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"At DEEP ROCK GALACTIC, we pride ourselves on having obtained practical dominance of the most lucrative belts of the Outer Rim. While our foolish and cowardly competitors generally regard these systems as too volatile or high-risk, to us they are home. At this time, we have a total of 87 ORBITAL SPACE RIGS in operation throughout more than a dozen Outer Rim systems, with 16 more currently under construction. However, a new mission is upon us. While our digs are many, we are currently preparing our most heavily orchestrated mining operation to date: The complete subjugation of the planet HOXXES IV. It is to the best of our knowledge the single most dangerous planet in the galaxy, and it just so happens to contain the richest concentrations of minable material ever discovered. Many before us have tried taming Hoxxes. All have failed. Except for us. And it is where we will be sending you."
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Deep Rock Galactic, the most tenacious space mining corporation in the galaxy. That is to say that they specialize in excavating the most dangerous planets out there. Where other companies write off certain operations as "volatile" or "high-risk", Deep Rock Galactic feels right at home. However, a new mission is upon them. They are preparing for their most heavily orchestrated mining operation to date: The complete subjugation of the planet Hoxxes IV. It is to the best of their knowledge the single most dangerous planet in the galaxy, and it just so happens to contain the richest concentrations of minable material ever discovered. Many companies before have tried taming Hoxxes. All have failed. But who do you call on to undertake such an insanely dangerous excavation?

Dwarves, of course!

Deep Rock Galactic is a cooperative First-Person Shooter and the debut game of Danish Studio Ghost Ship Games. It was released on Steam Early Access on February 28, 2018 with a planned Xbox One and PS4 release. In it, you play as a team of 1 to 4 heavily-armed Space Dwarves on a mission to the most dangerous (and most lucrative) planet in the galaxy. The game consists of randomly generated and fully destructible cave systems where the goal is to mine as much mineral wealth as possible without getting yourself killed.

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You can choose from one of four classes, each with their own abilities and equipment:

  • The Scout specializes in mobility and exploration: he's equipped with a flare gun and a grappling hook that help him light and explore the caves, respectively, and his default weapons are an Assault Rifle and a Shotgun, both lacking long-range accuracy, encouraging him to get up close and personal with the local wildlife. His grenades are replaced with IFGs, which create a slowing field to trap encroaching hostiles. Alternately he can unlock a semi-automatic rifle and Dual SMGs.

  • The Driller specializes in excavating, mining, and tunneling. Although all four Dwarves carry pickaxes, the Driller gets his name from a pair of massive power drills that destroy surfaces much faster. He's definitely not useless in a fight, though, since he also enters the mines with a pistol and a flamethrower. Alternately, he can use a Freeze Ray and chargeable Plasma Pistol.

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  • The Engineer specializes in deployable sentry guns and platforms. If anything gets past his turret(s), he packs a pump-action shotgun; for heavier targets, he also wields a Grenade Launcher that blows holes in walls and aliens alike. If those aren't suiting his needs, he can also pack a modified SMG that shoots electrified ammunition, and a plasma 'wave' cannon that can obliterate entire swarms at once.

  • The Gunner specializes in, well — what else? He carries a massive minigun as well as a revolver. His team support abilities are his emergency dome shield generator, which recharges player shields and blocks both enemies and projectiles, and his trusty zipline gun, which creates 2-way motorized ziplines that his entire team can use to cross pits or offer some vertical mobility. Alternately, he can unlock a heavy dual-barrel autocannon and a burst-fire pistol.

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Scanners detect examples of the following tropes:

  • The Artifact: Some official artwork, as well as the statues that appear in the Memorial Hall, depict the Dwarves with their first-generation gun models, rather than the updated ones that are actually used in-game. This may be a deliberate Call-Back, as a form of recognition for the players who were playing way back then.
  • Advancing Wall of Doom: New to Update 25 is the Haunted Cave mission modifier, in which your dwarves must complete their mission while being chased relentlessly by a ghostly horror in the shape of a Bulk Detonator. It's completely invulnerable, and the only thing that can keep you safe is running away and completing your mission before it can catch up.
  • All-Natural Gem Polish: Averted for the most part. You can find huge gemstones lodged deep in the walls — either green Jadiz or the rare purple Bittergem — but they're giant lumpy blob shapes much like real-life natural gems. The only material you can pull out of the ground which plays this trope straight is the Enor Pearl, which is always perfectly spherical. As these "pearls" are found buried in the earth rather than inside a giant mollusk, it's anyone's guess as to how they're supposed to form, although the name is probably just a figure of speech.
  • Alien Invasion: An unusual example where the players are the alien invaders. Deep Rock Galactic is launching what amounts to a full-scale orbital invasion of Hoxxes IV; they openly state that their goal is "the complete subjugation" of the planet. All of the usual tropes are present - the Dwarves have an overwhelming technological superiority, they travel to and from the planet in indestructible ships, and they are exploiting the planet for resources and abducting some of the inhabitants by way of Egg Hunts. The catch is that the planet is inhabited only by bugs.
  • Anti-Frustration Features:
    • The M.U.L.E. has a manual call button, so depositing ore from a large vein won't eat up much time from going back and forth.
    • When the M.U.L.E. is recalled to the drop pod, it'll leave behind glowing markers that blink in a sequence leading to its direction, giving a lifeline to players who attempted to go ahead of it and got lost or players who have been left behind and don't know where the M.U.L.E. went. A later update added holographic arrows to the marker, meaning players don't have to waste precious seconds searching for the direction of the sequence.
