C, etc. The better the score, the better the rewards. And maybe if you get the highest rank you would get something special. (The highest rank would have to be hard to achieve)

frail heart
#

make you able to put sticky mines, and sentries on the drilldozer

spiral solar
#

Good morning people from Deep Rock Galactic! I have an idea for a negative mutation: A weakness in the strength of the dwarves that forces them to do all tasks 15% slower. For example: Build pipes, build turrets, take ammunition, press a button 😛 ,You can imagine the rest.

random crypt
#

Their anyway we can get crossplat with steam and xbox by chance?

trim nova
#

Add an animation for when the drop pod button appears on the back of the M.U.L.E.

honest python
#

My boy bosco gets in the drop pod with you when you leave

civic coyote
#

laser rocket goblin pirates

shut minnow
#

My biggest piece of feedback I have for this game is that some of the missions start to feel really repetitive. Once you've done one, you've experienced all there is to experience. I think the worst offender is the escort missions. It would be nice if there was some variety between them. Different end fights other than the same copy/pasted Ommoran Heartstone encounter again and again, different level layouts other than digging a straight tunnel between a few cave rooms, different types of vehicles other than Doretta, etc. It would also be nice if all 3 of the drilldozer's healthbars could simultaneously be damaged, so you're not just holding Repair on the same spot again and again and again. Just put in a limit for how much hp can be damaged at once so a detonator can't instakill the drill. An idea for improving level variety could be Rival Tech that messes with Doretta's pathing that you have to destroy/disable so she stays on course. That could make the "Fuel" minigame a little more meaningful because if she gets too far off course she could naturally run out of fuel instead of being forced to for a mission objective.

remote valve
#

How about we stop having bugs emerging from the extraction drop pod? if they came out from the area where the drop pod landed, fine, at least then it makes sense for them to come out of the dirt, but from the pod? Seriously? Does drg not clean these things out before sending them down to pick us up?

frail heart
#

add elite mode for some missions, for example elite escort duty could have 7-8 layers instead of 4, and in industrial sabotage you have 4 generator instead of 2
elite mode could be unlocked in assignments, and turned on and off like changing hazard lvl
Elite mode don't change enemies damage and HP, just change some parts of missions
Elite mode will multiply your digged minerals by 25% like "POTS O' GOLD", but for every mineral

covert anchor
#

Give sludge blast blowthrough

slow sun
#

On console, the only way to chat is to use two times the button to Rock and Stone.

It's stupid.
It gets in the way of rock and stone spamming and sometimes activate when you have done just one.

Why not make it that you can chat once you have opened the terrain scanner with a certain button?
It's a tablet after all, you sure can write a message in it!

dusty shale
#

No idea if it's been suggested before - probably, but more overclocks that facilitate team play and support roles, like:

An overclock for gunners minigun, that either makes the ammo interchangeable with engineers turret ammo, so gunner can reload them, or and overclock that lets the gunner carry a tiny amount of extra ammo for the engineers turrets, maybe 100 rounds, 50 in a supply drop.

I would think it important, that late game stuff doesn't exclude newer players, and maybe overclocks in this mindset would feel more inclusive to new players. The more, the merrier, right ⛏️

wet flicker
#

As a fellow Engineer main and I can appreciate some of the hard work Molly does for us, how about a feature were we can pet Molly?
She takes so much verbal abuse from us and it's only fair that she gets pets like everything else does.

FOR ROCK AND STONE! rock stone ⛏️ engiapproves

trim nova
#

Add a shooting range to the space rig so we can test out new weapons before entering a game. There is a gun cabinet in the shooting range where you can hold your use key to obtain the primary and secondary weapons that you have selected at the time, and you are not allowed to leave until you have put your weapons back by once again holding your use key on the gun cabinet. Also PVP is off

(and possibly for shits and giggles, you could put some kind of glyphid on the target)

tight mango
#

something like this may have been suggested before
if/when the rivals give up on hoxxes xynarch chrage suckers could evolve on the plentiful amount of bots and make xynarch infested versions of rival enemies. they function pretty much the same but are clearly controlled by the xynarch

rich shard
#

add a healthbar for steeve and hacked patrol bots on the hud

mossy coral
#

Add a manual healing function for steeve, so we can keep him for longer

tight mango
#

could be feed him red sugar

gusty schooner
#

Unstuck command is NEEDED - i just failed an On-Site Refining mission because i got stuck between a wall and a pipe trying to get to the drop pod. i couldnt dig out, even dying and getting revived by Bosco didnt unstick me

pine olive
#

This is out there beyond out there, bear with me...

Super perks.
Souped up versions of existing perks with additional effects.
Activated by burning either a LOT of crafting resources, or a blank matrix core. Can only be used for a few missions. After the limit is hit, revert to the regular version of the perk and require cost to get super version again. I think three is a fair limit. Deep Dives would only count as one.

Perk ideas (probably needs a ton of rebalancing):

Hoverboots: Gain the ability to double jump, limited by some time factor.

Iron Will: Revive with temporary invincibility and some health.

Unstoppable: Buff is active as soon as you start sprinting.

Beast Master:
Simple version: Steeve gets regeneration and additional buffs.
Fun version: Remove the enemy type limitation.

System is locked behind Promotions.

Leave existing perks alone.

Gives players the resource sink they've been begging for for a while. Probably needs a LOT of fine-tuning.

torn steeple
#

Change Neurotoxin Payload as follows;

Remove the poison damage over time on direct damage
on impact, rounds leave behind a small cloud of stinky gas, size scales with aoe size
stinky gas has a small chance to cause poison damage over time and is combustible

vestal vortex
#

Show the amount of locked overclocks or a list of locked OCs, similarly with the forge history list

unkempt idol
#

New passive perk:
Sleight of Hand
Speeds up weapon swap animations.

Why?
Thought it could be handy for combo builds such as temp shock Colette and Boltshark with Mag Shafts. Or to quickly swap to a sidearm/grenade, use it and quickly return back to main gun. Would also indirectly make reload cancels stronger by shortening the time between pressing weapon switch and having the weapon ready to shoot again.
Could also feature a secondary effect like some other passive perks (such as faster building/repairing or shorter power attack cooldown), but I think it may be able to hold up on its own with the advantages it brings.

teal rampart
#

While at the forge, bring up a small panel to show exactly how the stats of a certain weapon will be changed by an overclock, so that i know if i actually want to sink all my resources in this vaguely described weapon oc. For example: the big bertha oc for the autocannon, knowing ahead of time that the stat change "reduced magazine capacity" would mean halved since thats a rather major change. An extension of this would be showing what stats are changed while in the equipment terminal when we hover over the equipped oc tile, because the only way to check right now is to equip another oc, or equip and unequip it. Basically make the stats display for ocs similar to the one for weapon mods.

covert marsh
#

what is the surface of hoxxes like

shrewd mesa
#

Similar to how the cosmetics and pickaxe terminals already have this function, I would like to see a button in the equipment terminal to randomize loadouts, Both for the entire kit of a class and within an individual piece of equipment that just picks random owned mods and random overclocks.

It would add immensely to the already great replayability of the game having the option to go outside of one's comfort zone for a mission and it would be a very simple addition not requiring large overhauls or new models/animations or anything of the sort.

Just making sure the randomize button is out of the way and requires pressing it and holding for a few seconds just to avoid accidentally using it without meaning to.

rich shard
#

using beastmaster on an already tamed steeve will regenerate him

latent mango
#

Customizable drop pods!
Different paint, fuzzy dice, seats, models, drills were missing out on quite a bit of potential customization! I wanna make my personal express elevator to hell look cool as possible!

snow remnant
#

Add Internal and Desintegrate damage types to the DAMAGE TYPES table in the Miner's Manual

strong plume
#

add fingernails to all other armor sets with hands revealed

For some reason, scout in the robot rebellion armor is the only class, in the only one armor cosmetic to have fingernails, and its just few additional polygons/triangles

Left is the scout in rebellion armor.
Right is engineer in rebellion armor (and any other with revealed hands)

fiery hearth
#

Given that your off hand isn't used for anything when holding grenades, I want to suggest having the offhand hold however many spare grenades you have left
This would probably look real weird for some grenades, but it would add to a player's ability to play the game with the HUD turned off (being in line with stuff like ammo counters on every weapon)

humble jackal
#

In a new biome, add a hazard with some sort of psychedelic plant that releases a cloud of spores like a poison mushroom, or splash of liquid like a goo sack when it's destroyed - on bugs it acts as pheromones, and on players it temporarily randomizes some of their keys, within their own sorts of categories:

It randomizes your movement keys amongst each other, has a chance to switch your mine and fire keys, has a chance to switch your flare and grenade keys, and randomizes your weapon select keys amongst each other

Another idea, perhaps the spores also have a healing effect, similar to red sugar? That would make it potentially a good thing to interact with them, so long as you do it during a lull in action.

strong lichen
#

Voicelines for pinging loose resource chunks,you can probably reuse most of the ore ones

rich shard
#

Be able to call down a mini mule for on site refining and point extraction, so you wouldn’t have to make rest trips for minerals
could use nitra or gold
would have a limited capacity

near cedar
#

Actual notes on the sticky notes like theories about Karl, notes for beer recipes, theories about the error cubes, a reminder to feed your secret pet grunt, Easter eggs about upcoming gameplay implementations, etc.

frosty wadi
#

I don't know if this has been suggested before but it would be nice if the space station had a firing range where we could test out different weapons before we go into battle with them. Maybe one that has simulated bugs that run around so you can warm up and get a feel for movement. I personally have joint issues and I sometimes get... ahem... buggered because you don't really have a way to practice. Unless you go directly into battle that is

simple bough
#

Make the table on the right (or left) be like a poker table or something to gamble with friends or maybe like chess

rain mountain
#

Write manual entries on the minerals we can mine, like nitra, bismor etc. bismor

tawdry kayak
#

can we have more magnite from nodes please cuz this get annoying

summer ridge
#

Please change sludge pump trajectory so the blob doesn't rise above the cross hair.

tulip hatch
#

Me and my friends thought it would be funny if the dwarves said "See ya later, detonator!" When killing a detonator.

trim nova
#

dreadnoughts drop more gold during golden bugs

stark sparrow
#

You should be able to dap up bosco. A good old firm one and a really elaborate secret handshake would both be really cool

fresh sparrow
#

better synergies between same classes

median magnet
#

Can you adjust the gold drop rate per bug type in golden bugs? I once had a swarm of platorions attack me and I only got 15-20 chunks of gold. It’s pretty frustrating when I deal with a lot of buffed bugs, loose half of my ammo and get no gold for my troubles, especially when I have it at a high difficulty.

tight mango
#

Based on a reddit post i saw

Haunted Caves variance

Ghost menace
Ghost shellback
Ghost warden
Ghost oppresor
Ghost GOO BOMBER

honest gate
#

Tipping Lloyd should give him more elaborate and nice bowties/hats

fleet current
#

Rework the Dreadnought Hive Guard! I wrote out a bit of an essay on the game design choices behind it because I believe it has a great identity, just with a severely overloaded kit

#

Hope it doesn't look too fishy, I just pasted the essay into a notepad document rather than posting 6 discord posts over a 30-minute period due to character limits and slowposting

near glacier
#

Suggestion: Bring back Oktoberfest! drgbeer 🇩🇪

tulip vault
#

could we get a visual indication for born ready?

tulip hatch
#

Also we should be able to customize the M.U.L.E and maybe even the drop pod too, maybe the menu to do that should be by all the mules by the deep dive station.

fresh sparrow
#

I am only thinking there is a trend these days to play 4 of a same type of class... so maybe wouldn't it be fun to have some sort of bonus synergy between the same classes.. Either actual benefit (like more ammo for all gunners), or just something silly and cosmetic, or building somehow upon existing functionality (such as reloading and procc'ing off of other turrets)

arctic summit
#

in lieu of steeve customisation not being a thing, a concession: steeves will inherit your character's hat as long as it is one that just sits atop the head (maybe helmets too as long as they don't cover the face or anything, like a strap would be ok but strike force helmet would not), also it falls off on death and picking it up does a little salute

upbeat mesa
#

A Dead space-inspired suit for the game would be awesome

exotic kayak
#

My team was talking and one thing that would be of great use would be a radial bark selection menu. You hold a button and a radial menu appears showing various things your dwarf could say. Move the mouse or tilt an analog stick (disables mouse looking while its up) and let go the button to say the bark. Sure people can use chat but not everyone does and having this would make it easier to communicate simple things (Ready!, Run, Attack, I hear a [nemesis, breeder, bet-c, bulk], cover me, I'm covering you, etc)

valid token
#

Here's a cool idea for Gunner's new grenade
Red sugar canister (can be used 4 times before resupply)
+detonates on impact making a healing aoe giving teammates 25 health (heals lootbugs too)
+creates a lingering aoe with red glowing mist that heals 5 health per second for 8 seconds
-no damage to bugs

My whole idea is to give Gunner another form of team support while his other grenade options still being viable.(dont want a tf2 sandvich situation where the other grenades become obsolete)

stiff shell
#

Could we get a "Making of a Beard" video, that goes over how the artists create cosmetics for the Dwarves? As an artist I would find that super interesting

rich shard
#

Petting a dead steeve gives one of the death voice lines instead of the normal petting voice lines

drowsy iris
#

with a controller the button to command bosco to fire a rocket should be the right bumper instead of the left trigger, which would make it more comfortable to use

tight mango
#

reduce how much snow/sandstorms and the quakes slow you please
would also be cool if quakes instead make rocks fall from the ceiling

tawny shell
#

Alt. traversal tool for Driller:
Auto-bore.
Installs a small drill which will drill a tunnel and leave bombs as it goes. When it reaches the end (runs out of "fuel") it will explode all bombs and create a tunnel for dwarves to traverse. You may ask: bruh why does this exist if normal traversal tool does that. Well, this thing is completely auto, making it so you place it, and you can murder bugs while ot makes you a tunnel.

frail heart
#

add more warthog overclocks

native granite
#

can we get some voicelines for pinging steeve please?

tight mango
#

balanced warthhog overclock
"super shells" ask if you can, not if you should. these shells will make your shoulder sore but will devastate all but the toughest of targets
rocknstone +3 pellets
rocknstone +1 damage
tothebone x2.5 recoil

willow tapir
#

Super long beards, like down to the dwarves shins

covert marsh
#

Super duper long beards, dragging on the floor

peak seal
#

Instead of increasing damage in higher hazard levels make the terrain more dangerous and the environment more predetory. More stuff like the stabbing plants. Also creating more builds: Adding more special overclock effects that present fun ways to engage in combat, melee centric builds such as overclocks for the drills or other traversal gear, maybe using minerals to add percentage based adjustments to guns to fine tune ammo capacity, damage, accuracy or fire rate

near cedar
#

A button to dismiss all new item notifications in terminals

near glacier
#

It would be really nice to have info in your teammates personal Shields so as a gunner you know when to put down a sheild to help your teammates, and the Sheild buff perk you can bring can be more tactically used with the information from your teammates current sheild charge. Also I love you guys keep making games ❤️

zealous juniper
#

LOBBY DISPLAYS PROMOTION STATUS

TLDR, you know the 4 hexagons on server browser where you can see what classes were picked? I think it would be helpful to have these display the full badge, not just the class icon.

