Hello Miners,

Whew! You’ve been patient with us for a long while, but Update 25 - our most ambitious update to date - is finally here! Deep Dives, even more gear customization, late-game rewards, tons of new skins, cargo crates, overhauled beard physics...hoh boy, Miners - this is a big one. Our beards grew 6 inches just from writing these patch notes.



If you’re a Dwarf that’s looking to go places, we have just the opportunity for you. As a promoted Dwarf you have been deemed worthy to get special access to weekly Deep Dives - three consecutive seeded missions, where ammunition and health carries over to the next mission. In Deep Dives you will have to complete two objectives in each stage and chances for encountering Mutators are very high. Each of the three stages of a Deep Dive will grant you rewards upon completion, ranging from minerals to the new Matrix Cores. While you can complete the week’s Deep Dives as many times as you want and improve your best time, bear in mind the rewards can only be claimed once per week.


Not getting paid enough? We’re giving your Deep Rock Galactic pay-slip a boost. Matrix Cores are the cornerstones of the new rewards introduced in Deep Rock Galactic. In Update 25 you will receive Infused Matrix Cores - Matrix Cores with already predefined content, that can be used to forge Weapon Overclocks or glorious all-new beards and helmets. In Update 26 we will introduce a way to infuse Blank Matrix Cores, but more on that when we get closer.



The place where you go with you Infused Matrix Core and forge them into something usefull. Also note that forging Infused Matrix Cores will increase your Forging Mastery and earn you even more Matrix Cores. It’s Hammertime!


If you’ve been wanting bigger explosions or new ways to shred entire tunnels of bloodthirsty glyphids, then you’ll love the upgrades you’ll be unlocking for your arsenal. Weapon Overclocks range from basic but minor improvements like increase magazine capacity, to providing entirely new ways to modify the overall weapon functionality.
Deal radioactive splash damage with your Grenade Launcher? There’s an overclock for that. Gain more airtime while aiming down the sights of the M1000 rifle? There’s an overclock for that. Shred the enemies with ice shards from your Cryo Cannon? You guessed it. There’s an overclock for that.


With Update 25, we’re doubling down on glorious facial hair and other cosmetic items. If you thought your current beard was the most dwarven it could get... boy, do we have some hairy news for you.


BREACH THE CORE: Upon your first promotion of any dwarf you get access to a new assignment called BREACH THE CORE. Complete this to earn a handful of Infused Matrix Cores and get your collection of Weapon Overclocks and Rare Cosmetics kick-started. Completing the assignment will also unlock the Weekly Core Hunt.

WEEKLY CORE HUNT: For those veteran dwarves looking to make a little spare cash for beard accessories on the side, there’s now Weekly Core Hunt assignments available for Promoted Dwarves. Finishing these will reward you both a Weapon Overclock Core and a Cosmetic Core. Stay strong and classy.


It’s not all about the Deep Dives, though. Be on the lookout for lost Cargo Crates in the caves of normal missions - they are known to contain copious amounts of minerals and weapon skins!



LOW OXYGEN: As the title says - hold your breath and try not to die before you reach an oxygen tank.

LETHAL ENEMIES: The aliens are extra cranky today. All enemies deal significantly more damage.

REGENERATIVE BUGS: I’ll have what they’re having. All enemies regenerate their health if you wound them and don’t take them out straight away.

PARASITES: Well, it gets even worse. The aliens in this place are just… ugh… just full of angry, parasitic worms.

HAUNTED CAVE: There’s… SOMETHING… in this cave. It is hunting you. Relentlessly. And it just...won’t...die! Don’t stop. Don’t look behind you. It’s right there constantly coming for you.

VOLATILE GUTS: You thought Exploder Infestation was bad? Well, whatever infested those poor creatures has run rampant here. Every alien explodes. Just awful.

Glorious facial hair is the hallmark of a good dwarf. We’ve added enhanced beard physics to enhance that magnificent feeling of having a proper dwarven beard.

Nothing is more dwarvish than yelling at stuff, so we’ve added a whole new range of voice lines to the mix. There are new shouts for Power Attacks, salutes, grenade throws, laser pointer, and lots more.


  • New dripping rainfall effect. It can often occur in Dense Biozone and rarely in Crystalline Caverns.

  • Moving through deep snow in Glacial Strata is less of a slog now - you should notice a significant boost in movement speed.


They make weapon spread, recoil, and other features more visible so the effect of certain Mods and Overclocks is clearly noticeable. Plus, we also think they look neat.


Strange anomalies were causing gravity-defying behaviour where crystals, dirt, and other biome elements were floating when separated from their anchor points. They no longer do that. No more getting stuck on tiny little bits of floating rock after digging!


Less is sometimes more. There is a whole slew of new options for HUD customization, letting you set up what’s shown and what isn’t completely to your liking - including dynamic options to make elements appear when they are relevant and disappear when they are not.