    • If the M.U.L.E. has already been claimed by the drop pod but the player still has resources to deposit, they can deposit resources on a chute on the side of the drop pod instead.
    • In the event that the M.U.L.E. is stuck or otherwise unable to find its way back to the drop pod (usually due to pathing errors or passage obstruction by platforms), it will directly teleport to the pod in the last 15 seconds. No matter what happens, so long as the team stays alive throughout the countdown the doors will ALWAYS open before time runs out.
    • Flares don't have an infinite battery, but won't disappear if they run out either. Burnt-out flares can be used as a navigational tool, indicating areas that have already been visited.
    • Holding the laser pointer tool will show additional indicators on the screen that show the location of teammates, ammo resupplies, the M.U.L.E., etc.
    • In solo missions, Bosco's floating capabilities help to make up for movement options lost by not having allies to provide them for you; primarily the Engineer's platform gun, which Bosco doesn't need to mine objects on vertical walls. It can also carry heavy objects for you (such as Enor Pearls and Mini-M.U.L.E parts) to keep your hands free while you dig or to fetch them from a distance.
    • On Egg or Elimination missions, opening up the terrain map will show glowing indicators of where you can find your mission objectives, which is helpful since those missions feature long, twisty caverns that loop in on themselves, and it is easy to get lost in them.
    • The Naedocyte Shockers spawned by the Breeder are purple, unlike naturally-occurring ones, which are blue. This helps players determine when they're just being brutalized by the AI director and when there's an active Breeder on the map.
  • Ambiguously Human: Deep Rock Galactic itself. According to the website, they have "long relied on" Dwarves when it comes to dangerous excavations. This implies that the company itself is actually run by humans or at least non-Dwarves. Mission Control is never revealed to be a human or a dwarf as well.
    • When Update 18 added the bar, it also added "Leaf Lover's Special", a sobriety-inducing anti-beer maligned by the workers because it's implied to be brewed by Elves. The description also says it was only shipped in to "please Management". This might imply that there's Elven management at DRG.
  • And This Is for...: "For Karl!" is a common rallying cry by the dwarves. While it's one of several slogans they can shout when you hit the "salute" button, they can also snarl "That one's for Karl!" when mowing down Glyphids. Who Karl is, however, remains one of the game's biggest mysteries.
  • Apologetic Attacker: Dwarves remark that Loot Bugs are adorable and it makes them feel bad to kill them... but also, if the Loot Bugs didn't want to get murdered, they shouldn't have stuffed themselves with valuable minerals.
  • Artificial Brilliance: Glyphids challenge traditional tactics, as they are able to Wall Crawl and attack from any direction. They will utilize the borehole left by a supply drop as a surprise attack vector, take routes that maximize cover from the Engineer's sentries, and skirt around flames left by the Driller rather than suicidally charge through them.
    • Webspitter Glyphids aren't intended for direct combat, and are instead better at spitting webs from afar and debuffing anyone they hit. As such, they tend to stick to walls and ceilings, far away from the fracas at large. Similarly, Acidspitter Glyphids will never engage directly, instead flanking the Dwarves from above and spitting acid from blind spots.
    • Praetorians that take a lot of damage all at once (such as losing their armor or taking a high explosive to the schnoz) will immediately stop charging their target and start running away, only to charge from another angle or passage so they can possibly surprise their target.
    • If a swarm of bugs are advancing on a Gunner's position, they will split up into a pincer maneuver, forcing the Gunner to focus on one and leaving his flank open to the other.
  • Armor Is Useless: New iterations on each class's armor suit can be purchased, making your dwarf's gear progressively more high-tech. However, they are purely cosmetic, and don't actually make you any tougher. The underlying armor rig can be upgraded, though.
  • Assist Character: Bosco, a small drone who will accompany you if there are no other dwarves in your lobby. He doesn't bring as much firepower as another dwarf would, and lacks any mobility tools that the player can take advantage of; in exchange, he's able to fly, mine, fight, and revive a certain number of times per dig. He is also indestructible.
  • Artistic License – Geology: Instead of having ice caps, Hoxxes has a layer of permafrost deep beneath the surface of its continental plates. Which makes no sense. This is even lampshaded in the biome description, as it's driven at least one scientist on DRG's payroll to quit his job at the sheer affront to science done by this find.
    "At least one of our xenogeologists quit in a rage when research started on this region. Instead of having conventional polar ice caps, and in violation of all physical laws we know of, the continental plates of Hoxxes rest on top of a planetwide permafrost layer several miles deep. As always, DRG recommends a "don't ask" approach when dealing with the peculiarities of Hoxxes' makeup."
    • Uranium is depicted as vibrant, glowing green crystal. In reality, Uranium is a dull-gray metal.
  • Artistic License – Nuclear Physics: Virtually everything related to the Radioactive Exclusion Zone. The radiation Hoxxes is suffering from has apparently given the local glyphids superpowers, and somehow mutated the stone of the cavern itself into forming tumors and walls of living eyes. This is a particularily egregious example, given that the radiation in question is stated to be gamma radiation - IE nuclear radiation. Somehow. It could possibly be all the crystalline Uranium scattered about the place, except that Uranium is a gray, non-lustrous metal, not a green, crystaline mineral.