This would make it easier to know if the driller in this hazard 5 mactera plague abomination of a mission knows what they are doing, or were brought in by accident and might need help.

My suggestion mostly comes down to wanting to help greenbeards.

plucky grove
#

Why do we fixing mini-mules in deep dive (Secondary objective), if they staying outside of drop pod? Make them go in drop pod.

median magnet
#

Can we deposit in a mini-mule after repairing it? I get that they are not our mule but they go in the same drop pod in the end so the fact that we can’t use them seems waisted

old jacinth
#

melee build would be pretty funny, like some big brawler bloke that just bashes bugs (edit: damn the alliteration goes hard)

median magnet
#

Here is an idea for an upgrade tree for the flare:

First slot: Ability to kick flares that YOU throw once after it has been thrown per flare (this would help with the long tunnels eating your flares before you get to an open space in the cave)

Second Slot: The choice of brighter flares, faster recharge, or an extra flare bringing your max to 5

It’s styled like the tree for the pickaxe and the heavy attack

frank remnant
#

Make the difficulties more seperate by adding enemies and cave gen that only appear in certain ones, this would lead to mystery and intrigue when trying a harder difficulty.

velvet drum
#

I just had a fun idea, have you ever thought about creating a Zoolander miner, that would be pretty funny hehe. I'm sure most enjoy that scene, it would be a fun reference/easter egg 🐣

nocturne crow
#

Probably not something that many people find useful, but I personally think would be really nice to have.
One new buff beer. (I'm bad at coming up with names.)

Dwarven Resilience: Take less damage from explosions (and possibly any fire related environmental hazard, like the ones in Magma Core. This is mostly since dwarves are usually blacksmiths and work in places with real hot temperatures.).

supple kayak
#

it would be beneficial to be able to use the same profile from steam and playstation

errant moon
#

A mission parameter where an unnatural darkness plagues the tunnels and flares work half as well. Bugs with eyes will have glowing yellow eyes.

pine olive
#

Perk suggestion.
Nimble Hands.
"Interact with stuff faster! Wait, was your mom an elf or something? Dwarves shouldn't have fingers that thin..."

Interaction (holding e on stuff) progresses x% faster. Stacks with Field Medic, Veteran Depositor, and Resupplier's faster interaction.

Use cases:

scout: You're a utility class, doing stuff faster is great utility! Build pipelines faster, repair mini-mules, fix cargo crates, start machine events before the team is ready and get killed trying to solo an Omen all faster than normal. Stack with Veteran Depositor to become the ultimate mineral hauler!

gunner: You're in a unique position to be able to interact with stuff with invincibility if you throw down a shield, if you interact faster you have extra time to use your shield to mow down bugs from safety! Stack with Field Medic to get dwarves on their feet and in cover in record time!

engineer: Frees you up to take Expanded Ammo Bags or Widemouth Refill Port on your sentries, or stack with Quick Deploy for nearly instant sentry construction! Stack with Resupplier to get near-instant team protection while resupplying mid-combat!

driller: Since you can go anywhere you want, there's a chance you'll get there before your team. Why not get stuff done faster while waiting for them to find your tunnel? On top of that, you can pick up misplaced C4 much faster!

balmy echo
#

would be nice to see an overclock that gives enormous buffs to normal boltshark projectiles, while removing the ability to shoot special bolts, for players who like to turn their brain off a little

frail heart
#

Add quest to pet 10000 lootbugs (not pet lootbugs 10000 times) and after completing it, a basket with a small lottbug will appear in your room, which you can pet much as you want

mortal narwhal
#

On controller, change unfreezing to moving the joystick in circles instead of back and forth, or require less presses in each direction

split lotus
#

the ability to pour a drink out so you don't have to drink it

#

also so I can pour out leaf lovers

arctic summit
#

feature proposition: drinking flasks!

each flask can be filled with 3 shots from one mug picked up from the Abyss Bar, anything but specials.

for the filling animation your dwarf sucks the foam off the top and pours the rest into their flask, then says a voice line like 'saving this for later!'. alternatively, the drink can be selected and the player will be charged a fraction of the full crafting value(??? will definitely cause fractional brewing ingredients so not sure, maybe just round up)

during missions, the flask can be activated by long-pressing a key, after which a drinking animation and a short buildup will play out before the effect of the beer becomes active

the idea is it'll do what it does in the space rig but in microcosm, e.g. the Underhill shrinks you so you can move through smaller spaces, the Gut Wrecker creates a flammable gas cloud, Burning Love / Arkenstout do an AoE effect respectively, Moonrider gives you one low-grav jump, Flintlocke's lets you do a boom jump, etc

there'll then be a cooldown of about 30s like with power attacks to enforce staggered usage, and also once it's empty it's empty and will need refilling at the space rig

fervent flicker
#

Suggestion: Could we get a shooting range in the space rig with infinite ammo and dummy bugs (or a simulation chamber) to test out our weapons?

near cedar
#

A dance move where the dwarves take out two different colored flares and rave with them.

zealous flame
#

More Variations:

Fire Glyphids: immune to all forms of fire and explosive damage, only found in Magma Core region, will look like they have lava veins all over their body

Fire Praetorian: will do the same that the radioactive praetorian does except that he will set the area on fire instead of radioactivity

Toxic Glyphids: only found in Fungus Bogs region, will have vegetation growing on them and will have acid dripping off them, resistant to corrosive, poison and adhesive

Toxic Praetorians: create an area of toxic gas around them (or) creates an area of that fungus goo

Electric Glyphids: immune to electrical damage and stuns, only found in Crystalline Caverns, would have blue or purple armour with electric particles

Electric Praetorians: make a large area of electricity around them

Mactera Variations:
~Radioactive: shoot radioactive shots and are immune to radiation
~Frost: shoot ice shots and are immune to ice
~Fire: shoot flame shots and are immune to fire and explosive damage
~Toxic: shoot poisonous shots and are immune to adhesives, toxic damage and corrosive damage
~Electric: shoot stun/ electric shots and are immune to electricity

GooBomber Variations:
~Fire: drops bombs
~Radioactive: drops parts of radiation crystals that slowly stop radiating
~Electric: drops parts of the shock crystals that if you step on them will will get shocked and stunned
~Toxic: drops toxic gas

Reasons to add this:
~Variations of monsters are awesome
~cooler enemy challenges
~makes players think more about what each bug can do
~adds more depth and refinement into the game and its enemies

void obsidian
#

Ability to add people on steam through the game lobby?

indigo cobalt
#

Tutorial of the game with the 4 classes.

The base tutorial of the game is Gunner only and I've seen a lot of greenbeards who don't know how to use the other classes.

That's why my suggestion is that the AI ​​controls the other 3 dwarfs to accompany you during the tutorial and that it allows you to change Dwarfs (only in the tutorial) to understand how to use the platforms, flares and hook, drill to make tunnels, use the zipline and the shield.
Since the 4 dwarfs are different in their way of playing this could make each new player experience the differences of the 4 dwarfs instead of thinking that they are all Gunners.

umbral talon
#

Suggestion: Green maggot gas should be able to be blown up with the drillers flamethrower~!
Not doing any damage, it's more like lighting a cherry bomb. A little "Pop!!!" and some flames.

rich shard
#

Be able to queue a re-supply if you don't have enough nitra
place marker as usual, but the supply pod won't drop until there's the proper amount of nitra in the deposit.

tawny shell
#

New mission type:
"Meteor mining"
"We're sending you into the most dangerous place of the Hoxxes IV, it's surface. We'll send a small "shelter" that will protect you from the meteors once the storm happens, however you will still need to kill creatures lurking on the surface."
Basically you get deployed in the shelter. Tab will not show the terrain scanner, instead it shows you how much time till a storm happens and where is the shelter. During the safe time you need to gather meteors for resources. When the storm happens meteors fall down, and you'll probably die if outside the shelter. During storms shelter might be attacked by mysterious dark creatures of the surface of Hoxxes IV.
You can only deposit minerals in the shelter, no molly sadly. More storms survived = more meteors to mine = more resources.
Mission is over when:
Everyone is dead (note: if someone dies due to the meteor storm he CAN'T be revived)
You press the button to get out once a certain minimum quota was met.

The creatures might also attack you during the mining phase, but they won't assault the shelter.

Mission can go for infinite time, but the minimum quota changes depending on the mission length

Meteors contain (quantity increases with storms)
Gold
Nitra
Sometimes rare resources like Jadiz or Enor Pearls
Phazyonite

vivid grotto
#

Slightly customizable rooms

I say slightly because it's not like I want to turn it into my own little condo. It'd be similar to the dwarf cosmetics in a way. You buy the thing and "equip" it and it goes wherever the devs want it to be in your room.

Bathmat for a welcome mat? Pro-Karl Propaganda poster? Pizza boxes instead of stacks of old cans?

Who knows what the devs would add? I think it'd be pretty neat to see what people would do with the limited space they get to mess with (slightly)

EDIT: It could have 10 options: Poster (portrait ("gunner" room)), poster (landscape("driller" room)), lights (color), clutter, floor item, shelf item, rug/mat, locker item ("scout" room), floor item 2 ("Engineer" room), cupboard item (up above the perk terminal)

glass temple
#

An "Acknowledge All" button to be used during character customization (wardrobe, terminal) to fully acknowledge the newly acquired items, thus clearing all the red exclamation marks (❗). Currently, we have to select each weapon and then mouse over the new skin/pattern to get rid of the red exclamation marks.

safe wind
#

Have the Nemesis sing Daisy as a rare death line.

safe whale
#

Active Perk idea - Hamster
User has a small flask that can contain spare red sugar, which can be collected manually (to avoid sucking up the extra amount when others need it now).
The flask can be used on yourself or emptied entirely on the floor as a one chunk of sugar to be used by somebody else.
To avoid it being OP, the flask may contain just small amount of sugar (maybe 10-20% of basic health?), so the dwarves will still have to be careful and explore the caves to find big amounts of sugar. The limit can be raised with each perk upgrade.
It happened to me to use all the crystal and just a small chunks were lying around. Would be cool to contain such leftover for emergency situation.
It cant be used when you're already down, more like when you know a lot of ouchie is incoming or as a good starter after revival.
Also, maybe it could used on Steeve, either yours or other's?

zealous flame
#

Active Perk Idea:

Name:
TakeAway (or) Lunch Break

What does it do:
Allows a dwarf to take out a burrito and upon eating it they will have all of their health restored and will make shield regen 100% faster however you will only be able to use it 1 every game

Tiers:
~Tier I: can use it once with 10 minute cool-down
~Tier II: 6 minute cool-down
~Tier III: can use it twice
~Tier III: enemy’s near you upon using it will get the Fear Effect

Reason to add this:
~ it would be very useful for DeepDives and Hazard 4-5 missions

oak oasis
#

A new theme suggestion for season 3

The origins of Hoxxes are rejuvenated after the rival tech do enough trouble to the planet. The new faction are the ancient and most advanced civilization when Hoxxes was a habitable planet. This civilization empire name is unknown and its doing everything to stop you and deep rock galactic. Players will have to do a lot of events in missions where ruins of the buildings and old enemies of this civilisation have rose up in power due to the empire being active again

plucky grove
#

Taking ammo should restore 100% flares (That you can throw). Don't ask why i need it.

zealous flame
#

More bosses/ mini bosses

round briar
#

Armor to match the grim visage helmets

tulip hatch
#

loot chests should spawn more often.

native granite
#

A cooldown on iron will,so we dont stack them on accident

trim nova
#

If you hold the button to call the mule (default is C) instead of just pressing it once, you create a mule anchor. Basically the mule anchor functions just like the normal mule marker, except the mule will not leave that position unless you call it to somewhere else. I thought of this last night because I was extremely annoyed with the mule automatically moving from the position i called it to
Or maybe make it a completely different button since holding C already activates hover boots

haughty glacier
#

Moving LOK-1's latching point slightly higher for Patrol Bots so that it's easier to curve the trajectory towards the weakpoint while Patrol Bot's on equal ground or slighltly above you

cobalt kernel
#

New stat Tracker for Elimination missions (the post game screen): Damage dealt to each dread

strong lichen
hollow kraken
#

New mutator ideas-
1: Big Game Hunt warning (+20% maybe)

Smaller enemy spawns are decreased, but as a consequence there are more larger enemies

2: Potent Hazards warning (+15% maybe)

Environmental hazards in the area deal more damage.
Maybe doesn't spawn in azure/sandblasted/glacial due to no real direct damage hazards.

median prism
#

yo anyone else think like a hive mission were you go infiltrate a glyphid hive and just have a kill quota would be cool or something like a large morkite mining rig is overrun with bugs and you have to go in and clean it out

median magnet
#

We need to have another defending mission, here’s why.

The type of missions we currently have:

3 Gathering (Mining, Egg Hunt, Salvage)

2 Based Extraction (Point E, Refining)

2 Boss Fight (Elimination, Sabotage)

1 Point Defense (Escort)

Since we already are protecting a drill that’ll harvest something we need to have a based protection mission. Possibly something like a massive terrain scanner with 3 large antennas checking the local area for drednaughts, morkite locations, etc. When it starts it will make lots of noise and will be swarmed in waves with the antennas being attached one by one or multiple at once, making you hop between a few to keep them safe with the waves getting harder as you go. I think this will bring a new element to the game.

vivid grotto
#

New mission type: Rail Construction (Version 2.0)

This idea comes from the concept that a lot of people really love building really long pipelines. This derails the refinery missions so I thought what if it was it's own mission. Here's how it works:

Mission Control: "Alright team. Our subterranean facility hasn't responded back in over a week. We're sending you into check it out. Scanners indicate that no power is being supplied to the rails, so you'll have to reconnect everything." (or something along those lines)

You drop into the starting zone and find the offloading site nearby. This contains the first rail piece where we'll begin constructing our rail. If the most direct path is taken and the terrain is entirely flat, it would take 40 seconds by minecart to travel between these two locations (more on that later.)