The Interplanetary Miners Union has finally made its way to Hoxxes IV for Discord users. By joining one of the three Union Chapters, you can work towards both specific chapter goals and a collective goal. There are Union sanctioned rewards to collect!



Being a miner demands precision in every aspect, and so we’ve added a new throwing mechanic to the game. Click to let go of a held object, hold down to charge your throw with the desired amount of force.



  • Fixed Battle Cool mod to work as advertised (it used to kill spread per shot but without resetting the accuracy)

  • Moved Quickfire Ejector mod to Tier 1 and increased its value for even faster reloads

  • Added a new damage mod to Tier 3 to take place of the relocated quickfire ejector

  • Decreased value of the Tier 2 Increased Caliber Rounds mod

  • Decreased value of both the Expanded Ammo Bags mods

  • Increased the base ammo count

  • Increased the power of the Recoil Compensator mod and it now affects both actual recoil and spread per shot

  • Increased base spread per shot slightly


  • Added an upgrade type and description for the rifle's focus mode

  • Renamed Improved Ergonomics mod to Fast-charging Coils

  • Improved the Floating Barrel mod slightly to better compete with the others

  • New sound for focused shots


  • Increased base damage

  • Decreased the value of Increased Caliber Rounds mod to better match the other T3 option

  • Increased the Value of the Supercharged Feed Mechanism mod to better compete with other options


  • Decreased value of Loaded Shells mod to better balance against other options

  • Increased base pellet count to compensate for Loaded Shells mod tweak

  • Increased value of Tier 1 Expanded Ammo Bags mod to better compete with the damage mod


  • [COMMUNITY REQUEST] Explosive Rounds now do more explosive damage in a wider radius but at a cost of direct damage

  • Moved Hollow Point Rounds mod to Tier 3

  • Neurotoxin Mod now actually poisons enemies instead of just doing more direct damage

  • Deadeye mod now works for both walking and sprinting letting you stay accurate no-matter the situation


  • Increased the base burst delay

  • Increased base damage

  • Decreased value of Increased Caliber Rounds mod

  • Increased value of High Capacity Magazine mod to better match the damage mod

  • Decreased the value of the Burst Damage mod to better match the other Tier 5 options

  • The Longer Burst mod now fires all the rounds in the burst much faster

  • Decreased value of the Hollow-Point Bullets mod slightly to bring it inline with competing options


  • Increased base damage

  • Decreased value of Larger Payload mod slightly to better match other Tier two options

  • The Homebrew Explosive mod now gives a damage bonus in a range instead of a flat damage increase. This requires re-purchasing the mod. Anyone who acquired the old version will be automatically refunded.

  • Increased duration of stun from the Concussive Blast mod


  • Increased base deploy speed

  • Extended the base deploy delay to compensate

  • Quick Deploy mod now properly affects the deploy delay

  • Extended the base projectile lifetime slightly

  • Renamed some of the mods to better follow out naming style for other weapons and to better clarify functionality

  • Rearranged some of the mods to better balance options


  • [COMMUNITY REQUEST] Every mine will now trigger an explosion multiple times. This way, they better serve the purpose of planning defenses and a lonely enemy triggering them is not as big of a waste.


  • Engineer will carry 6 instead of 4.


  • Increased range of Cold Radiance mod to improve useability

  • Increased value of the High Water Content mod to better compete with the other options

  • Increased base charge up time

  • Increased value of the Improved 2nd Stage Pump mod

  • Decreased the value of the Stronger Cooling Unit mod to better match other Tier 1 options

  • Increased the base repressure delay slightly

  • Improved the value of the Bypassed Integrity Check mod

  • Moved the Overclocked Ejection Turbine mod from Tier 3 to Tier 2

  • Decreased base repressure speed slightly

  • Improved the value of the Faster 1st Stage Pump mod to better compete with other options

  • Added a rate of fire mod at Tier 3

  • Fixed EPC bouncy projectiles not impacting armor correctly


  • Upgrade slot five, choice three, description should read " direct damage have a chance to explode " instead of " has a chance to explode".

  • Upgrade slot two, choice two, "triple filtered fuel" is misspelled as 'TRIPPLE'


  • Increased base damage

  • Moved Quickfire Ejector mod to Tier 1 and increased it's value for even faster reloads

  • Added a new damage mod to tier 3 to take place of the relocated quickfire ejector

  • Decreased value of the tier 2 Increased Caliber Rounds mod

  • Decreased value of both the Explanded Ammo Bags mods

  • Increased the base ammo count

  • Increased the power of the Recoil Compensator mod and it now affects both actual recoil and spread per shot

  • Increased base spread per shot slightly


  • Renamed most of the mods to better match the naming convention used for other weapons

  • Increased base speed of the charged shot projectile

  • Increased value of the Overcharged Plasma Accelerator (charged projectile speed) mod

