Patch 1 focuses on stability, bug fixes, and quality-of-life improvements following the Season 1 launch, with specific balance tweaks to the Industrial Sabotage mission and various weapon interactions.
Images © Deep Rock Galactic via Steam
▲Buffs11
- Industrial Sabotage
- Reduced the number of harassing drones during the power station hacking phase to make the encounter less of an ammo sink.→Reduced
- Caretaker:Caretaker scaling now accounts for player count, making solo fights more manageable.→Increased
- Caretaker:The Caretaker now clears remaining enemies upon death to prevent players from being killed immediately after the boss fight.→Added
- Sniper Turrets:Sniper turrets can now be damaged while hiding, removing an annoying invulnerability window.Invulnerable→Vulnerable
- Micro Missile LauncherSwitched to client prediction for hits, making damage significantly more reliable for players with higher latency.Server-side→Client prediction
- Cryo Cannon
- Enemies near pipes can now be frozen, removing a previous restriction.Blocked→Enabled
- Removed the 'heat' effect around mineheads and refineries that previously made it harder to freeze enemies.Affected by heat→Unaffected
- Prospector Event
- Dirt Samples:Improved randomization for dirt samples, ensuring Nitra and Gold always spawn.Random→Guaranteed Nitra/Gold
- Spawn Pool:Increased the amount of Nitra available in the Prospector spawn pool.→Increased
- General
- Increased the maximum number of enabled mods to 50 to reduce crashes.→50
- Adjusted XP to performance point conversion to provide better rewards for longer and more difficult missions.→Adjusted
✚Bug fixes1
- GeneralFixed multiple crashes, including one related to the Industrial Sabotage challenge screen.
◆Other changes5
- Industrial SabotageCaretaker:Adjusted the timing of the Caretaker's phase bomb and repulsion field attacks for better fairness.
- Micro Missile LauncherWeak point statistics are now correctly displayed in the equipment terminal.Hidden→Visible
- Rival Tech
- Projectiles:Rival Tech projectiles now scale in velocity based on hazard level, with Hazard 4 remaining at original speeds.Static→Hazard Scaling
- Attacks:Added hazard scaling to tentacle cooldowns and electrocution attacks to better balance difficulty across levels.Static→Hazard Scaling
- GeneralAir Geyser:Air geysers have been reworked to function correctly for all clients, though the 'feel' may differ.Buggy→Reworked
subjects affected (6)
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Patch history
- PATCH NOTES - S06.04Mar 2, 2026 · 4mo
A focused update addressing Pitjaws behavior, lift pod collision/positioning, and various spawning and visual bugs.
+1→ - Patch Notes: HOTFIX S06.03.1Feb 12, 2026 · 5mo
A small hotfix addressing server browser functionality, mission naming, and a specific interaction between the Breach Cutter and Bone Collectors.
+1→ - PATCH NOTES - S06.03Feb 11, 2026 · 5mo
A small update focusing on Season 6 warnings, resinite visibility, and reward adjustments.
+2→ - PATCH NOTES - S06.02Feb 4, 2026 · 5mo
A stability and balance patch focusing on enemy spawn logic, Pit Jaw behavior, and economy adjustments for gold and season rewards.
+1−4→ - PATCH NOTES - S06.01Jan 30, 2026 · 5mo
Season 6's first patch focuses on balancing enemy spawn rates, adjusting XP and event rewards, and implementing various visual polish fixes.
+2−1→ - →PATCH NOTES - S05.11Oct 23, 2025 · 9mo
A small maintenance patch focusing on profanity filter fixes and photo-sensitivity accessibility options.
- Patch Notes: HOTFIX S05.10.2Jul 14, 2025 · 12mo
A hotfix addressing mod stability and adding a refresh button to the modding menu.
+2→ - →PATCH NOTES - S05.10.1Jul 2, 2025 · 12mo
A small hotfix focusing on stability and usability improvements for the mod browser and mod list population.
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