The first thing to do is connect the railway to the geothermal pumping station. The pump station has a button and a locked off gate. Once the rail is connected to the pump rail piece, previous rails cannot be deconstructed. Hit the button to begin powering the pumping station and summon a swarm. Small geysers will tear open holes in the ground that we need to seal off (geothermal energy doesn't work so well when it's not going where it should.) Once completed the whole "room" lights up and the gate (finally powered) opens, allowing us to continue onwards. (We do this to power our rails for later)

Next up we'll cover the same distance (40s by minecart over flat terrain) to reach the communications platform. Just like the last place we first connect our rail up to the platform's rail piece but this one is blocked off by a malfunctioning gate. Hit the button to begin transmitting and summon a swarm. However we'll need to recalibrate the communications arrays spread around and once finished the area will automatically light up and the gate slams open, allowing us to continue on our merry way. (We do this to call the drop pod later)

Once more cover the same distance to reach the dig site. This is our final stop. Hit the button to power the laser cutter and summon a swarm. This portion is a survival swarm and is longer and a bit more brutal that the other two (not combined.) Once the laser cutter is fully charged and begins cutting, a separate button activates. When pushed it will call the drop pod and 1-4 minecarts (depending on the player count) are set down on the tracks (somehow.) The drop pod will land at the starting room and you ride the minecarts all the way back, admiring your work along the way. This ride (when using the most direct method over flat terrain) should be two minutes long. (Since it's not flat terrain and downhill/uphill rails will occur the actual time may vary.

A few notes:

  • Unlike the pipelines, rails can be built along cliff walls, being bolted to supports that they themselves are bolted to the walls.
  • Like the pipelines, the terrain is carved out to accommodate dwarves in minecarts.
  • Molly is not present for this. You can deliver supplies to any station you've visited or whichever is up next.
  • When clicking on a minecart you are automatically put into the first-most one.
  • You can double tracks over on each other like the pipelines but given the circumstances, the rail that goes over, would become something of a bridge
dreamy cairn
#

New Mutator: Faulty Radar
R&D really short-sold us on this new equipment, and now we can't tell what the hell kind of cave you'll step into down there. Two words; good luck.

Causes missions with a certain objective's cave shape be replaced by a randomly assigned differing one. There is a 10% that the cave shape will not be tampered with, and remain as normal.

Examples: On-Site Refining w/ Egg Hunt cave shape; Elimination w/ Morkite Mining's cave shape; Point Extraction w/ Elimination's cave shape; etc.

Note that are no limits to which missions can be mixed and matched in this manor. Any mission type with this mutator will select from a list of all distinct cave shapes and select one at random, including its own.

strong lichen
#

make exploder corpses stop glowing after they've died to a headshot

median crescent
#

Events (that yearly repeat so no Fomo) ( and more over the games life)

The point is: Between updates even for casuals the game CAN! (doesnt have to) get boring when you played a couple 100 hours.
There is no new challenge nothing to grind for and nothing new to see.
Soo what about Greybeard Challenge Events (everyone can participate but these challenges should be pretty damn hard while unlocking unique Skins/Frameworks or even weapon effects like different muzzle flash coulor or coulored tracer rounds or an effect where glypids explode into confetti instead of guts nice .
Some are Always avaiable some are time gated but with a guranteed return. (to keep old players coming back) Also the rewards get updated every now and then.

Examples of these challenges (Special missions):
(Locked on haz 5 and 5 missions of a kind need to be finished for unlocking the reward/reward point).

Dreadnought Infestation: Every swarm is replaced with a dreadnought, only 1 or 2 twins can be alive at the same time. (Locked on haz 5 and 5 need to be finished for unlocking the reward/reward point).

Caves with 75% less nitra

No Red Sugar

Slow Health loss over time (1Hp every 10 seconds, Caves have double the red sugar to compensate it)

Mactera/ Grabber infestation: EVERY Glypid is replaced by macteras and each pretorian by goo bombers/Opressor by grabbers. (Spawn rates are 50% higher)

Similar to previous one, Overrun Caves: Enemy Spawn rates are 5 Times! As high but each enemy only has 50% of its usual HP and deals only 75% as much damage (waves and swarms arent more common just a ton of enemies spawn at once.

Gravtation Well : Gravity is Tripled so almost no jumping (fall damage as well but scouts grappling hook and ziplines work as usual).

Stealth Exploders: Every glypid has a 10% change to explode like an exploder on death (Larger enemies have a higher chance (pret 30%, 60% Opressor)

acoustic ravine
#

I don't know if this has already been suggested but I'm thinking of a new perk called Mechanic that increases building speed for objects say uplinks, mini mules, abandoned resupply pods, black boxes, cargo crates maybe even sentries but I don't know how to scale the % so I'd say at least the last upgrade for it would boost it to a 50% speed increase

brazen stirrup
#

Can we have some kind of pets in the lobby? It can be lonely sometimes as a lone wolf miner

gloomy wyvern
#

Any chance to have cross platform accounts or account migrations? I got DRG free on ps5 and made great progress... I'd be willing to re-buy the game on steam to play with some PC friends but losing my progress stops me from doing so =

fading lagoon
#

Patch 04

  • Barrels now have a short cooldown before you can kick it again
    why do you go out of your way to make the game less fun

First it was the interdiction of R&S during resupply, repair, etc; then it was the dices and now it's the barrels.
Stop "fixing" things that make the game fun and have absolutely zero consequences on the gameplay itself. WTH Ghostship...

near glacier
#

Just an achievement suggestion; Kill a fester flee via an Omen Modular Exterminator, and it would be called something like: "It finally did it's job?"

worldly coral
#

Add a soft lock to gunners shield preventing more than 1 being active if a team has 2 gunners.

pale tartan
#

I'd like to see dwarfs on the space rig in single player. Feels so lonely

near glacier
#

Make exploders on Glacial Strata have cryo explosions that freeze the dwarf if point blank

pine olive
#

Overclock suggestion.
Minigun.
Balanced.
"Long Range Mode".

+Your minigun won't fire until you're fully stabilized, effectively granting a huge boost to accuracy!
-Your minigun won't fire until you're fully stabilized, meaning you'll need a second to be able to kill bugs.

stiff shell
#

Leaf Lovers Suggestion: It should come on a Tea Cup on a little saucer, instead of a mug.

zealous juniper
#

Weapon rework suggestion: Make the Collete Wave Cooker more competitive.

the CWC is an intriguing weapon, as far as being a combo weapon.

unfortunately, I'd say it's not up to scratch with other options for a variety of reasons that I'll first elaborate upon, and then attempt to propose solutions for.

1 - it relies entirely on other weapons to be an efficient weapon.

I cannot think of another weapon in this game that is so not self-sufficient. The CWC struggles to kill even individual grunts without overheating, all to deliver a horrid TTK.

2 - the way it relies on other weapons implies status effects, and this makes it by definition dependent on enemy vulnerabilities, resulting in barely bringing tangible advantages.

put simply, the CWC will react to enemies that are corroded/intoxicated, on fire, or frozen.
**-FIRE:**flamethrower eradicates low HP hordes, mactera get 2x fire damage, so these are best dealt with by using just flaming. rival tech simply overheats, and dreadnoughts are fireproof,. there's prets/oppies, who are easy enough to deal with in other ways and aren't worth an entire weapon just for them specifically.
-FROST: temp shock removes the frost status effect, nullifying the CC and the damage multiplier to deliver a damage burst. The temp shock damage isno match to the extra damage hitting a frozen enemy can rack up to. losing CC is not a great option either.
-TOXIN: the sludge pump can affect all enemies, and this lets the CWC apply neurotoxin (CT) on them, but sludge will already kill by itself.

and when neither of these applies, the gun SUCKS.

my suggestion:

-almost triple the base damage (18), 66% less total ammo (100), same firerate.
it now has 126 DPS. it's not incredible, but it CAN kill things reasonably fast. it's more effective at off-range plinking (less ammo-efficient than other tools). combos end up saving a lot of the now limited ammo and end up more rewarding. gun behaves like a death beam running on AAA batteries.

hidden wyvern
#

A singed beard cosmetic, can be available for all classes but makes the most sense for the driller

teal cliff
#

Can we finally have a red dwarf crossover?

It's the perfect event

north fossil
#

The elephant rounds overclock needs a more unique and beefy gunshot. The default bulldog gunshot is alright but doesn’t suit the absolute damage powerhouse that is elephant rounds! Thats my suggestion, thanks for coming to my ted talk.

karmic path
#

add ctrl c / ctrl v to weapons & skins loadouts

zenith viper
#

since the drillers Flame Thrower melts terrain in the glacial strata, it would be nice if the Cryo Cannon had something akin to it. why not allow the cryo cannon to cool the hot rock in the Magma Core back in to regular rock or slag?

frank scarab
#

What if there would be face paints like vietnam ranbo style think in skin tones and other face paints

zealous flame
#

Higher chances of Korlox spawning
Last time I even SAW a Korlox was in January and since then I found 3 error cubes
I understand that the Korlox is rare but like COME ON error cubes are rarer than Korlox not the other way around 💀👍

Chances of each spawning:
~Korlox: 5% per mission (should be found within 20 missions)
~Cube: 3.84% per mission (should be found within 26 missions)

Actually how

tight mango
#

mutation: invisible enemies
makes most enemies almost invisible making them hard to see unless near lightsources. enemies near flares become transparent in the color(s) of nearby flares but apprert blury and harder to land critical hits on as their opaque forms. enemies that glow do so less but can still be seen easily. During this mission the mule and any other structures like mineheads, pumping stations or Doretta have special lights that make enemies even more visible

frail heart
#

nerf rival tech turrets

civic coyote
#

Fix hellfire for the coil gun so that it ignites player created goo.

zealous flame
#

Make there be chances of more types of loot bugs to spawn:
~CroppaLootBug
~EnorLootBug
~BismorLootBug
~UmaniteLootBug
~JadizLootBug
~MagniteLootBug
~NitraLootBug
~PhazomiteLootBug

The loot bugs would probably spawn depending in which biome each ore is found unless it’s Nitra and Phaz LootBug

vale quartz
#

Please buff the gk2 I want to use it but it doesn’t feel like it does anything. If anyone has any builds I should try please tell me

bleak zenith
#

i'm beggin, a way to copy and paste loadouts

pine olive
#

Joke mutators for April Fools' day.

Suggestions:

Bulk Detonator Infestation: The classic. We've all had this idea already.

Mission Control On Holiday: Mission Control's (theoretically) live commentary is replaced by prerecorded messages, but some idiot put the tape in upside down! Randomizes Mission Control lines completely (so calling a resupply might play a Deep Dive quote, swarm callouts might be him yelling at you to get back in the triangulation zone, etc).

Dead Cave: No enemies spawn! But no crafting materials do either, only mission objectives...why did we bring guns again?

Wrong Tool For The Job: Spawn with a completely randomized loadout! Get lucky and spawn with Burning Hell Minigun + Fat Boy PGL, or suffer from having AI Stability Engine GK2 + Full Auto Subata!

Humble Beginnings: Due to technical error, the Drop Pod explodes on landing, causing you to spawn with 50% health, no ammo, and a swarm on their way! Today just isn't your day...

near glacier
#

Idea to make drillers HE grenade more interesting:

Before it explodes, applying status effects to the grenade by shooting it makes it a different type of explosion (ie; ingniting it makes it an incendiary grenade, freezing it makes it a cryo grenade, coating it in pheromone canister, etc) but slightly weaker version than it's normal counterpart.

elfin jacinth
#

Physical copies?

near cedar
#

A DRG/ Warhammer 40K crossover. A whole series of DLC with Space Marine armor, Squat Armor, all the cool weapons, etc.

plucky grove
#

Some leaf lovers joins in server, takes all supplies, and leave. Need some way, that they can't do that or they dropped their "fat ammo". Maybe realise it like with these bags with loot, when someone leaves with precious minerals, but convert "fat ammo" into nitra (1 dip = 20 nitra).

muted cave
#

Ok short and sweet but I thought it would be hilarious. The rival companies who sent all this tech we find down in the mines are owned by space elves.

tight sedge
#

A chess minigame you can play with someone/bosco on the chair by the bar to pass time idk

safe whale
#

I didn't find similar post in here, but if it does, I apologize.

New Mission Type Idea:

Name: Population Control

Type of mission: Point Defense

Starting Line: "Listen up miners. Some of your coworkers failed their elimination duty and now we're sending you to clean up their mess. You have to lure the biggest units and take them down, so we can reopen this area. We're sending you a luring device. May it return with no bigger damages."

Like in Extraction Point or Local Refinery, this mission is stationary, and can be easily called a Tower Defence type. You arrive to the big cave system and the station with huge machine that has to be boot up to start the mission. Once it's done, it starts emitting a luring signal that triggers swarms one by one, each bigger and more dangerous than another, as it lures all the wildlife from the area.
The point is to survive the swarms and protect the machine from being destroyed, just like with Doretta, until it will lure the dreadnoughts eventually. But in this mission, these are fully developed, stronger, faster, maybe with more attacks than in Elimination mission. Once you manage to take them down, you have to send the machine back to the orbit and await for the drop pod.

  • This may be a late-game mission for people who want challenge and may be unlocked by the assignment and be the only one available in the biome (as the other has been forced to be cancelled). This mission can take place in one of unavailable zones in mission rotation to keep the same amount of other missions.
  • The swarms can be specific types like macteras, praetorians, oppressors etc.
  • The station may have mini-games to set up frequency between waves.
  • The station can have set of turrets, but this time they can be refilled by heavy object type ammunition canisters delivered within drop pod or maybe any other way.
  • Big reward for such a mission, as your initiative will help DRG keep up the efficiency. Maybe an another option to get Matrix Cores?
young ingot
#

So I have played the game for quite a while, but I am brand new to the forums. Just wanted to drop in here and give my two credits though

I think by FAR the most interesting and fun enemies of the game are the bulk detonator and crassus detonator. It's not just that they are tanky and pack a huge punch, its the fact that they (outside of freezing them) have the ability to completely RESHAPE the environment you are playing in. I get super excited when seeing a bulk detonator as well as terrified because while it is a dangerous enemy, it also has a brilliant explosion that feels so impactful...

I think there are multiple directions you could go to make more impactful enemies, and with creativity I'm sure there could be a ton of cool new ones, but I would actually LOVE to see an update for dreadnoughts to make them way more destructive. Currently on elimination missions it feels like you kind of drag a dreadnought into a room and kite it around a bunch while dumping a metric ton of ammo into it.... I think it would be kind of cool to have dreadnoughts do some environmental damage, shearing off walls and blasting holes. It just makes the hits FEEL more impactful when you dodge a fireball only for it to leave a huge crater in the floor or wall.