    • Somehow, the grenade launcher's "Fat Boy" overclock manages to pack enough plutonium into a man-portable shell to cause a tiny mushroom cloud and area of Damage Over Time fallout.
  • Attack! Attack! Attack!: The Glyphids, as a race of giant carnivorous insects, will never stop attacking Dwarves that invade their territory until the miners finally die or leave. This is likely why that Deep Rock Galactic's mining operation is based on an orbiting space station, rather than a more conventional base on the planet, since the Glyphids would eventually wear down even their defenses.
  • Attack Its Weak Point: Glyphid Praetorians only take damage when struck in the face or thorax, as they have layers upon layers of heavy chitin plate. Dreadnoughts take it even further as even their head is bulletproof, requiring that you shoot their vulnerable thorax (though see Multiple Life Bars below) and demanding teamwork be used to take them down; someone needs to draw its attention whilst everyone else attacks it from behind.
  • A-Team Firing: Downplayed, but present. The Glyphids are so fast and numerous that you're often rewarded far more for blasting away at the horde than you are for trying to aim; most engagements will be at danger-close range anyways. This is encouraged by the weapon design; the Engineer is packing a shotgun, the Gunner has a minigun, and the Driller has a flamethrower - not exactly precision weaponry. Even the Scout, who is the most lightly-armed, has a fully-fledged assault rifle; it's the most accurate of the default primary weapons, but that isn't saying much. Somewhat averted by the Scout's unlockable M1000 Classic, a more traditional (but still scopeless) sniper rifle, and the Gunner's Bulldog Revolver, an extremely powerful, accurate Hand Cannon.
  • Badass Beard: A given when dealing with Dwarves, but only the Scout has one by default, and Dwarves can rock a look without one. Not only is there a very wide variety of different beard options for players, an update added beard physics to the game!
  • Badass Mustache: You can customize any of your Dwarves to wear a large pool of them, but the Engineer has one by default.
  • Bad Boss: Zig-zagged. Deep Rock Galactic openly admits that they value their equipment considerably more than their employees' lives. Mission Control is entirely honest about this, and the dwarves appear to share the same attitude, not being particularly upset if they're left behind on a dig. That being said, DRG also goes out of its' way to ensure that their employees are equipped to deal with whatever hazards they're expected to face, supports them with regular supply drops in exchange for Nitra, and fields a well-equipped space rig to dispatch them from. There's also the fact that dwarves who fail a mission or are left behind will respawn in the medical bay with a line suggesting they remember their previous experience and were somehow rescued, leaving it ambiguous whether fallen or abandoned dwarves actually suffer the consequences of their situation.
  • Berserk Button: Management's priorities are not quite in order when it comes to punishing dwarves for rowdiness in the space rig. Kicking barrels into the Launch Bay or even the Drop Pod will get you threatened with vandalism fines and generally just berated, even when these can damage the equipment and dwarves. But breaking holiday decorations is what gets management to threaten to close the Abyss Bar down, cancel the holidays even for Mission Control, and flood the rig with Radon gas, going by Mission Control's exhasperated lines.
  • BFG: There are constant implications that the armaments your dwarves get for their missions, mostly properly sized if not a little too huge for them, is waaaaaay oversized for mere humans. Even the scout's assault rifle is apparently pretty huge. In fact, pretty much all of the guns DRG fields qualify; even the turret guns sport barrels that look sized to fire entire carbines of smaller calibres for breakfast.
  • Booze-Based Buff: As of Update 18, certain varieties of liquor available at the Abyss Bar like the Red Rock Blaster or Dark Morkite will grant your dwarves a stat buff, the former giving a hefty health buff and the later an increase to resource gathering capabilities, for the next mission. Much cheaper spirits like the Oily Oaf or Glyphid Slammer will just get you plastered.
  • Boring, but Practical:
    • Compared to the enormous minigun toted by the Gunner, the Scout's assault rifle has a tiny magazine and a much slower rate of fire. However, it does more damage per bullet than the minigun, doesn't have to deal with heat buildup, and starts out fairly accurate without upgrades; whereas the minigun has to chew through a good amount of ammo as it gets more accurate. This suits the Scout as a forward roving class, equipped to handle the infrequent skirmish and use his Grappling-Hook Pistol if he gets in over his head.
    • The Gunner himself qualifies. None of his skills are particularly flashy; in contrast to The Driller, The Scout, and The Engineer, he has no gimmick other than shooting. His primary weapon is a Minigun, with all the subtlety and nuance that implies; his secondary is a massive revolver; his utility item is a spherical shield generator, and his mobility item is a zipline launcher. Compared to the Scout with his Grappling Gun, the Engineer's turrets, or the Gunner's flamethrower, these all seem fairly mundane, even if they are incredibly satisfying to use. Try getting through any high-level digs without at least one Gunner on your team and see how long you last without his firepower and shield to back you up against swarms.
    • Each and every one of the classes' platforming tools. Yes, they aren't anywhere near as flashy as the weapons, but just try and complete any high-level digs without them and see how long you last. In general, any of them are a necessity for traversing the dark caves of the planet, and having all of them at your team's disposal means no obstacle will get in your way with proper use.
  • Boss in Mook's Clothing: Three of them can appear as rare random spawns in the caves, and usually are just as threatening as you would expect.