  • Decreased the recoil from normal shots

  • Decreased overall shot spread

  • Lowered the value of the damage upgrade from +6 to +5 because OCD

  • Increased the base speed of the normal projectile slightly

  • Added the Increased Particle Velocity (normal projectile speed) mod

  • Decreased value of Improved Charge Efficiency (charged shot energy cost) mod

  • Lowered the base ammo count slightly to cleanly divide into shot cost (OCD again)

  • Lowered the value of the Larger Battery mod slightly

  • Added the High Density Battery mod to Tier 4 for more ammo options

  • Decreased the amount of heat generated by normal shots

  • Decreased the base cooling rate of the weapon

  • Fix normal shots going through armor


  • It’s no longer possible to place more than one Satchel Charge at a time. The damage of the charge was tweaked to be the most powerful explosion in the game. Stacking that damage in one area wasn’t intended and it removes the challenge from fighting some kinds of enemies.



  • Fixed Geyser sound too loud/too many spawned

  • Naedocyte Breeder sound now stops when it dies


  • [COMMUNITY REQUEST] Enemy health bars now show all kinds of status effects (Stun, Radiation, Neurotoxin etc.)

  • Improve the performance of all enemies and 10x perf improvement on Q’ronar

  • Warden's weak point collision adjusted. It wasn't registering correctly some hits that should count as weak point hints

  • Naedocyte Hatchlings changed to look more distinct from Shockers

  • [COMMUNITY REQUEST] Acid clouds now blow up from all fire damage sources

  • Fixed Bulk Detonator stuck particles

  • Naedocyte Hatchlings and Shockers aren't marked correctly with the Laserpointer

  • [COMMUNITY REQUEST] Lowered the chance of multiple Bulk Detonators

  • A little less increase over time in enemy pressure on Point Extractions

  • Decreased the magnitude of the enemy wave in the beginning of Point Extraction

  • [COMMUNITY REQUEST] The Bulk Detonator will not attack for the first 5 seconds after spawning to give players a small window to get to a safe distance

  • Fixed a case where the grabber was screaming but not chasing a player

  • Some animation optimizations on Bosco, Naedocyte Trawler, BET-C and Naedocyte Breeder

  • Mactera Bomber goo sacks now light up individually when you shoot them

  • The parasites no BET-C can now be lit on fire

  • Fixed a bug that made BET-C wait close to 5 seconds after switching from machine guns to grenade launcher



  • White backgrounds on menus fixed

  • Fixed freezing / heating UI icon flipping constantly if near both a heat and cold source

  • Milestones added for the new Warning Mutators

  • Mutators/Warning-icons updated

  • Discord Employee of the Month screen added

  • Fix Armor impact particles not working on pickaxe

  • Power attack can now be activated when hitting air

  • Throwing a grenade no longer causes you to take out the wrong weapon

  • Smoke trails added to hitscan weapons

  • Added a long screw to zipline projectile

  • [Ansel] Adjustments and improvements to ansel and camera manager

  • Added more hot springs in ice caves

  • Typos/grammar fix on a couple of modifications

  • New Character Vignets Videos added. Driller and Gunner here!

  • Fixed Ansel in mission complete screen

  • Carriables should now always be usable after Bosco picks them up

  • Slightly altered Icon Color for Elimination and Extraction missions, so not to clash with Warning Mutator Icon as much

  • Bosco can now be ordered to target Trawlers properly

  • Added accessibility option to the controls menu that allows players to manually input a mouse sensitivity value without limits

  • Added an option to toggle the Laserpointer by pressing CTRL per request from the community

  • Hide join and solo options from mission select if people have joined your session

  • Add attempt to reconnect option to esc menu

  • Fixed untranslatable text fields in Memorial Hall etc.

  • Broken Jukebox display SHOULD be fixed

  • Shield Disruption now gives you more base health to be a little less brutal.

  • Fixed depositing issues in the MULE while too far away but close enough for interaction prompt

  • Fix for Molly going back to a previous position when she should be going to the Drop Pod

  • Fixed most cases of Molly failing to locate the Drop Pod

  • Fixed cases of pickaxes floating mid air at the start of mission

  • Fixed spelling error "jelous" in mission names

  • Laser pointer no longer gets stuck when saluting

  • Potential fix for flashing white screen on Nvidia GTX 970 cards

  • Fix an issue with characters becoming selected after hovering over them in the Character Selection Terminal

  • Fixed typos in Weekly Assignment description

  • Fixed 8-9-0 keys breaking when rebound to

  • Fixed Trade Terminal Assignment gives 0 Croppa

  • Fixed No hollomite does not appear when it is secondary objective

  • Fixed spawn collision (Swarmers from spawner)

  • Fixed enemies can be hit after they are dead

  • Fixed Sticky Grenade doing physical damage, triggering perks