Also, I feel like a few new dreadnought types would be cool, maybe an ice based one, fire based, and Poison based with them being more likely to show up in their respective habitats.

zealous flame
#

More Anomalies and Warnings:

Anomalies:
~LootBug Madness: huge amounts of LootBugs spawn
~Glowing Bugs: all enemies have a light aura around them meaning you can see them at all times
~Over Shield: you will have a second shield bar on top of your normal shield
~Lonely Cave: much lower chances of a swarm spawning
~Zero Reload: you don’t need to reload your guns when your out of ammo, it will automatically reload
~Generous Management: Resupply pods are free
~Naked Bugs: bugs have 0% armour
~Extra Reward: the cave will have a 100% chance of spawning a cargo box or a lost helmet
~Fasionative Bugs: Bugs will wear hats or beards

Warnings:
~High Gravity: will be harder to jump and throw things because gravity is pulling you down
~Naturally Hazardous: environment hazards happen more often e.g: more goo spawns, more frequent earthquakes, more frequent blizzards etc
~Zombie Bugs: bugs will come back to life after dying but they will be much slower, have less health and will do 2x damage
~Dreadnought Mania: every time there is a swarm, a dreadnought will spawn instead
~Healthy Bugs: bugs have stronger armour and are faster
~Tough Love: everything is aggressive and will try kill you including lootbugs, silica harvesters, fester fleas etc
~Jammed: takes 2x longer to reload

honest leaf
#

make field medic useful in solo if you accidentally got it by making bosco revive you faster/give you a second or two longer invulnerability when revived

stiff barn
#

setting a paretorian's spit on fire as it is doing its spit attack sets it on fire instantly and stuns it for a moment

zealous flame
#

Each class should get a melee weapon to make combat more fun:

Gunner:
~Weapon: War Hammer / Giant Hammer
~What it’s like: Huge Damage but very slow attacks
~Special ability: Shockwave, gunner supercharges the hammer and slams it on the ground causing a shockwave that stuns and deals damage to all enemies within the radius
~How it represents the Class:Slow and heavy damage just like Gunner

Scout:
~Weapon: Dual Blades or Dual Axes
~What it’s like: really fast but does little damage and is close range
~Special ability: while falling near a wall, the scout can get out the blades and stab them into the walls to slow down his fall
~How it represents Class:Fast just like Scout

Engineer:
~Weapon: Spear or Whip
~What it’s like: long range, fast, decent damage but high accuracy required
~Special ability: Spinng Death, dwarf will spin around really fast with the weapon causing anything to go near them to get damaged and stunned from all sides
~How it represents Class:Different just like Engineer

Driller:
~Weapon: Sword / Katana or War Axe
~What it’s like:
~Sword/Katana:
fast, good damage, short range
~War Axe: slow, high damage
~Special Ability: dwarf will be able to activate Fury Mode on the Axe/Sword and it will cause the weapon to deal more damage while also being able to do an elemental damage that you can choose between e.g fire, ice, radiation
~How it represents Class:Melee weapon is elemental related just like Driller

All Weapons:
~Blocks: All weapons are capable of blocking which will make it impossible for you to take damage from the side that you are blocking, however if the damage stacks the block will be broken and you will be stunned due to your block being broken
~Countering: if your getting attacked by a melee enemy you have to block right before it attacks and then it let go, causing the enemy to get stunned and get thrown back, if you counter a projectile, it will fly back at the sender

It would be cool cause it will give players more combat options

muted moat
#

"target painted on my back" cosmetic

stiff shell
#

Mission Bosco flying around the Rig, with your custom skin and colors that you can interact with.

supple pewter
#

I'm wondering, if the developers ever thought about making new maps where we mine on the surface of a planet where there's light? The constant darkness of the caves is fine but gets old and I've actually lost interest in the game cuz its just constant darkness. Yeah I know there are mods and stuff like that to make it brighter but idk its something about the darkness and the design of the cave systems just makes me cringe about playing it anymore.

sterile dove
#

I have an idea
so its an alternate game mode similar to Risk of Rain 2's Eclipse mode, where every time you complete a mission, it adds more and more difficulty. However, the said modifiers would be the various mutations that generate in normal caves.
So for example, it starts in baseline haz 4 with regenerative bugs
then after you beat that mission the next one has regenerative bugs and rival presence
then on and on and on until you have every negative mutation, and upon completing the final one, you get a little nitra loot bug pet the periodically poops out 1 nitra
Edit: this would probably exlude missions with cave generation elements, like rival presence and leech cluster

near glacier
#

Another great suggestion: mini gun can be used to propel you forward on zip line

near cedar
#

Since everyone is suggesting match modifiers I'll throw mine into the ring.

Communications Blackout:
As you are dropping in, mission control will issue a statement to the effect of "Miners, Alert! Our comms are be-static jammed. You can still call in static pods and other static. (As the pod reaches ground) Good lu-coms dies".

You can still call in resupply pods, drop pods, mine heads, etc. but you won't hear from MC the entire mission. They will also take longer to get there as MC has a hard time locking onto the beacon signal due to either the density of the material above you or rival passive signal jamming.

Furthermore on the salvage recovery mission, the uplink will take a slightly longer time to complete due to the reasons above.

So no mission introductions, no wave alerts, no event introductions, nothing narrated by MC the whole match.

As soon as you start to get pulled back to the station you hear MC say something like, "static, crackle, hiss There you are! We were worried sick. Good job team. It's good to have you back".

near glacier
#

Or something like mc spilled his tea on important wires

near glacier
#

New Biome Idea: The Hive

The Hive is a buzzing, smelly, sticky region that the Science Team has only recently discovered. DRG Entomologists we shocked when the area was first encountered, revealing new information on Glyphid hierarchy, biology, and networking. Dripping with strange honey, and covered in hexagonal combs, The Hive is still largely undocumented, but houses an untold number of yet undiscovered aspects of the Glyphids.

The Hive is one of the biomes of Hoxxes IV. It is characterized by its winding tunnels leading to cavernous birthing chambers covered in honeycomb, the larvae of the Glyphids oftentimes twitching in within them. Honey drips from the walls and ceiling, pooling onto the ground, slightly lowering movement speed, and attracting bugs to dwarves who tread upon it. Swarmers unexpectedly emerge from honeycombs to attack nearby threats, while pupae will occasionally drop from honeycombs on the ceiling and walls, which can cause damage to dwarves beneath them, which then hatch into Glypid Grunts.

Hazards
There are a few hazards in The Hive.
There are passive hazards such as sticky honey that slightly lower movements speed (less so than goo) and apply a pheromone debuff to players who walk in it, causing enemies to prioritize attacking them, as well as hollow honeycombs from which swarmers can emerge, much like Swarmer Tunnels in other biomes, but with no distinct visual tells, and with fewer swarmers by and large. Glyphids who pass through honey get an attack and movement speed buff, making them more powerful than before.

Enemies
Most enemies can be encountered in The Hive, including Spitball Infectors, Cave Leeches, and Glyphid Dreadnoughts. Unique to this biome is the Mactera Honey Bomber which drops the biome unique substance of Honey, instead of Goo.

Ores
As with every biome, some of the Ores that can be found in The Hive are determined by the mission type, such as Morkite and Aquarq. The crafting materials found in Hollow Bough are Enor Pearl and Bismor, with Enor Pearl being abundant and Bismor being scarce.

tame knot
#

nemesis "lure" voice should include a we're rich

vivid grotto
#

Some more armor options. Right now the only option is to buy DLC or unlock the Mk Series

I think it would be nice if the last cosmetic item in the progress pass was an armor item, it could even be paired where the second to last is a headwear and the very last is armor. In this case it could be like a Rival Tech Jumpsuit for Engineer.

The fact that Engineer was the exclusive winner in the progress pass would mean the other three classes could have their new sets locked under the matrix cores or if you felt generous, put them in the backpacks that go alongside the lost helmets.

I mean, I don't mind buying the DLC but it'd be really nice to see more armor that didn't need to be bought. Especially if you saw an armor piece that you had to work hard for to get to, what? Level 99 in the progress pass?

It could be rewarding to those who play more frequently and it could encourage those who don't to do so.

zealous flame
#

Funny death signs, when you pass out, instead of saying “name passed out” it would say something funnier (I will represent Name as …):

~“… slipped”
~”… had skill issue”
~”…is suicidal”
~”…couldn’t pause the game”
~”…is taking a nap”
~”…forgot how to walk”
~”… had fps problems”
~” we don’t talk about …”
~” The … Case the date of today e.g august 19th
~”… is impersonating a LootBug”
~”…forgot the controls”
~” R.I.P …”
~”… has too many flaws”
~”… likes the taste of cave floor”
~”… got brutally mangled by a LootBug”
~”… realised they have no life”
~”… found milk”

Basically just anything funnier than “…Passed Out”

zealous flame
#

More Dreadnought Type ideas:

~Shattered Dreadnought:
a big Dreadnought similar to the Hiveguard but you have to chip away his armour until you exposed his soft spots sounds easy right? No, when you chip away armour the Dreadnought will be able to use the chipped pieces as weapons with its telekinetic powers, once you damaged enough of it’s health, it will summon the armour back into its body, causing you to repeat until you kill it

~Dreadnought Valkyrie:
A very fast Dreadnought that can fly and rip off pieces of the terrain to throw at you, also has the ability to summon macteras

~Dreadnought Bull:
A Dreadnought with massive horns that is impossible to damage unless from the back however it has armour everywhere and has a very small hit box, how do you win then? Easy, trick the Bull into doing its charge attack and make it ram into some thick terrain, once rammed it will be stuck for just enough time for you to go to its back and damage its small hit box

~Rivalry Dreadnought:
A dreadnought that got surgically modified by rivals while still being in its cacoon, appearance is a cyborg Dreadnought with armour, turrets, bomb launchers etc attached too it, it is completely impossible to damage unless you force the Dreadnought to overheat by making it shoot a lot, once in overheat the Dreadnought will collapse and expose its 4 cooling canisters which you have to destroy, once destroyed to have to overheat it one more time causing the Dreadnought to explode (these will only spawn with Rivals in the area)

~Gold Dreadnought:
A dreadnought with gold growing all over it causing it to be invincible unless the gold in mined with a pickaxe, once gold is gone you will be able to attack its weak spots, after dealing enough damage the Dreadnought will grow back the gold and the process continues till death

Idk, it would just be nice to have more of the “gambling” feeling of trying to guess or hope which dreadnought will come out

hollow swan
#

A good overclock for the scouts shotgun would be slugs. You would have one pellet with range, velocity, damage, and accuracy. I don't know what the downsides would be, but it might be pretty powerful so it may need some.

near glacier
#

add a rare collectible that looks like a glitch

near cedar
#

The ability to give a brief description of what a loadout is supposed to do, accomplish, or achieve when your mouse cursor hovers over it. Same goes for individual weapons and equipment in a loadout. And the ability to copy and paste individual weapon and equipment loadouts, or whole loadouts.

steady glen
#

More versions of the Heavy Duty Mining Helmet so that the driller can also customize the slot for the headwear.
And, perhaps, alternative versions of other "classic" hats. Like a caps and a goggle caps.

light raft
#

Please move some of the goggles to the "eyebrows" slot.
Since some of them already remove said eyebrows anyway.

shrewd orchid
#

I have a weird idea for a biome, Buried Titan: long ago a massive machine built by an unknown species long ago. And since has been buried over centuries, a gimmick could be that there’s teleporters that take you to a random teleporter, So in a evac it could either get you to the drop pod quicker, OR it could send you to the other side of the cave system

cedar galleon
#

New enemy: Glyphid Dung Roller
When the miners spot one they shout "Karl's beard! POOOOOOOOP!!!"
It rolls around a ball that grows the more it chases you, and if it hits you, you get damaged, slowed and enemies are more attracted to you based on the size of the ball it hits you with

zealous flame
#

New Biome:
Eldritch Grotto

Appearance:
A mystical cave made of square and rectangular grey stone that has tree roots growing everywhere with glowing leaves and plant life

Special plants or wildlife:
~Vines: if you grab onto them you can actually swing like Tarzan
~Thin Moss: due to there being so much moss some of it grows over deep holes, if miners step on the thin moss they will fall through into the pit
~Surfer Leaves: leaves that typically grow in the higher parts of the cave that can be stood on top of and drift through the cave with until you eventually fall on the ground
~Eldritch Mango: a fruit that a dwarf can pick off and eat to give him a temporary scent that causes glyphids to leave alone
~Soul Seeker: a centipede type bug with vents all around its body that leaks an aura (souls), if this bug downs you and eats your soul, your completely dead and can only spectate for the rest of the game
~Mantis Ghoul: a bug that can posses any bug and make the bug 2x faster, stronger and durable
~Hoxy Ticks: a race of super Ticks that can attach to dwarfs and slowly drain their health, the only way to get rid of them is by getting set on fire or by taking 10 seconds to take them off

Natural Hazards:
~Fog: causes dwarfs to see less
~Pixies: little bastards that make dwarfs hallucinate bugs that don’t exist

It would be nice to have more biomes especially ones that come with their own set of challenges

hazy hearth
#

new overclock idea:
minigun or thunderhead, unstable.

410(minigun) or 12GA.(thunderhead) double buck conversion

  • 2 extra pellets per shot(total of 3)
  • can shoot while spinning-up/ramping-up(spinning would now be how long it takes to reach max firerate)
  • less acc
  • less ammo
  • very slow spin-up/ramp-up
  • slower firerate
  • harsher damage drop-off
tribal chasm
#

Another flying boss/ miniboss, but less grabby and more puzzle-y.

pine olive
#

"Match with armor" paintjob for weapons that attempts to apply your current armor paintjob to your weapon.
Very useful for people that want to have a uniform look, or for matching with paintjobs where nothing else really works with it.

rugged field
#

4 new primaries, and 4 new secondaries!