    • BET-C is an experimental combat variant of the M.U.L.E. that has gone rogue because of a Xynarch Charge-Sucker infestation scrambling its friend-foe identification system. It's as mobile as Molly is but is equipped with a portable shield generator, machine gun, and a grenade launcher that can and will chew through your shields in one burst. If you manage to kill the parasites, BET-C can be re-booted as a friendly support unit but with reduced damage output and no shield projector. It makes a warbling sound on a one-second interval while idle and hostile, you will hear it before you see it.
    • Glyphid Opressor: A much more durable variant of the Glyphid Praetorian intended to be a new variant of the Mighty Glacier. It is completely invincible from the front with its abdomen being the only damagable portion, meaning you can't just use More Dakka to chew through the armor. It is also significantly wider than a standard Praetorian, with an upward flairing head plate that can completely block a driller's standard tunnels as it advances. If stunned it will retaliate by performing a loud radial knockback attack much akin to that of a Dreadnaught. Otherwise, it's just another Praetorian varient that dies like any other with enough bullets and skill.
    • Glyphid Bulk Detonator: A thankfully rare variant of the Glyphid Exploder about the size of the Glyphid Dreadnaught and with about as much health. It also has resistance towards special damage types including fire, electricity, and other explosives; So it can almost No-Sell most of the heavy or otherwise armor-ignoring weapons the dwarves carry. Unlike the mook variant, this guy can use explosive melee attacks with no damage to itself and can use this to dig towards targets if its path is blocked. Upon death, the Bulk Detonator stops, primes for three seconds, and explodes in a TEN METER RADIUS that launches smaller (head-sized as opposed to car-sized) explosive pustules that detonate on contact. It leaves quite the impressive crater on the terrain too, sometimes deep enough to register fall damage. If you spot one of these, mark it for your team and RUN THE HELL AWAY! These monsters will end runs if not dealt with properly.
  • Bottomless Magazines: Averted very thoroughly. The only gun in the entire game that has infinite ammo is Bosco's primary weapon. Ammo management is a critical part of getting through more difficult operations. Special mention goes to the Gunner's revolver, which holds only four shots in contrast to the usual six — the rounds are so freakin' huge that there's no space in the cylinder for ONE more, let alone two!
  • Brutal Honesty: Mission Control, and by extension Deep Rock Galactic, make absolutely no bones about the fact that they consider the Drop Pod and the MULE far more valuable than their employees' lives. The dwarves themselves appear to be completely fine with this stance; if left behind while the rest of the team escapes, their response is effectively to calmly shrug and admit that sometimes you win, and sometimes you die.
  • Bug War: Kinda. It's more of an "alien resource exploitation operation", as Deep Rock's interests are completely corporate and profit-driven (and the bugs don't really seem to care about the minerals themselves), but it's still filled with the usual tropes of the genre, including a massive amount of references to Alien, a group of hardened Space Marine Dwarves, and a horde of mindless insectoids aggressively guarding their hives.
  • Bunny-Ears Lawyer: DRG's HOXXES IV employees constantly curse and whine, get drunk on the job, play with anti-gravity on the space station, and blow up hundreds of precious fuel barrels for fun. They always get away with this because the company does not have any other employees who are skilled and/or insane enough to take their place.
  • Caps Lock, Num Lock, Missiles Lock: On the PC version the all-important flare button "f", used to provide most of your light in the caverns, is also directly next to the grenade button "g." Woe befall you should these be mixed up in a volatile enviroment or a tight tunnel with teammates.
  • Chainsaw Grip BFG: Sported as the primary weapons of both the Gunner and the Driller. The Engineer gets one as an unlockable secondary weapon.
  • Crystal Landscape: The Crystalline Caverns: massive teaming caverns filled to the brim with crystals and a vast amount of other valuable resources, making it a particularly good spot for farming, but not only are its caves wide (making a Gunner almost necessary for proper navigation), and the place is teeming with energy crystals that arc chains of high voltage electricity between each other at regular intervals, which can fry a Dwarf in seconds. The Salt Pits are a variant.
  • Cutting the Knot: The destructible terrain means you have many opportunities for this. The Driller is particularly well-suited to doing so, given that his dual drills allow him to tear through even the toughest terrain in no time flat.
    • During Extraction, you have to backtrack through the cavern, which can often be a one-way trip without the use of ziplines or engineer platforms, never mind how many obstacles that lie in your way. Alternatively, if you have a Driller, you can just dig straight towards the Drop Pod.
    • Some caves will be littered with poisonous plants, lava geysers, crystals that shoot lightning, or pits of sludge that slow you down. Well placed ziplines and/or engineer platforms will let you move over and around them with no trouble.
    • The Praetorian is heavily armored and immune to gunfire, except for its glowing thorax and face. But explosives or fire ignore armor, so you can always just bomb the hell out of them instead.
  • Cuteness Proximity: The Dwarves are typically extremely jaded and gruff, but they'll still occasionally comment on how cute the Loot Bug is when you pet one.
  • Death World: There's a reason why Hoxxes is still teeming with scores of rich minerals, and it's because nobody except Deep Rock has had the balls to launch mining operations on it. The surface of Hoxxes is a scorched wasteland that is incapable of supporting any life; the underground is more hospitable, except that the place is infested with giant, vicious bug aliens. If they don't get you, the geography of the planet isn't much more cuddly than the Glyphids are; radioactive crystals, carnivorous jungles, frozen underground tundras, magma-filled caverns that undergo tectonic shifts — and on top of all that, no matter where you are on the planet, bone-shattering drops are an everyday sight in the caves of Hoxxes.