Rough images, descriptions and examples/suggestions for their stats, mods and overclocks all in here:

https://docs.google.com/spreadsheets/d/1-efmVELwhdJ4lzSM2TmXnIGLQBAq0VGViq3JJ0J6UFA/edit#gid=639583409

Short version:

  • Driller Primary - **Hardlight Ripper **- Basicly, an energy-blade chainsaw. Rip and tear!
  • Driller Secondary - **Nimbus Bolt Pistol **- Shoots metallical bolts with electric charges, which leave fields of lightning on their impact locations.
  • Engineer Primary - **"Pinball" Energy Blaster **- Launches balls of energy which bounce a lot, pierce enemies and irradiate them.
  • Engineer Secondary - **SPIDER/NEST Drone Launcher **- Launches containers with a NEST (guidance system/zone) and SPIDERs, little aggressive and distracting drones to fight for you. Can redirect the position of the NEST+SPIDERs with the reload button.
  • Gunner Primary - **Chimera Gun Platform **- A machine gun with a built in grenade launcher, with lots of customization both for the machine gun and the grenades.
  • Gunner Secondary - **Clockwork Machine Pistol **- A superfast machine pistol which can shoot (slowly) even when its mag runs out, can alter its rate of fire on the fly, and slows enemies down with its quirky time-bending bullets.
  • Scout Primary - **Winston Lever-Action Charge Shotgun **- A lever action plasma shotgun which can charge up its shots to shot get less spread. The pellets ricochets once each too. Reloads one shell at a time!
  • Scout Secondary - (Dualwielded) Willow Plasma Seeker Pistols - Two plasma pistols which have homing properties when used at closer ranges. Can toggle of seeking with the reloadbutton, if you wish.
zealous flame
#

Customisable Class profile pictures, because all we really need is the outline colour which represents the class and the profile picture could be e.g Glyphids Grunt with a beard, Molly, dwarf with characters customisation, LootBug with Crown etc

bronze crest
#

Make your icon look like you
For example when wearing a specific helmet it would show
Some armor could even show

flat depot
#

Being able to decorate your room that you spawn in the space rig, like adding posters, biome plants, maybe even a hidden pet lootbug! would addd a little more personal touch to the space rig, it’s not much, but it would look pretty

orchid mortar
#

Rework rearming from ammo pods
Gain ammo while interacting, the bar doesnt reset and is reflected in the 3 lights on each rearm of how much ammo is remaining, if there is half the ammo left in a rearm then the 3 lights will be half way etc.
Instead of only gaining ammo once the bar is full and it resets if you dont get all the way, this way you can grab ammo for as long as you need, share ammo around, and avoid wasting ammo.

frail heart
#

Warthog overclock:
Dragon's breath / Magnesium Shells

  • every projectile add heat to enemy (5-10 per pellet)
  • 1 damage
  • 1,5 firerate
untold turret
#

if you ever plan to make extra options for support and traversal tools, here's an idea for gunner's shield generator: instead of keeping bugs out, you throw it at the bugs to trap them in and block any of their projectiles. (You can, of course, stills shoot through it)

stone pendant
#

I feel like it would be really cool if the devs made it so you will be able to trade other players minerals/ money when they need it

zealous flame
#

Flare upgrades e.g:

~bigger light production
~lasts longer
~recharges faster
~more flares at disposal
~etc

Reason why I’m suggesting this is because I think everyone can relate to being in the middle of a swarm and being incapable of seeing anything because flares take too long to recharge or they die out too fast

willow tapir
#

Non power attack-related pickaxe upgrades like increased base damage or armour breaking

tribal chasm
#

Electrical weaponry and Shock crystals becoming super charged when it rains?

remote onyx
#

Anyone got any idea if cross save between console and pc will come in the future?

rain mountain
#

A section of the bestiary dedicated to the various plantlife, both interactable and non-interactable?

covert marsh
#

staring in the void basket for too long will give you the drunk effect

sullen jetty
#

I think the Omen Tower should have an intro mission control voice line giving players the rundown of the event. Currently they're more or less expected to figure it out blind, which is pretty rough on newer players. A bestiary description for such would also be nifty.
Also, bestiary description for kursite enemies too.

crude finch
#

A pickaxe mod idea I have is taser power attack. By attaching a small battery to your pickaxe, RnD has given your pickaxe a shocking addition. Literally. It electrocutes and stuns anything within your power attack range

gray meteor
#

Not sure if this has been said before (probably because it’s not my idea), but what if you could actually pull out a sandwich mid game and eat it? Maybe a perk that allows you to take a bite out of a sandwich and heal 20% of your max hp? Could be recharged by mining red sugar at full health or through resupplies. I dunno just an idea

kindred kettle
#

Killing a pheromone-covered enemy to transfer the remaining duration of the effect to another nearby enemy. This should prevent dwarves from inadvertently undermining their pheromone-wielding teammates.

nova wigeon
#

Stupid meme perk idea that should be ignored I just can't pass it up though. Sandwich time: press [unknown] to throw a sandwich at an enemy making them immobile for 1 second. Not a stun as it won't cancel attacks, 15 second cooldown and projectiles are similar on arc to a flare.

oak matrix
#

A suggestion for Positive/Negative Mutators : On top of "informed mutations", make a rare/uncommon "???" mutator that rolls for a random positive/negative mutator after you've launched into the mission, a way to make the mission a unique experience every time you enter it, and perhaps the game could roll for more mutator types if the selected hazard level of that mission is high.

To discourage dwarves from aborting missions after entering though, maybe make the random mutator bonus pay the highest percentage regardless of what has been rolled? Or perhaps make the mission worth more creds on completion like Rival Presence.

pine olive
#

Reaction lines to being downed by self damage.

Self:
"Owww...what was I thinking...?"
"Augh! This is what I get for working sober!"
"That was stupid...ow..."
"Note to self, bad idea."

Witness:
"Do I want to know what you were trying to do there?"
"On what planet did that make sense?"
"...Are you serious?"
"What...what are you doing?"
"Y'know, leave no dwarf behind and all, but if they're doing stuff like that..."

tacit kelp
#

Make pots of gold act on collection, not on mining

tawny shell
#

Passive perk:
Caustic flares.
"Careful where you throw that one!"
If you shoot a flare with an elemental attack it will make a small elemental explosion. Deals low damage but stacks that debuff (small)
Explosion power depends on the intensity of the flare. (Down to 0% for exhausted flares)
Has a cooldown of 3 seconds

near glacier
#

Make sweet tooth ll gives you +5 hp and sweet toth gives you +5% movemnt speed when at full hp
But the bonus healing from eating red sugar would be +25%

tacit stirrup
#

A counter for how many times you've Rocked and Stoned.

bleak zenith
#

probably a ♻️ but add pets in the space rigs

plucky grove
#

Buff perk "Bug thing", that loot bugs drops more nitra and precious minerals shouldn't fly around cave when loot bug exploded, and they can damage enemies (With friendly fire of course, but small as bet-c friendly fire).

#

We should choose music in music player, because some dwarfs like me wanna to breakdance to hungerian waltz 5. Same with dance moves.
And by the way, i need big tophat accessory.

pastel quail
#

Small workaround fix for the next patch until there is more time for a true fix: Disable all keybinds while dropping into a mission (latejoin or droppod) to prevent people from getting stuck by instinctually pressing enter (or the keybind for opening the chat)

woeful fjord
#

Some terrific ambient sounds occasionally echoing through the cave system. May it be grunts roaring and calling out to each other, sounds of crumbling rocks, or even blood freezing dreadnought screeches

regal minnow
#

Add an option to hide servers in the server list where the host is afk for certain time. As it wastes our time when we join a "full" lobby only to find out that it still won't start due the host being AFK. Or it's bad when we join into a game with parasitic host, who does not play for some or all time.

stable sparrow
#

Since we have Lord of the Deep as currently final titles if Devs ever want to add more i’d like it if we got “Lord of the Dark” and “Lord of the Danger” titles

median magnet
#

Is it possible to shrink the hole for the heat vents in the ice caverns? I had a gunk seed and a fuel canister fall in it and because of the strong wind that it give off the closer to the sorce you get it is an absolute pain in the ass to get back out when you are not a driller

oak cradle
#

when dwarves miss the drop pod countdown in the rig, the "ZOOM" cutscene shows their playermodel floating in space

wind idol
#

remove Leaf Lover's Special - The Leaf Lover is on this chart entirely to please Management. It'll kill your buzz faster than a pay cut, and leave you with the same empty feeling in your gut. Still, it can be handy on Inspection Day - just don't let anyone know you had one.

frail heart
#

add akimbo SMG with .50 BMG rounds
and make it take ammo from belt so we don't have to reload

near glacier
#

add cross-play. There are lots of people juggling different consoles together due to the shortages finally getting better, the steam deck coming out, the PS5 supplies being a bit stiff...I think It's clear how confusing the market is right now

mortal narwhal
#

Bug thing should affect other harmless creatures (except for useful ones like cave angels). This would primarily be to prevent getting stuck on a silicate harvester.

Also things like fester fleas, Huuli Hoarders, red and green maggots wouldn’t be included because that would be too powerful (or for harmful maggots, possibly a bad thing)

light briar
#

new warning's: boss time there's going to be a dreads, whenever you get an egg there's an 83% of one being there and one not plus also swarms to. bleeders! it will spawn 10-57 shredders so be prepared with a swarm, so good luck if u have that warning lol. rival incursion: have a nemesis spawn when you are 50% done with your mission 1-3 nemesis's spawning. BABY'S: spawns Swarmers 154-686 total or with like hazard 4-5 it's going to be 365-958.

short mirage
#

An achievement for hitting naedocyte shockers (and/or similarly small creatures) with a charged shot from the m1000, as I find that to be a hard thing to master early on, and might be a cool addition.

honest leaf
#

because sometimes people dont have enough scrip for the tree when they get level 100 on season, have the 500 credits be replaced with scrip and every scrip thats unused at the end of the season be converted into 500 credits

arctic ether
#

Tuxedo

plucky grove
#

Visual sounds.

faint totem
#

Buff bullet hell oc pls

noble vapor
#

Bug thing perk also makes all minerals dropped by lootbugs upon explosion fall near them.

next ingot
#

Make robots and bugs always enemies of each other. Also make patrol bots always hackable. Also reduce all robots health by half. Seriously, robots are OP.

pine olive
#

Lines for dealing damage to Steeve, delivered by the Steeve's tamer/witness. Tamer if they're close to Steeve, Witness if they aren't.

Tamer:
"THAT'S STEEVE YOU IDIOT!"
"YOU DO THAT AGAIN, I WILL DROWN YOU IN YOUR OWN PISS."
"You kill that bug, you ain't going home."
"HEY! THAT'S MY BUG YOU'RE SHOOTING!"
"You got a death wish? Nooo? THEN STOP SHOOTING MY BUG!"
"What's that Steeve? Murder the guy shooting you in his sleep? Great idea!"

Witness:
"Hey, HEY! That's one of ours!"
"Stop shooting, that one's friendly!"
"There's gonna be hell to pay if you kill that bug...!"
"Kill anything with more legs than two except that one!"

bronze crest
#

Nemesis should drop a data cell

tawny shell
#

If you have 0 resources and press E dwarf will pull his hand and almost start to pet Molly but then he will just kick it.
Voice lines:
"Hey Molly, it's nice of you for carrying our stuff... Kick Heh, I'm not sorry!"
"Molly is sometimes nice... Kick ...and sometimes isn't!"
"Damn Molly, i sometimes miss you... Kick ...but then i remember all the times you pushed me off a cliff!"
"Damn you're a nice tin can... Kick Hah, just kidding! ...ow it hurts..."

tacit kelp
#

frozone style overclock for the cyro cannon where you shoot at your feet so skate around

cedar galleon
#

Nother new enemy: CamoPhid
Doesn't move if its in LoS of a player, and when it does you hear it skittering pretty clearly. When it gets into attack range(around 5 dwarf-feet) it jumps at you and then runs away! Its camo will reactivate if it gets far enough and out of LoS! O:
Limited spawn amount per cave, only before and after a swarm. Becomes a threat if you don't deal with it before a swarm!
After it dies, it drops a loot like a tyrant shard!(Less valuable, unless you plan on making it a boss)

#

Next enemy idea: Banana glyphid
An out of place, banana looking thing that only spawns in medium and large caves. When approached, it'll scream (a very dorky scream!) and charge in a straight line and then goes back to being an out of place banana.
While shooting the banana armor, it has a chance to "peel off", and in case you step on it, you slip and get stunned for 1 second. You can also pick it up and throw it >:D

fading temple
#

decrease volume of the startup sound (like beer tap), make it match ingame sound

arctic summit
#

Molly 'gallop mode' that's like 1.5x faster than her default trot and can be commanded if she's running on flat-ish ground (ie gravity acts towards the terrain, if on a wall then it's disabled) and you double-tap C to activate it

alternatively: she ONLY uses this mode when evacuating the cave just to piss you off

mighty grail
#

Saving Doretta’s head should have a small XP bonus

somber orchid
#

Would Be Cool if you could add A Mechanic were the Dwarf throws out Resource's From He's Bucket 🪣, i think there could be a lot of Potential with this Mechanic 🙃

regal minnow
#

I have found one big problem during low air modifier missions. And that's at the end of mission, once Drop pod is called out, Molly runs away to the drop pod and lets dwarves suffocate (as it's impossible to catch it up on big maps). The only solution so far is to waste nitra on ammo drops which also have oxygen, but in case that the mission had lots of fighting, dwarves might have no nitra left for it. Making the mission almost impossible to survive and thus to complete.

So my suggestion to solve this is.:

  1. Either make Molly wait for dwarves there or to move slower to the Drop pod than in the normal air mission.
  2. Make Molly drop air supplies with the escape pointer markers (of course not with every marker).
  3. Make players to be able to call for air drop by some other resources or less nitra during extract part of the mission.
  4. Make Drop pod to give AoE oxygen around it in the large part of the cave.

I mostly like suggestion number 2 and 3. But so far it's a problem.

split juniper
#

Add a loading screen tooltip warning miners of the dangers of mixing Flintlocks and Wormholes at the bar... just so more greenbeards are likely to discover the combination.

mortal narwhal
#

Technical difficulties:

Omoran interference:
“Oops, seems like the resupply got stuck on an Omoran Heartstone. You’ll have to wait a couple minutes for the resupply pod to get through.”

  • very rare
  • delays resupply pod arrival by 1-3 minutes
  • doesn’t scale with hazard level

Maggot cluster:
“Quite … maggots … interfering … signal … no communication … while” (… is static)

  • rare
  • Mission control can’t instruct you or warn you of swarms
  • every now and then you hear 5 or so maggots at once and mission control’s icon on his captions are replaced by a maggot
  • if you are in the of a swarm or after you complete a step towards your objective there are special voice lines like “In case you didn’t notice, this is a swarm.”, “looks like you already found out you need to connect the fuel cells to the drop pod.”, or “Oh, you connected another pumpjack! Sorry if you needed my gratitude when you connected it”

False alarm:
“A blip the size of a pumpjack is rapidly approaching… wait, never mind, that is a pumpjack.”

  • common
  • at least one false alarm for each objective type
  • more common if you put ever barrel in the launch bay (mission control is drinking before that)
  • little impact on gameplay

Notes:

  • only happens after “Objective: Conquer Hoxxes IV” assignment to avoid confusing greenbeards beardling (GSG: come up with a cause for this)
  • more of these should probably be added for variety
near cedar
#

Please please please give us the ability to turn off or disable the ringing when an explosion goes off right beside you. I don't mind the explosion itself, but the ringing is at a high enough pitch that it irritates my Tinnitus. Everything else is fine at a low enough volume till I hear that. (And the Coffee Stain Studio intro is a bit loud)

#

The ability for the game to automatically transfer host-ship to the strongest connection . This way if a host rage quits or loses internet connection the game could still go on. This would exclude manual disconnections if the party is still on the space rig.

It could be implemented by briefly pausing the game for everyone while host-ship is transfered and a message to the new host appears in their HUD informing them that they are the new host.

torn steeple
#

if you pet a loot bug enough times, it eventually deposits all of it's minerals and deflates. much slower than just killing it, but they don't need to die for management's greed

tribal chasm
#

Lootbug elder boss that vomits sharp crystals and rolls around like a wrecking ball and can still climb walls. Gets more likely to spawn with each dead lootbug

mortal narwhal
#

Get in, get out should trigger when reloading, but to compensate the intensity/duration scales with ammo left in the magazine

still talon
#

(I'm expecting this one to get downvoted a lot, I haven't given this one much thought. I'm just throwing the bare bones at the wall, so to speak.)

MISSION IDEA/SEASON PREMISE (a far-future season): DWARVEN DEFENSE

Overview: The Space rig; home to many dwarves and a hell away from hell for others. The dwarven crews party hard and force Lloyd to work overtime, when the space rig suddenly shakes violently. At first, some shake it off and mourn the loss of almost half a tankard to the most vicious monster of the space Rig: the floor. Before another round could be ordered, lights begin to blare in the Space rig. Bright red strobing lights. Something was very wrong. Management did say that defending the space rig was in their job description, but the dwarves only cared about two things: ale and shiny rocks. But today was different, the drop pod was locked down, all doors leading to spacecrafts of any kind were locked down and the dwarves knew this was the day that hated part of the contract would come into play.

Summary: A fleet of cephalopod-like ships have attached themselves to the Space Rig, siphoning its power and air supplies. That's not all, these ships are injecting an interstellar/intergalactic foreign race of fleshy gems and stone skin into the Space Rig! Their motivations and cause are unknown; all we know is that defending the Space Rig against these rocks and stones is paramount. In the event of fighting the ships, bring back as many dismantled pieces as you can, we can put them to good use. Same goes for whatever minerals their bodies are made of.

Optional changes to add more replayability:

  • Karl drew plans to make communing pods into fighter/miner ships (because he actually read the contract for DRG)
  • battle to defend the space rig (inside or outside)
  • Battle for Hoxxes' skies (ship underside has special to dismantle ships, causing a DPS ramp)
  • Pickaxe does increased dmg on gem parts
  • A new brew made of crushed 'Invader' gems
strong lichen
#

Either give steve explosive resistance or make them actively run away from exploders while screaming for help (the latter is much funnier)
They really like charging straight into a pack of exploders,losing a slasher to merely 3 of them is pretty annoying

safe wind
#

Add an option to bind power attack to a single button. I've seen a few players asking if such a feature exists so I'm putting it in here.

safe wind
#

Personal Weapon Statistics
A new category in the Key Performance Indicators that tracks for example how many bugs you killed with each weapon.

dusky coyote
#

Give the Unknown Horror it's own unique model and Bestiary entry

wooden haven
#

Hey you! I have a hat idea! it's a spin on the texas 10 gallon hat, but it's called the Hoxxes 40 gallon. it's very tall, and very barrel-ly. i think it'd be a great add.

dusky coyote
#

Pinging other dwarves should reliably play a class-related voiceline 100% of the time to make it a more dependable tool for communication

pastel quail
#

Add a counter for how often you (solo or as part of a team) saved Doretta, similarly to how Error Cubes are counted

cobalt kernel
#

Fix Incendiary compoud not reducing Hyper propellant's dameg, but in turn buff Hyperprop with "Weakpoint damage bonus"

torn steeple
#

Flare and Grenade perk trees, I don't even mind if it's as simple as the pickaxe tree I just want to customize all the things and I want sticky flares

#

Custom build-a-mission option that allows you to determine which biome, mission type, modifiers etc you want but at the cost of minerals. It's the resource sink that nobody knew everyone needs

tight mango
#

2 mutators
giant enemies: enemies are 30% larger and have 30% more health/damage but they have -20% movement speed
tiny enemies: enemies are half size but move 20% faster and have 50% less health and 30% less damage
(mercy on your soul if a group of swamers spawn on tiny enemies"

gusty schooner
#

can we get voice lines from Mission control when all of a resource is mined out. Something like "that's it not a nugget left behind" when mining out all of the gold

delicate anvil
#

Allow players to leave a lobby while loading into a mission. It is incredibly annoying when you join a lobby with a class pre selected that hasnt launched yet right as they launch, or just when you launch when you arent ready in general, then have to wait through a long loading screen before you can leave.

jade blade
#

Align visuals and hitboxes of:

  • Drop pod
  • Praetorian vomit
snow remnant
#

Remember the first Drak leak we saw ? The weapon had a much better paintjob than it has now in my opinion so please allows us to use this paintjob for our weapons now. Why did the devs change their mind I have no idea but it certainly did NOT look like a duck's beak drillchamp

modern tendon
#

More robots

bleak talon
#

what if the final form of the dreadnaught was a dreadnaught that if it died, it had a small chance to spawn any of the other three dreadnaughts, but they would be a little weaker (health wise) but do more damage. and the hivegaurd wouldn’t have any shield.

plucky grove
#

(If that's a ♻️ , i'm sorry) If host leaves in the middle of match, the player with lowest ping like previous host becomes a host.

vale quartz
#

Can the voice lines at the beginning of the mission be changed to match the classes we chose because right now it only sounds like scout and driller talking to each other

plucky grove
#

More choice to ping, like if you ping surface - you can choose one of things to do: Let's go there, regroup there, it's dangerous over there, and etc.

autumn echo
#

A kick button, not like the current context option with barrels, but a button you press and your dwarf kicks whatever is in front of them (be it bugs, barrels or just thin air) similar to how classic games did it https://youtu.be/UkEuikx6zeo

scarlet grove
#

Add new weakspots to oppressor/dreadnaught that can only be exposed by armor breaking

tribal chasm
#

Other unknown Horror enemies

swift summit
#

Daily/Weekly bounty missions. (Similar to the season challenges) This would encourage players to actively search for specific mission types and warnings/mutators. Some examples:

-Kill 25 leeches
-Kill 2 Oppressors within the same mission
-Bring 2 Doretta heads back into the drop pod
-Hack 10 Rival tech
-Complete five Hazard 5 missions without going down
-Kill an elite detonator
-Kill and repair 2 BET-C
-Collect/Mine 1,000 gold within the same mission

Rewards could include rare cosmetics, minerals, or credits

honest leaf
#

a timer for when the season ends somewhere in the season menu

wet radish
#

A new type of salvage mission, where we have to find and mark for recycling/retrieval empty (or not) resupply pods, minehead platforms, mobile refineries, and doretta drop pod thingies.

bronze crest
#

Kind of like beinicopters thing, bounties
Every day there's a new bounty which could be a buffed enemy or a new one
For example Elite Detonator which shoots projectile's or a new one such as a Rival tech replica of a dreadnought with stronger attacks but no shields
Could always go with a different approach such as a modifier
"Modifier: Elite Bounty(the icon could be a skull with crossbones ☠️)

tight mango
#

after trigging "barrels in the launch bay" lines 10 times its just mission control crying and begging us to stop

velvet jetty
#

Add a voiceline for when you ping a dwarf you ovsstionslly say "nice Beard!" Or "Cool gear!"

median magnet
#

Is it possible to add the ability for the game to spawn a mission with a double anomaly, it would be SUPER helpful for gathering materials when there is a mineral mania and a gold rush (I figure that this is a ♻️ but it's not asked enough)

summer ridge
#

Make faster turbine spin-up mod affect delay on launch of ice spear and snowball.

tribal chasm
#

Make it so the seismic activity in magma core rises slightly with each destroyed Lava Zit.

Similarly boost the frequency of rainstorms in Dense Biozone when Nitro Zits are popped

balmy echo
#

would be nice to see blowthrough rounds removed and replaced with something else for LOK-I rifle, it really doesn't seem to fit the idea of the weapon

native granite
#

can we get pickaxe reskins? im thinking like a hammer to fit the dwarfen style,or maybe something like a shovel (the shovel could have a funny bonk noise if you hit bugs) or just a metal rod you jam into the rock to loosen and dig it would be cool

vivid grotto
#

A propeller hat beanie for the sake of simply blindsiding the playerbase with possibly the most random thing to find it's way to Hoxxes

arctic summit
#

new biome: "Rock Gut"
We're still not sure what to make of this place. Several miles wide and stretching an unfathomable depth into Hoxxes IV, this entire region is a massive lifeform, theorised to somehow be related to the Lootbug. Though various mysteries surround this place, one thing is certain: it contains vast deposits of precious minerals woven into its flesh. Well, two things: that, and it's also not very good eating. The meat is apparently 'too gamey'. Make of that what you will.

a biome composed of weird pale fleshy meat characterised by tight, steep, smooth passages leading into compact and branching 'cave-organs' containing a variety of unique flora and fauna, as well as mineral formations.

primary environmental hazards are acid geysers which spray blasts of dmg over time, pustules which can be popped to release goo like goo sacks, and mucus deposits which have a bunch of sticky snot for you to wade through.
gastroliths, small round boulders made of stone as well as some made from minerals of biological origin, are commonly grouped at the bottom of cave-organs, some may spawn blocking passageways requiring some mining to clear.
instead of compacted dirt, you will find "membranes" which must also be mined through but are like 1 hit i dunno (you're cutting through them is the idea, pickaxes are good at cutting it's like half their deal)

terse wagon
#

I hate to beg you guys for more... (And sorry if this has been said a million times) But I am sitting on a lot of perk points, I would love to see some new perks in general. In particular (call me a green beard, idc!) I want a light perk! Pretty please... Either stronger headlamp, brighter flares, an aura of light (as if carrying an enor pearl,) or dark-vision, or something man... Love this team, love this game. Thanks for having a suggestion page.

Also! Those damn flares really /could/ use an upgrade!

tame knot
#

praetorian riding victory move

light briar
#

this is not from the game i just want all the bugs even steeeeeeeeeeve that would be cool

near glacier
#

If you time it right with a power attack, you can deflect Q'ronars

turbid geode
#

make dense biozone more accurate to its description (mostly just asking for there to be actual carnivorous plants there)

delicate sparrow
#

This has probably already been said but it would be nice to have a face (glasses) slot and a head (hair/helmet) slot separately.
Feel like it would add a lot to customization.

pine olive
#

Overclock suggestion.
Flamethrower.
Balanced.
"Backpack Canisters".

+You pull ammo directly from your reserve, meaning you no longer have to reload!
+More ammo!
-Less direct damage.
-Less heat inflicted.

"R&D are quite happy with this! By hooking your flamethrower up to a backpack rig, you don't have to reload and you can carry more ammo! Unfortunately, the fuel mixture had to be lightened so you could still move and doesn't burn as hot as a result."

split juniper
#

New hat: Fallen comrade: Damaged Bosco chassis worn on the head. Its appearance is taken directly from Bosco's equipped skin and paintjob. Possibly two versions, one severely damaged, one clean.

median crescent
#

Rework of some OCs to make them More fun and different from others:

Subata Full auto:
+300% More ammo
+Full Automatic
+Clip size +20
+3 Fire Rate

-3 Damage

  • When fired it unloads the entire magazine until its empty regardless if you want to shoot a grunt or pretorian.
    (SD inspired nice )

Sludge Pump Dispersion OC (balanced one):

+16 Fragments
+15 Fragment damage (instead of +5)
+50% less gravity for fragments / Further travel distance

  • Charged shots dont leave puddles behind
    -Charged shots use 2 More ammo per shot
    -Normal shots deal 50% less damage
    -25 Ammo

Hellfire minigun OC from balanced to unstable:
+Sets Everything on fire in an 10M 30° Cone infront of the barrel. (Instant(Except bosses and Nemesis/other bots)
+Enemy Armor Gets Melted off.
+Enemies take 20 Fire damage each 0.25 Seconds
+Weapon now takes 200% as long to overheat and cools down twice as fast.

-Bullets have no stun chance
-Bullets deal 7 less damage
-no remaining spin of barrel
-2.5x more time for barrel spinup/shooting start delay (around 3 seconds until you can fire)
-Bullets can travel now only up to 50m until they vanish
-10x Less acuracy

bronze crest
#

More trait of past dwarves in salvage operation
The other dwarves were dwarves, where are the dead flares,platforms and driller tunnelsm?
I'd suggest broken platforms, dead and broken flares,driller tunnels and gunner ziplines.
Maybe even some bugs ate those things because they were hungry? Why not minerals from the mini mules

analog arch
#

Tweak for gunners ziplines: allow it so we can grab objects on the ziplines (aquarqs, fossils, apocablooms, etc.). Its somewhat tedious too have to try and get off the zipline midair to grab a object.

dry orchid
#

More Karl lore would be awesome

tawny shell
#

Engineer shotgun OC.
"Over-pumper"
"We were able to upgrade shotgun in a way that allows it to pump additional ammo into the next shot"
Basically by pressing (idk) you will pump your shotgun, loading additional ammo. When you shoot it will consume additional bullets equal to amount of bonus pumps. This will increase damage, bullet count, but will reduce accuracy.
Capped at +3 pumps to reduce OP-ness.

Prob a clean one like double barrel.

wet radish
#

New hazard: Bulk Detonator Grounds.
More bulks can spawn in swarms and even in unannounced groups.

edgy elk
#

Give a little snack of gold for lootbugs for being good boys

untold turret
#

New haz modifier: Photosensitive bugs, you wont be attacked by bugs so long as you have your headlamp off and no torches out. But as soon as you have lihgt you trigger a swarm. With a cooldown of a few mins

covert anchor
#

give repellant additive on the platform gun an altfire mode you can swap to by holding reload that lets you put down a wide stretched out platform.

or just make wide platform a thing in general.

cedar vale
#

It would be great to be able to load your own avatar for your dwarf or at least to have something to choose from

rich kestrel
#

Allow custom reasons as an option for kicking someone out of a lobby.

No you weren't kicked because I vaguely have my reasons.

You were kicked for grabbing 3 supplies from a single resupply and causing a party wipe with an event started alone by yourself

orchid mortar
#

When bugs spawn deform the terrain a little to look like they made tunnels.

arctic summit
#

new victory emote: Sandwich Time
you pull out a lunch pail from your back / Hammerspace, crack it open and pull out a Delicious Sandwich, then toss the pail to one side and eat the entire thing in a few bites

high mason
#

Can you review if there's any kind of workaround in regards to connecting to a ongoing game.
I don't see the sense in reloading my ongoing session if a connection to a remote host fails.

If its not in the backlog, Can you check it out? I'm sure others have reported it in though

vivid grotto
#

I think it'd be neat to do a collab with Nitrome's Canary for an armor set

Two games about space miners. Two games with creepy monsters causing problems. Two games I love.
It'd be fantastic to see Canary armor sets on the Dwarves

split flare
#

I kinda feel like Feedback Loop for the SD should have a damage downside instead of having an ammo down, especially an ammo down this harsh. -100 ammo is too much.

still talon
#

QoL Promotion Tweak
Instead of having to leave the team to promote your dwarf, turn that whole thing in to a ceremony the team can attend. That way, you don't have to leave or disband the team, plus you can celebrate your new promotion rank at the Abyss Bar with your friends/colleagues/drinking buddies

split juniper
#

Some more exotic , whacky hair colours to render our dwarfs into even more colourful, chromatic aberration eyesores. Some possibilities could include
-Singed: Dark grey or black hair with glowing tips on the mustache and beard that resemble how Blackbeard used to light his beard on fire.
-Snowtop: Frozen beard, has a slight frosty haze effect surrounding the dwarf's lower face, in addition to the icy texture of the beard itself.
-Simulatrim: VR beard that's just a transparent, glowy hologram. Perfect for those hapless dwarfs who didn't say No to leaf lovers and have trouble growing a proper beard.
-Splattered: Self explanatory. Beard that matches the splattered paintjob. Maybe the dwarf got too careless pickaxing a glyphid or maybe he just drank a leaf lovers by mistake and barfed all over himself in the drop pod.
-Gold Dust: Glittery effect from flakes of gold dust in the beard.