  • Die, Chair! Die!: A hard instinct to resist when you can swing a pickaxe just by holding a button in a fully destructible environment. The dwarves will even blurt out lines about it.
    Die, worthless crystal!
  • Dug Too Deep: Subverted. The Dwarves are equipped for exactly this scenario, and digging too deep is the express goal of their mission.
  • Earthquakes Cause Fissures: A trope present in Magma Core and Glacial Strata — with the fissures opening in random places near the dwarves, and making the mining work that much more difficult... if it doesn't outright kill you from fall damage.
  • Easter Egg: Mission Control has several hidden voice lines responding to various shenanigans particularly-inventive dwarves get up to in the space rig, including kicking barrels into the launch bay, or into the drop pod. He also has several unique responses if you manage to kick all of the barrels in the Space Rig into either of the aforementioned places, although this is much easier said than done.
    • There's (currently) no visible prompt to do so, but pressing E on a Lootbug will cause your Dwarf to pet them, resulting in an appreciative wriggle and a purr.
  • Eat Dirt, Cheap:
    • The space rig's notification boards occasionally mention "morkite ale" and Dark Morkite is a drink at the Abyss Bar; either that's just a name, or the Morkite is mined as nourishment for the dwarves.
    • There's also Red Sugar, which crystalizes on the walls of the caves and — if it's not actual sugar that dwarves can eat — at least has medicinal properties.
      • One callout for Red Sugar notes that the stuff is "highly addictive," indicating that it may be a potent painkiller or anaesthetic.
  • Elves vs. Dwarves: Elves obviously do not make an appearance, but friendly fire may result in a dwarf calling his coworkers "pointy-eared leaf lovers", implying this trope is in full swing. The Flavor Text of a certain... hated organic beer at the Abyss Bar, implies Elves brew it, making the Dwarves absolutely despise it.
  • Everything Trying to Kill You: The number of harmless life-forms on Hoxxes are massively outnumbered by hostile ones. Space mining is a competitive business, but Hoxxes hasn't been touched due to its incredibly hostile inhabitants even though it's extremely rich in minerals. Hazards besides the Glyphid and Mactera include, but are not limited to;
    • Radioactive/electrified crystals.
    • Bees.
    • Cave Leeches; picture Half-Life's Barnacles, but with more reach.
    • Fungal "vents" that release poisonous gas when you move near them.
    • Plants that explode (and/or release freezing gas) when shot.
    • Lava, sand, and cryo geysers, which can burn you, launch you to your doom, or freeze you solid.
  • Explosive Overclocking: Update 25 introduced Overclocks, which are craftable at the newly added Forge from Matrix Cores (awarded for completing special endgame missions). Some of them are "clean" or "balanced" overclocks, averting this trope. The unstable ones play it perfectly straight, though.
  • Fantastic Flora: The collectible Apoca Bloom flowers and Boolo Cap mushrooms — as well as everything you might see in Dense Biozone and Fungus Bogs, and the exploding plants that can be seen all over the playable locations.
  • Fantasy Metals: Surprisingly enough, this is completely averted so far — the only metal in the entire game that can actually be mined is gold, and there haven't even been any mentions of the usual fare, such as Adamantite. However, there is a wide roster of Fantasy Minerals. Croppa, Jadiz, Magnite, Umanite, Enor Pearls, and Bismor are used as crafting materials. Nitra is used to call in supply drops. Morkite, Hollomite, and Dystrum are used as objectives with no other in-game purpose... although the news screens in the Space Rig sometimes mention "Morkite Ale".
  • Face Death with Dignity: If a dwarf is left behind on Hoxxes while the rest of the team escapes, they take a surprisingly philosophical approach to it instead of panicking or getting angry. This may be excused by the fact that the med-bay implies DRG is somehow rescuing their employees from death, but the game never really addresses it directly.
  • Fire, Ice, Lightning: Some of your weapons are elemental-oriented or can be modded to shoot elemental ammo. Incindiary and Cryo grenades are available, and Bosco's main weapon is lightning bullets.
    • Fire causes damage over time (if the enemy's heat gauge reaches maximum) and ignores armor.
    • Ice freezes enemies in place and makes them take more damage.
    • Lightning slows enemies and has a small chance to spread in an electric nova.
  • Floating Continent: Overlaps with Shattered World. Something, or someone, appears to have blown an enormous chunk of Hoxxes into orbit, leaving behind an enormous crater that seems to extend straight down to the planet's core. According to the loading screens, this is where the Dense Biozone is, which would make sense — It's harder for the Glyphids to get up there and eat everything.
  • Fluffy Tamer: One of the new perks added in Update 28 allows Dwarves to tame a single Glyphid Grunt at a time. You can even pet them.
  • Friendly Fireproof: Averted for the most part. Getting in a Gunner's firing line will not end well for anyone, bug or dwarf. Played straight with the Driller's Neurotoxin Grenade, which slowly kills everything but dwarves. Also played straight by DRG-issue Turret Guns, either the Engineer's or those found on the Minehead in Point Extract operations.
  • Fungus Humongous: Par for the course in the Fungus Bogs.
  • Gatling Good: The Gunner's namesake is the monstrous three-barreled "Lead Storm" Powered Minigun. While it has the odd property of getting more accurate the longer it's fired, it will also Overheat if the trigger is held down too long.