Regarding the actual regular hair colour of these beards, perhaps the exotic one would be applied over the previously chosen one.

tender minnow
#

Want a terrarium with a lootbug in my room(

mighty grail
#

Games with BET-C saved should have Bet-C show up on the space rig like the doretta head

hearty snow
#

Make the “Friendly” perk apply to passive enemies such as loot bugs, cave angels, etc so they take 50% less damage from your attacks. lootpods

winter tulip
#

Can we get a weapon testing range on the space rig for easyer build testing

winter storm
#

Being able to tell other dwarves that there are remaining beers on the counter, it just really saddens me when the randoms i play with dont notice the remaining beers on the counter and go straight to the drop pod
It should be funny lines like “are you guys drinking this one? I’m kinda thirsty”

proper aurora
#

I'd like to see an in game friends list. It would be nice to be able to right click on someone's avatar while in game and add them to your friends list to play with them again. I dont necessarily want all DRG friends on my steam account friends list. Also, the action of having to switch to steam and look at past people you played with is cumbersome. I think this would be a huge improvement.

pine olive
#

As a reward for promoting, you're allowed to name the missions.
Only applies if you're the host.
Mission will prompt you for a name when selecting it, have a big dice button to skip custom naming if you don't care.
Words you pick are from the same list as the randomly generated names. This would limit creativity, but prevent idiots from naming missions things like "butt poop" or "BUGS = [insert racial slur here]".

near glacier
#

Some sort of Cordyceps-esque type enemies that are an additional enemy "faction" among the Glyphids that attack them and can spread to others

noble vapor
#

S̶c̶o̶u̶t̶'s̶ f̶l̶a̶r̶e̶ g̶u̶n̶ i̶g̶n̶i̶t̶e̶s̶ e̶n̶e̶m̶i̶e̶s̶ Add an upgrade that does that

balmy echo
#

shield-battery-booster OC is a little too punishing, from the raised heat, to the fact that any chip damage leaves you with a worse drak for an annoyingly long amount of time, with the only way to counteract this being to manually overheat and wait an even longer time for a full shield regen, with any other damage putting you back at square one. It would be nice if overclocks and upgrades that incentivize keeping heat down were more powerful, since just burning enemies or gaining ammo back on an overheat is much more fun, consistent, useful, and easy to manage than cooling

balmy echo
#

sort of stupid suggestion:
the glyphid armor set and pickaxe parts are, (((OBJECTIVELY))) the least appealing cosmetic-wise, since the only things they pair well with are the other parts of the same set. Would be nice if the glyphid parts changed colors when changing armor/pickaxe color to make them look nicer with other parts

terse marsh
#

Ability to see dwarf's loadouts before joining a game to best match your own

orchid mortar
#

Make nitra always the first resource you deposit when you have multiple resources.

near glacier
#

A new type of mission: unity. Always has the "presence of competitors" modifier. The mission begins with the fact that Nemesis breaks through the hull of the ship, and pulls 2 dwarves away from the ship (some sort of teleportation). The kidnapped dwarves must fight or escape from Nemesis. They can't use Molly, but they discover old resupply, shipwrecks and other remains along the way, indicating that Nemesis is not the first time this ambush has been carried out. I didn't really think about this idea, because I don't know what purpose to set for this mission, but I thought that at the end the team should repair the ship with the help of the wreckage that the kidnapped dwarves found, and thus fly away. Who has any ideas about what I wrote?

past isle
#

Scout should get a grenade launcher

light briar
#

you should be enabled to customize the zipline launcher, platform gun, flare gun, grappling hook and the drills

tribal chasm
#

Vacuum Gun that sucks up broken crystals, swarmers, and various plants to shoot out as deadly flak bombs or idk huge cannon blasts. (starts with no ammo) Hell, you could even make it suck armor off enemies and shoot it back at them.

woven wave
#

A new mission type where you go back to previous machines and salvage the left behind tech, guns, lights, pipe parts from the oil missions, rockets from the doretta lander, etc

vivid grotto
#

The sounds for victory animations should be tweaked a little. Some of them feel a bit awkward.
Classic Flex and Chest Thumper are eerily silent for example whilst Strongman and Proud Fist seem a little out of sync with the actions
Crowd Pleaser is okay as is but it feels like it could benefit from some more sounds.

All of this compared to Handstand which sounds about right, everything seems synced up, and the sound seems mostly accurate for the action being performed

ebon kayak
#

New mission type: Advanced Salvage. You're going into the mission to retrieve the drop pod, but you have another mission to finish as well, but you don't know what until you get there. Maybe you have to finish two pipelines and run the refinery, maybe you have to finish a point extraction or you have to deal with a few dreadnaughts that the last group failed to deal with.

zinc cove
#

Dunno if this was suggested before but maybe also allow us to use Icons from each Mission type for Loadouts, would really help organizing them for more specific use cases since we got 5 per class and all that.

pine olive
#

I came up with this idea while I was drunk so you know it's good.

If you get behind the Abyss Bar Lloyd will glare at you, make agitated sounds, and refuse to serve you until you get back on the right side of the bar.

plucky grove
#

Flare gun's flares can stuck in enemy.

sullen jetty
#

Really simple suggestion. Whenever a player is typing, the game will show a 'bubble' with loading dots "..." above their head, indicating such.

nova wigeon
#

Simple change. Waypoints should move if they were placed on a target while still remaining permanent until the creature dies

still talon
#

MISSION PREMISE

Some areas are too dangerous to bring the MULE, forcing us to build conveyor belts to the Drop Pod. [I like the mechanic for the refinery, and i kinda want to see it used more (may or may not be inspired a bit by Satisfactory)]

open carbon
#

Colourblind suggestion about Patrol Bots :

First, I do not know if anyone already ask for this or even complained about it, this is a really annoying thing i'm experiencing especially during Sabotage and I wish it was changed / fixed for a better experience.

I'm having this issue where I really can't see the difference between hacked patrol bots and regular one, a friend told me the friendly one were kinda yellowish / green and the regular one kinda orange, and I can't see any differences, they are all kinda red to me (or orange, I can't really tell). Well of course I can aim at a patrol bot but there is a small delay that highlight (or not) the target and this is really not something you want to do when you're in a rush while on Hazard 5, it's indeed a waste of time lol.

My suggestion would be to have the same highlight Steeve has but on the Patrol Bots (meaning it's always on) so it could be way easier to see who is the enemy and not waste lot of time aiming at all the bots and check if they are friendly or not... Or even worst wait for them to shoot at you (someone told me to do that).
edit : forgot if hitting CTRL can highlight them ?

I know colourblind people are a minority but, maybe that could also help some other people ? And I don't think it's a 'broken' features, would be a real life changer especially on Sabotage, maybe some other people have the same issue as I do. Broken eyes sucks lol.

Have a great day.

modern tendon
#

New missionary idea
dystrum “Dystum frenzy”dystrum

You get dropped in a hotzone by a drop-pod variant that stays until the end and has guns like point extraction.

The hotzone is swarmed to the brink with bugs.
They never stop coming.
Your only objective is mine dystum and survive.
No secondary objs.
No events.
Deposit the dystum in the drop-pod variant.
You land with enough nitra for one resupply right off the bat.
You have 10 minutes on the clock.
Mine 400 dystum before the clock runs out.
Excess dystum is a bonus.
If you get the minimum dystum requirement before the timer runs out you get to go home early.
If you dont get enuf dystum before the clock runs out, or u die, game over.

pine olive
#

Add competitive mode!

Competitive mode is a button on the title screen that takes you to a page explaining DRG was never meant to be competitive in any capacity, and taking you to a leaderboard for irrelevant stats like steps walked, beers drunk, pings, and time spent not downed.
I feel a good date to work towards getting this working would be April first.

pine olive
#

Actual non-joke suggestion.
This has been suggested before, this is my suggestion for how to add it.

People want to be able to call out that beer is ready without using chat since nobody actually reads it. The game is already able to track what you have in your hand and adjust voice lines for call outs.
When holding a tankard, replace the random dwarf noises on hitting x with "beers ready" lines.

Line suggestions:
"COME GET YOUR BEER LADS!"
"Beer is ready, I'm paying, so drink up!"
"Fresh order of beer is ready!"
"Come drink your beer before I drink it for you!"
"Lloyd says he's thinking about selling wine if you don't come drink the beer he poured you!"
"You want your beer room temperature!? Better come drink it then!"
"What's that Lloyd? Toss their beer in the hoop if they don't drink it? Good idea!"
"Y'know, it's probably really dangerous to go down there drunk. BEER'S READY!"

tawny shell
#

Whenever a swarm/event starts a small bar appears under mission objectives (gets moved down when checking team depository) which shows the name of the music track that plays.

Can be turned off in settings, might be useful for OST enjoyers that want to find THAT ONE piece of the soundtrack

For mod makers: add the line of code so it can work with modded ost

rain mountain
#

A special pool of (existing) saluting lines that your dwarf will say when in the Memorial Hall (for example, 'To Karl!', 'To the fallen.' or lines in a similar tone)

honest leaf
#

show the ui for doretta getting damaged slightly higher so it doesnt overlap with status effects

near glacier
#

Add a non lethal mission to capture glyphid dreadnaughts or something like monster hunter. For research. Could be fun

winter kettle
#

add cosmetics for traversal tools and sorts like paints and frameworks

rare ginkgo
#

Smol Cosmetic Suggestion:

It would be nice if we could have assignments say, every 50-100 levels, or even just more expensive purchasable Armors for the dwarves. As it currently stands, we have 5 or so for each, the single unlockable cosmetic "Scale Brigade" at level 100, and that's.. it. I understand the DLC model of the game is to supply cosmetics and that makes sense - but I also don't think it would hurt to have one, potentially two more for each class added to the store/performance pass/lost packs etc, for those of us who enjoy dwarven fashion.

winter wren
#

If I drink a pot of gold beer, I should get the gold bonus for all gold that I mine from a vein regardless of method used. I drank the beer, not my pick axe.

lyric cobalt
#

FULL CROSSPLAY!

narrow lynx
#

An overclock for the lead storm that has so much recoil that you start accelerating backwards while firing. Can be used to fling yourself across the cave. However the assembly is really heavy so it's slower to spin up and you take increased fall damage.

mortal narwhal
#

Blow through buff/rework for the LOK-1:
+1 blow through
+target reacquisition (after bullets hit their targets, they find another target close to the path tangent to it’s path)

fringe hamlet
#

Sheriff Bill — Today at 1:49 PM
I had a cool idea for a warning. basically it would be a pretty easy mission (IE, 150 morkite, 4 eggs) but you had no contact with mission control. you start with a resupply but you can't order any; nitra is useless. no warnings for swarms

pastel quail
#

Regarding mining gold or not - would it help its value if it was five times as worth but at the same time five times as rare?

shrewd orchid
#

Boss idea: Terrorworm, a huge leviathan That burrows through the caverns, only can be killed by shooting its weak spots

near glacier
#

It's a bug thing lets you heal a charmed grunt 1 time per mission

plucky grove
#

EDD situation: Everyone except scout fallen, and scout somehow gets in the drop pod. But someone forgot to use his Iron Will and went AFK. What we have to do? Just wait another 3 minutes. Scout can't save everyone because no ammo and low health. (Sorry, but sometimes we have to leave dwarf behind)
Make that 10 seconds timer for that situation for Iron Will enjoyers.

worn cairn
#

gunner shield overclock idea: you can throw it onto glyphids that fit inside of it, it will trap them and crush them when the shield is recalled

unkempt seal
#

dottie should be a wearable headgear from rescuing her

cedar vale
#

More types of beer with bonuses:
Red Sugar bonus
Speed bonus
Nitra bonus, etc

plucky grove
#

Frameworks and color changes for Molly, we have blue Molly in the space rig.

lost sun
#

Mission Shard Extraction
A small cargo unit is dropped down at the center of the cave. This cave formation is set up with a medium size central cave that has multiple tunnels branching out similar to how Elimination cave system is. Those branching tunnels lead to small cave rooms that can have minerals, events, and/or Giant Crystals. These giant crystals need to be extracted and transported to the cargo unit. In order to harvest the crystal players must attach a beacon to the crystal and from the cargo unit a drone will emerge. When the drone arrives it will attach itself with claws to the crystal and a saw blade will begin cutting at the base of the crystal. Once cut it will fly that crystal to the cargo unit and drop it off as it waits for the next. The cutting process takes 2 mins for each crystal. During that time swarms will come due to the disturbance of their environment. Dwarfs must protect the drone during the cutting process and insure that the drone is not destroyed because you only have one drone. It’s has 2 units of health, a layer of armor and it’s baseline health. Once all crystals have been harvested the cargo unit can be sent back up and a drop pod comes down.
Important info: Only one crystal can be harvested at a time and must be deposited before the next one can be started. The drone will be targeted the entire mission however if the drone is in its enclosed container at the cargo unit it is invulnerable. Once the sawing of the crystal is completed the swarm stops spawning but the drone is still a target until it deposits the crystal and enters its container. The drones ARMOR can be repaired during the sawing and transport process however base line health cannot be repaired at all during the mission. If the armor is depleted completely the next time it goes to the container it will get new armor BUT the base line health cannot be healed even when returned to its container

plucky grove
#

At DRG anniversary should show players how many times all players gave tip for Lloyd, barrels in launch bay/drop pod, said "We're rich!", etc.

pine olive
#

If a Dwarf drops in during a swarm, Mission Control will have unique lines to reflect the situation. Would also play while fighting a Dreadnought.

Line suggestions:
"Backup has almost landed, hold tight!"
"Additional miner coming in hot!"
"Launch Control picked a hell of a time to send this one, dwarf inbound!"
"Dwarf with impeccable timing inbound!"
"Additional firepower landing shortly!"

(Rarely.) "Request for BET-C denied, dwarf substitute incoming."
(Rarely.) "Once more unto the breach! Dwarf inbound!"
(Very rarely!) "LOOK OUT, SOMETHING BIG IS TUNNELING DOWN RIGHT ON TOP OF YOU!
...Launch Control reports that's an incoming dwarf, apologies."

mortal narwhal
#

Flames should ignite normal praetorians and oppressors spit (like the gas that’s released when they die)

crude finch
#

Add a bear trap grenade. It does what it sounds like it does, it traps a glyphid or q'ronar and only lets it use a ranged attack

muted moat
#

make patrol bots play police siren

rich shard
#

On the subject of making it easier to tell if a patrol bot is hacked or not,

have hacked patrol bots project a hologram above their head, similar to how bosco has a hologram to show his current duty.

spark sundial
#

I know they said they didn’t want overclocks for movement tools because people would complain if others were not using the meta but what about this concept

Addons they don’t effect the basic functions of the gun and act as an alt fire with its own Ammo count separate from the base one

Eg
Zip line : high speed no drag line ammo count 2 , you traverse fare faster on these lines but can’t carry items on them

Grapple gun: barbed hook , pull small enemies towards you / grapple onto big enemies

Platform gun: vertical walls or a stream mode ( sprays the platform in a stream that you draw like a pen)

Drills: drill charge ( nitro fuel) a sort bust or speed in a straight line damaging enemies and terrain in your way

mighty grail
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Sandwiches to go with our beers.