  • Gargle Blaster: The aptly-named Blackout Stout, one of the unlockable beers at the Abyss Bar. Instant and total intoxication awaits the hardy dwarf brave enough to quaff a tankard of this stuff; it instantly knocks you out cold, no questions asked, even if you were sober before drinking it.
  • Giant Spider: The Glyphids occupy an overlap between this and Giant Enemy Crab, being hard-shelled subterranean insectoids. The game itself refers to them as "arachnids."
  • Glass Cannon: On the player side of things, the Scout qualifies if he equips the unlockable M1000 Classic, which allows him to shred through pretty much any target in the game as long as he's accurate enough; it doesn't make him any more resilient, though, and aiming leaves you open to attack from other glyphids. The glyphids, meanwhile, have the Acidspitter and Webspitter variants. Both are fairly fragile, and will flee from direct contact, hugging distant walls of the cavern so they can spit acid or vision-obscuring webbing at you.
  • Good-Guy Bar: To let the players partake in the "drink-loving" side of the "standard-issue dwarves" archetype embodied by their characters, the Oktoberfest update added the Abyss Bar; a shipboard drinking establishment where the player characters can drink, dance, and compete in precision barrel-kicking.
  • Grappling-Hook Pistol: The Scout gets a grapple gun that can zip him around the vast caverns of Hoxxes. It's the only "support tool" with unlimited use, and the only one that none of the user's teammates can benefit from.
  • Hand Cannon: The Flavor Text for the Gunner's sidearm claims that the gun is chambered for 26mm ammunition. To put that into perspective, the largest developed small arms cartridge in real life is the .950 JDJ, a rifle round measuring about 24mm. The Bulldog's bullets are bigger than that.
  • Harmless Freezing: Zig-zagged in the Glacial Strata biome. Getting frozen turns the player into a blue/white ice statue in whatever position they froze in, but its possible to free yourself by either "shaking off" the ice with inputs or having a friend break the ice with their pickaxe with no damage to the victim. Frozen Glyphids, on the other hand, become vulnerable and shatter when sufficiently damaged ignoring any armor resistances.
    • Played with by the Driller's Cryo Cannon in Update 19; it can freeze enemies solid with minimal damage dealt, but one of the high-end upgrades gives any enemy you freeze with it a chance to just shatter immediately.
  • Hell Is That Noise: When a large group of Glyphids emerges from the rock, they will give a collective screech as a battlecry. Hearing a large horde of bugs sound the attack off in the distance can be an Oh, Crap! moment bar none.
    • The warbling cry of a Bulk Detonator is enough to send quite a few players into a panic state. See the above entry in Boss in Mook's Clothing for why.
    • The hissing sounds of a Cave Leech that's about to latch onto you. It doesn't help that you'll often only hear it when it's too late.
  • Have I Mentioned I Am a Dwarf Today?: The Dwarves will frequently remind the Glyphids that "DWARVES DON'T DIE EASILY," among other things.
  • Hit the Ground Harder: As the scout, you can evade all fall damage by grappling the ground before you hit.
  • Hot Blooded Sideburns: An option for your Dwarves, and the Gunner has them by default.
  • I Don't Like the Sound of That Place: All over the place! Come and visit Hoxxes IV; begin your trip with a scientific expedition to the Radioactive Exclusion Zone! Looking to relax? Why not go on a safari through the Fungus Bogs! If you're tired of all that moisture, finish things off with a visit to the Magma Core!
  • Invincible Minor Minion: Bosco is a rare friendly example. Packing as much firepower as a dwarf (and with the right upgrades, twice the mining power), with the added benefits of full 3D flight and total invincibility, his lackluster free will is the only thing keeping him from straight-up stealing your job.
  • Jungle Japes: The Fungus Bogs are half this and half Bubblegloop Swamp.
  • Killer Robot: Bosco. Even after he was nerfed, can take out a whole group of Swarmers and most mid-range glyphids before they can even touch you.
  • Klatchian Coffee: Leaf Lover's Special will "kill your buzz faster than a pay cut, and leave you with the same empty feeling in your gut." Sure enough, drinking one removes all drunkenness immediately.
  • Made of Explodium: Where to begin?
    • The lava geysers in the Magma Core are under pressure and will explode if disturbed, though that at least is logical.
    • Numerous bulbous flowers found in the Magma Core and Fungus Bog will glow, swell up, and explode if they take damage.
    • The Glyphid Exploders and Bulk Detonators glow orange with angry, unstable pustules on their back, and will explode (catastrophically in the Bulk's case) on death.
    • One mission modifier, Volatile Guts, takes this Up to Eleven by making every alien explode. What's more, this explosion damages other nearby enemies, which can result in chain detonations where one dead alien sets off all his allies in sequence.
    • The Driller has an optional flamethrower modifier that can allow him to explode aliens if he kills them with direct damage.
  • Made of Indestructium: The only standard-issue Deep Rock Galactic property that can be damaged in any way is you. Molly, Bosco, the Escape Pod, Supply Drops, and the Point Extraction Rig are all completely invincible. Even the BET-C is indestructible, and can only be taken down by killing the energy-sapping parasites causing it to go haywire. The only aversions in the game are the Project OMEN Towers, which can be activated and destroyed by players.
  • Marathon Level: Deep Dives take the form of two runs per week, each with three pre-seeded missions one after the other with no break in between. Each mission has two "main" objectives that must be completed, and your health, ammo count, and stored minerals persist between missions. Resource expenditure must be carefully managed, as wastefulness early on can screw you over hard later. Promotional material describes the Deep Dives as "the sort of ultimate Deep Rock fantasy," as it puts all of your combat mining skills to the test.
  • Mega-Corp: Downplayed, but present. Deep Rock Galactic is a self-described interplanetary mining conglomerate, and none of the technology they're directly shown to possess contradicts this. That being said, they have the resources and manpower to effectively stage an orbital invasion of a Death World like Hoxxes IV, and the Flavor Text on a few cosmetic items suggest that they're infamous, or at least feared, among the more far-flung reaches of the galaxy.
    • Update 27 brings this into greater focus with the introduction of Project OMEN, which are explicitly described as "a massive network of modular extermination towers." They appear to be military-grade weapon platforms, definitely overkill even by the standards of Hoxxes IV; this suggests DRG is involved in some projects that are only tangentially related to mining. Even before then, there was the lingering question of what exactly the company wanted with the Alien Eggs extracted via Egg Hunt operations, one that remains unanswered so far.
  • Meaningful Name: "Morkite" literally means "dark mineral". According to Mikkel (Mekill), Co-Founder and Game Director of Deep Rock Galactic, this was on purpose.
    "Basically, it's 'Murk', which in Danish means 'Darkness', and then we added 'ite', as in stalactite, so it becomes 'Morkite'... the Dark Mineral."
  • Metal Slime:
    • Huuli Hoarders. Cowardly bugs who run from players when attacked or spotted, eventually disappearing if they get far enough away. Successfully popping one will cause a heap of crafting materials to scatter across the cave.
    • A patch added Gilded Bulkhead Detonators as enemies you can encounter in the caves. When they die their usual crater is completely coated in melted gold, killing one in the open is a decent payout, killing one in the various tight tunnels and letting it get coated in a sphere can result in several missions' worth of gold payout.
  • Min Maxers Delight: Certain mutations are cycled throughout missions to spice up the difficulty. In exchange, these mutations apply a reward bonus upon completion. Most mutations can be difficult to deal with. Others, not so much...
    • Parasites involve little worm things popping out of defeated enemies. It's just another annoyance to deal with and involves more killing. It's a breeze to deal with even as a Scout.
    • Regenerative Bugs allow the bugs to heal after not being damaged for some time. But what kind of dwarf leaves a bug simply injured and not slain?
  • Mission Control: His name is Mission Control, and he guides you in your objectives.
  • The Missingno.: Played with. Very rarely, you can find strange glowing black cubes buried in deposits within the depths of Hoxxes, with a name that seems like an error code — but those familiar with game development know that this is too coherent and functional to be an actual bug. Nobody knows what they actually are; theories run rampant, and the developers have only said that they should be held onto (not that they can be gotten rid of without a full account reset) as they might become useful in future updates.
    • Note that for now, the cubes give an extra 2,000 XP. Times your hazard bonus.
  • More Predators Than Prey: How Hoxxes' ecosystem functions is anyone's guess. The Glyphids are so numerous that dying by the dozens in any given operation doesn't put a dent in their numbers, and the only lifeforms present that could be considered prey are the Loot Bugs, Silicate Harvesters, Maggots and Huuli Hoarders, all of whom are typically rare to the tune of "only a handful in any given cave system." Unless, of course, Hoxxes is such a Death World that the Glyphids ARE at the bottom of the food chain, and there are even nastier predators that the Dwarves never encounter.
  • MST3K Mantra: An in-universe example; this is DRG's attitude towards the fact that Hoxxes has a several-miles-thick core of frozen underground ice plates, rather than conventional polar regions, as well as the implied attitude at its other various bits of impossible weirdness. At least one of their xenogeologists didn't share the same viewpoint.
  • Multiple Life Bars: Dreadnoughts have an extra life bar in addition to their normal one, representing the hardened shell over their thorax. Once this bar is depleted, the shell breaks off, leaving the vulnerable flesh underneath exposed. Put enough rounds in that, and the Dreadnought finally dies.
  • Nameless Narrative: The player characters have job descriptions, not names. Mission Control's name is never given. The aliens obviously don't have names. The only "characters" who do are Molly and Bosco, where Management would rather its employees to not give names to the equipment to begin with, and Karl himself.
  • Noodle Incident:
    • One of the messages that can appear on the Deep Rock Galactic Information Channel: "PSA: Please flush after using the restrooms. Let's not have a repeat of The Incident." A possibly related message in the same Information Channel: "PSA: The L4 bathrooms remain closed for extensive maintenance. The clog is not yet cleared."
    • Whatever it is that happened to Karl. So far, the only things we know are that it was apparently the stuff of legend, that copious amounts of Skull Crusher Ale may have been involved, and that the four dwarves still bear a grudge against the local wildlife for it all.
  • No Kill Like Overkill: The Dwarves appear to adhere closely to The Seventy Maxims of Maximally Effective Mercenaries. Even the resident Fragile Speedster, the Scout, is packing an assault rifle and a sawn-off shotgun. He's the most lightly armed of the bunch. The Smart Guy is packing a grenade launcher, and don't even get us started on the Gunner. Given that they're up against an endless horde of ravenous, heavily-armored bug monsters, however, this is fully understandable.
  • Notice This: Morkite, the objective mineral, has a shimmer that makes it visible even in pitch-black conditions. Resources that have been mined but not collected glow faintly to make them easier to spot. Glowing spots on the wall or floor indicate the presence of a buried gem or egg, and said gems/eggs will also give off a lot of light so you don't lose track of them.