Sandwich of the Day gives a Cosmetic Change.

raw crater
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Sandwich headgear

tight mango
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fire/ice bolts feel very bad to use
they dont freeze fast/wide enough to affect groups of enemies or heavy enemies without spending a few seconds to make a line of them or shoot a quater of your ammo without missing
could they be buffed a little or adjusted for more value out of each bolt but less of them?

lyric coral
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Here are some overclock ideas for Bosco, to add more variety for solo players. I'd add the list as normal text but it already takes up over a page.

arctic jay
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have hacked patrol bots have a special friendly fire hit animation like how when you shoot bosco he does a special animation

devout orbit
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Being able to sell brewing ingredients

umbral talon
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"The loading dock"

A place where you can come and watch the towers of ore and minerals and aquarqs come in, land, and belch out their contents into some unknown container.
Just some aesthetics and through-lines as to where that stuff goes.

native granite
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I read somewhere that we were supposed to be able to throw maggots at our fellow dwarfes and i have no clue why it didnt make it into the game,I think it would be hilarious

burnt hare
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Host migration is probably the biggest thing I could ever wish for in this game

bleak fiber
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Make c4, shields, ifg, etc stay with the drop pod as it takes off, the same way proximity mines do. It feels weird seeing shields sink through the floor

light briar
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scout should have a new grenade if u guys give him it is a "duplicating grenade" it is a duplicate and there is a tree of 4 dwarf upgrades and 12 upgrades for them 1 is the driller with cryo flame or pump sludge, scout m1000 Deepcore gk2 and the plasma cabine, gunner with the lead storm hurricane and thunder head, engineer with the warthog stubby and the smart rifle. anther scout grenade is " wild dwarf chase!" it revies a dwarf instantly, u can use it to destroy the nemesis and have 6% chance of a dwarf or a burst turret the dwarf is a old miner back when you guys were still exploring hoxxes IY with a deepcoregk2 of any class you want.

vivid grotto
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Make lootbugs prioritize getting the hell off the pipelines. I love the little guys but sometimes it's like they decided to hold Mor-Kon 2022 in the worst possible location. Just now it was easier to cluster grenade them which resulted in enough materials to fill my pockets three times over. Very inconvenient

broken bronze
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Adding an infinite wave defense mode to the game is something I think would improve the game.

high moss
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Idea for a new CRSPR Flamethrower overclock:
(disclaimer: I'm aware new overclocks are pretty far down the list, but maybe this could replace an existing flamethrower OC considering most of them are kinda boring and not very unique)
Back-Mounted Monotank (Balanced or potentially Unstable Overclock)
Replacing individual canisters with a single massive fuel tank mounted on your back eliminates the need to reload and makes the flamethrower draw from a single ammo pool, however the tank is incredibly heavy, significantly reducing your movement speed. The more complex fuel delivery system required also reduces your fuel flow rate.

+Now draws from a single ammo pool without needing to reload

-Movement speed reduced while holding the weapon
-Slower rate of fire

stark drum
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water level, level where there is water pocket, the glyphid and the other robot/ennemies are slowed in water, and the player dont swim, we have the oxygen meter in it (that go up near doreta, molly, the drop pod, and ressuply) and we have a jump boost and light deforme itself in it. i thinks it could be a cool idea for a futur season...

But i thinks it's more of a concept, to put on the side, and work on it with more constructed criticism.

dire ice
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Adding Performance Pass Level per season to the KPI Statistics tab

little glen
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CRSPR Flamethrower oc idea:
Contact Explosive Tanks (Unstable)
Gas tanks are thrown after reloading creating an incendiary explosion on contact.
+Creates a fiery explosion whose the effectiveness on the explosion depends on the ammo still left in the tank during the reload.
-Leftover gas in the tank during the reload no longer returns to the ammo pool.
-Longer reload time.
(also using born ready in this case would reload the flamethrower as normal and not throw a canister after the 5 second timer)

junior plinth
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An upgrade to Bosco to allowing it to grab fossils and ebonuts, maybe also flowers - or at least dig them so they drop.

uneven notch
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An option for other dwarves in the lobby to suggest missions to do that appears on the mission terminal for everyone

bronze crest
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Change the color of the little star on the missions that you or other dwarves need for their assignment to their respective class color(i.e gunner green driller yellow and scout blue)

high moss
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Colette Wave Cooker Overclock idea: No Safety Mechanism (unstable/balanced)
Getting rid of the overheat safety system entirely probably wasn't a good idea, but at least you can shoot for a bit longer before overheating! Watch out though, as overheating will have much more dire consequences- the weapon will blow a fuse and have to undergo manual field repairs before it can be used again.

  • Weapon can shoot for about 30% longer before overheating

-Overheating will cause the weapon to blow a fuse, requiring the user to perform a ten-second animation of replacing the fuse before being able to use the weapon again

(Kinda fits with driller being a complete psychopath. I mean, this would NOT be a good idea in any circumstance.)

novel orchid
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Host migration. One person leaves or crashes or loses internet and the whole mission dies. Very sad.

#

When I attempt to join a mission I can get a connection error. Instead of returning to the mission selection menu I am teleported back into my room. I have to walk back to the terminal and enter the menus again. I've had this happen on DD selection as well. Very annoying.

tranquil holly
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A sell and buy 10 mineral button maybe also a 100
We have lots of these minerals and it is a lot of effort to sell them

crude mortar
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So, me and some palls decided to put the gamma on -1 and not use flares during the mission. It revives the fear of what you can't see, and so I'm here to suggest

Disrupted Flare Fabricators warning, which reduce the capacity to one or two flares, and also maybe lowers the gamma level. I know this's gonna get a lot of thumbs downs, but making Hoxxes dark again is horrific fun.

frank wedge
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Can we get a shooting range at the base where we can set up our equipment and then test it out on the range?

sterile dove
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Over Clock idea for the Shard Defracter:
Shocking Core (unstable)
Replaces the red crystal with one of the blue ones from the Crystal Caverns. The blue crystal causes the Defracters beam to do less direct damage, but instead produces chain lightning in a large area around the target.
This allows for you to manage a much larger area with the Defracter, at the cost of less damage to single targets.
(Think of the lightning like Risk of Rain 2's ukelele, where a lightning bolt hits one target, then bounces off to another, and then another, and so on in a wide area)

Edit: this radius damage would have a small ish chance to proc on each direct beam attack, and an enemy can only be hit by one bolt per proc to avoid having the same bolt bounce between two enemies 18 times

near glacier
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allow us to copy and paste loadouts

wintry wagon
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I really appreciate how good the devs have been about character customization and not going crazy with the dlc's, but would it be possible to have some more options to change the dwarves primary class colors, especially scout? I always feel like scout has way to much blue compared to the rest and the usual camos I get don't seem to help.

karmic current
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Switching between your weapon/perks loadouts and being able to see the names of overclocks that you have enabled without clicking anything
And more loadout slots and symbols rocknstone

main pewter
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Decorations for Lloyd's booth at the Abyss Bar that gradually-accumulate as you give him tips. Figurines, Posters, a framed picture of his mother, gold bowtie & hat, etc. To show how hes been spending that extra credits.

kindred kettle
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Replace Hipster's current icon with the recoil icon to reduce confusion.

ebon kayak
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The ability for the gunner to be able to take down a zipline that is in the way would be appreciated. Context hold on the base of the pole/pully would work.

rotund bone
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i had an idea for a fifth class.. it wont get in but its worth a shot, i call it "the infiltrator"
the infiltrator is a class that is mostly for support, being able to lead bugs away from the team and help their allies with combat
their primary is a nailgun. with a 36 nail clip and 200 reserve ammo, it can be modified to have neurotoxin nails.
their secondary weapon is something i like to call: the "windpipe", which can be more accurately described as a miniature jet engine, after a small windup it will fire a stream of hot steam. which burns bugs and pushes them into the direction you're aiming.
the first support tool is their invisibility device, which .allows you to go invisible and not trigger aggro from bugs and only bugs. enemies that arent specifically glyphids still shoot at you, and you cant use weapons while invisible, but you can use your pickaxe and mine. though if bugs see you mine minerals while invisible they'll go towards you, as if curious (like, the opposite of the fear effect), if you're touched by bugs while invisible, they'll notice you're there and try to attack, this can be used to lure enemies away or scout out the map for your team.
and the second support tool is called the " helper stack", which looks like a mechanical-lookin cone, with an orb similar to one in a warden's back, because it is. you have four of them and they can be placed down like a sheild, they prep up for 4 seconds and afterwards will give any dwarves in a 12 meter radius a 15% attack buff.
OK THAT'S IT BYE

arctic sedge
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I have an idea what if you added an anomoly called scraped Rival Tech and in that you can find scrapped machines like the downed poatrol bots liying around and you can hack them but they have a chance to explode almost killing you and you can find a destroyed bet-c that can be scrapped for an item called "biston" it can be used to upgrade the dwarf armour in shield health and mineral storage. But you can run into ether a dreadnoght,nemis or korlog tirant weed around the Bet-c. And then another twist you can find a scrapped drop ship and mules that you can actuly SALVAGE for minerlas or biston and biston from those items come in 1-5 and most upgrades cost about 15-19 biston to upgrade

round briar
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Fourth relic pickaxe parts and armor

near cedar
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Plz add Sombrero.

strong plume
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More armor paintjobs that match the current weapon colors

Few good examples of nothing matching the armors, yet looking great is dark descent (black, purple, silver). There are absolutely no purple armor paintjobs in this game.

There is more good weapon paintjobs that dont match anything, but dark descent is just one great example i remember off the top of my head.

tall shore
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Remove Laser Pointer from the Shout button (hold X). Doesn't everyone use Left Ctrl anyway?

near cedar
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Victory emote of a dwarf trying to sneak a Steeve onto the station.

plucky grove
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Tophat

patent breach
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if you skip the promotion dialogue instead of ending abruptly it should trail off with the mission control "bla bla bla" voice clip

light briar
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a new upgrade for the sludge pump it should be "die bug!" it kills bugs 46% faster, durations of 23% more life for the sludge, distance of 35% more farther than usual

turbid ridge
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have bosco come into the drop pod with you at the end. always feel bad leaving him behind lol

shy moon
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Would be cool to have a mobility OC for Driller and Gunner like engi and scout do

charred ivy
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PLEASE extend the connection timeout window. Sometimes my wifi cuts out and needs several seconds to reconnect. It's almost never a problem, but in DRG it's just barely long enough for the host machine to give up and kick me from the game, and even when my internet is back by the time I load into the space rig, I don't get the "You were disconnected from a game. Try to reconnect?" I sometimes can't find or get back into the lobby I just left, so it can be very annoying.

fiery hearth
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Space rig music fades out as the drop pod begins to leave

tawny shell
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Sign behind Abyss bar that says:
"Missions without dwarf getting drunk and passing out" lloyd will change the number with an annoyed noise if dwarf passes out on the space rig. Number increases when you complete missions.

onyx rover
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Can we get a Steeve Memorial Board in the Memorial Hall?

delicate cedar
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Primary Weapon Ideas:
gunner Pulse "Earth Shatter" Cannon
"A large spinning cannon that fires high decibel waves of sound. The waves are capable of stunning and shattering armor at close range, and cause fear at long range."
rocknstone 10% to inflict fear on each hit.
rocknstone Attacks cause 1.5 sec stun to enemies upon first hit at 5m, slows for 20% when being under contact.
rocknstone Attacks cause dmg to armor as well.

tothebone Requires 2 second Reload per clip.
tothebone Limited Range (40m)
tothebone Damage decreases over fire time. (-80% dmg after 10 seconds)
tothebone Consumes 10 ammo upon each spin up.

Weapon Use /Support,Debuff/: The Weapon pierces through enemies and deals stun and fear to enemies, as well as slowing enemies down while in direct fire.
The stun effect is dealt after every rev up in a burst. However, the weapon struggles against long range enemies/tanks, and loses power the longer it is fired for. It is meant to kill swarms and weaken and slow tanks for others or used with your secondary to kill.

pine olive
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Perk suggestion.
"Backup Battery".
Takes up active perk slot.

Has no active affect on its own.
Attempting to use your other active perk while it's on cooldown will activate the perk and discharge Backup Battery. Backup Battery has a non-standard recharge time, it's tied to the cooldown of your other active perk. Battery Backup recharges exactly twice as slow as your main perk.
Alternatively, has it's own internal cooldown timer that's long in comparison to all others.
The idea is that you get to use your active twice in a row if you have to, but you'll have to wait much longer to get both charges back.
DOES NOT RECHARGE WHEN BEING USED WITH A ONCE-PER-MISSION PERK.

Specific interactions:
All perks assumed to be at max level.

Beast Master: If your Steeve dies, allows you to tame another one without having to wait as long. Straight forward "does what you'd think" interactions such as this will be marked as "adds a secondary charge" going forth.
Berzerker: Acts as a secondary charge.
Dash: Acts as a secondary charge.
Field Medic: Allows you to instantly revive someone twice per-mission.
Heightened Senses: Allows you to escape a grabbing enemy three times per-mission.
Hover Boots: Acts as a secondary charge.
Iron Will: Allows two uses of Iron Will per-mission.
See You In Hell: Allows you to trigger your neruo-pulse four times per-mission.
Shield Link: Acts as a secondary charge.

round briar
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Box fade sideburns, like two bricks strapped to your head

rich shard
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add some way to prevent accidental usage of berserker

maybe have it be two quick-succession clicks instead of one while power attack is charging

tawny shell
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T3 pickaxe upgrades.

  1. "Heavier head"
    Increases power attack damage, aoe range.

  2. "Optimized weight"
    Increases power attack CD speed drastically.

  3. "Gravity glove modifier"
    Replaces power attack with a "power throw", which will throw the pickaxe like a boomerang. Has limited range, if it hits any surface it will stick to it, pressing power attack again will create a small mining shockwave and return the pickaxe. Pickaxe will also return after 5 seconds if not returned. If hit a bug it will deal damage just like power attack usually does.
    Reduces power attack damage, aoe range, but increases CD speed.

pallid bane
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so what if there was a controllable asteroid turret or even a few by the large window at the station where dwarves can shoot at asteroids while in the lobby

zealous flame
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When you complete 1000 Egg Missions, Mission Control will finally tell you why the company wants the eggs

tribal chasm
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Easter / Halloween armor set/paint 😳