  • Nuclear Nasty: On Hoxxes, the Radioactive Exclusion Zone, which is full of mutated, radioactive Glyphids. The local Praetorian variant makes its immediate surroundings suffer radiation poisoning when it attacks; same applies to the Exploder.
  • Oddly Small Organization: Despite the fact that they are conducting wide-reaching mining operations of an entire planet, Deep Rock Galactic's space rig has accomodations for a crew of four dwarves, not counting Mission Control. It isn't clear whether the Space Rig as it appears in-game is just meant to be one of many on the same ship.
  • Our Dwarves Are Different: No, they really, really aren't. See below.
  • Our Dwarves Are All the Same: Played so straight you could use it for precision measurement. Our heroes are a group of surly, stout-bodied, drink-loving, honor-bound warrior miners. Some of the more ornate weapon skins feature time-honored Dwarven standards such as foaming mugs and fists. Recent updates have also been steadily adding ever-more-magnificent beards, some of which are braided. On the other hand, beards are optional, and their accents are Danish rather than Scottish.
    • Also a meta example. If you shave them and remove their headgear, you'll see that each dwarf is in fact exactly the same model underneath, minus whatever their armor looks like.
    • This is Averted on a more literal level, as each of the playable dwarves is very unique in their skillset and equipment - and of those, only the Driller and the Engineer could be viewed as stereotypically dwarven in playstyle.
  • Overheating: The Gunner's minigun and the Driller's Plasma Pistol and drills all draw directly from their ammo stores, but jam if they're used for too long without cooling off. The Driller's Cryocannon works similarly, but loses pressure rather than building heat. If it runs out, it simply needs to repressurize a bit to fire again.
  • ...Or So I Heard: When unlocking the Cryo-Cannon for the Driller, Mission Control remarks that, in addition to its' obvious use, it's "also handy for keeping drinks cold.. or so I'm told."
  • Pet the Dog: Or pet the bug, as the case may be; an update eventually gave players the ability to pet the Lootbugs, although the prompt to do so is currently invisible; you can still do it by pressing E on them, however.
    • As of Update 28, you can also pet tamed Glyphids.
  • Planet Heck: The Magma Core. Lava vents, flaming geysers, tectonic shifts that cause chasms to open up with barely any warning... not a fun place to visit.
  • Powerful Pick: Naturally, the pickaxe can be used as a melee attack against enemies. An upgrade for it lets players unleash an even stronger attack with it, but on a cooldown timer.
  • Precursors: Rarely, on deep, high-level digs, strange black cubes can be dug out of the ground, much like gemstones. They are clearly manufactured devices of some kind, and neither the Dwarves nor their scanners recognize them, suggesting they weren't made by dwarven, human, or elven hands; this suggests that space-mining companies are not the first to visit Hoxxes. The game files even refer to them as "Precursor Artifact."
  • Quick Melee: An odd variant where the actual intended use is for digging, but swinging your pickaxe is as easy as holding a button and it goes through enemies as well as dirt. There are also several perks that can amplify the combat effectiveness of this feature.
  • Ranged Emergency Weapon: The Driller's piddly Subata 120 pistol counts, being a semi automatic peashooter on a class all about getting up close and personal.
    • The Gunner's Bulldog revolver is an odd case. Unlike most examples of this trope, it is extremely powerful and accurate, fully capable of one-shotting standard enemies and making short work of big bugs such as Praetorians. However, it still fits the trope for two reasons. Firstly, it has a very limited magazine size of only four shots, and its' ammo pool is a petite 28 rounds. Secondly, being able to one-shot enemies only gets you so far when you're dealing with enemies like the Glyphids, meaning that all but the most eagle-eyed players will have to switch back to their Minigun as soon as the bugs close in; the Bulldog won't help hold off a swarm. It's mostly for picking off distant enemies too far away for the Minigun to reach without wasting a lot of ammo.
  • Randomly Generated Levels: The layout of each cavern is generated every time. Missions have "Mission Length" and "Cave Complexity" modifiers that make them deeper or twistier.
  • Regenerating Shield, Static Health: Dwarves are equipped with an upgradeable shield rig that recharges after a period of not taking damage, but can only restore health with supply drops and Red Sugar. If a dwarf's health is particularly low, he'll slowly regain up to about a sixth of his health bar while his shield is up.
    • The bugs get in on this as well. A Dreadnought has two sets of hit points, (see Multiple Life Bars above), both tied to its glowing abdomen. The abdomen has a hard shell that must be broken off, and soft flesh underneath. The shell always grows back after a short duration, instantly resetting to 100% health. Any damage to the fleshy bits remains, however.
  • Revolvers Are Just Better: The Gunner's sidearm is the "Bulldog" Heavy Revolver, boasting the highest damage per shot of any bullet-based weapon, at the cost of only having 4 shots in a magazine (See Hand Cannon above). It can even be upgraded to fire explosive rounds.
  • Rocket Jump: Optional Overclock mods for the Scout's Boomstick and the Engineer's Grenade Launcher allow them to perform this feat at the cost of some damage in the weapon itself.
  • Science Fantasy: There are vague hints that DRG takes place in a Standard Fantasy Setting that averted Medieval Stasis and continued into the distant future. One of the toasts the dwarves will give mention "empires of old". The clean-shaven option is described as "progressive", implying that going beardless is against Dwarven tradition, but that times are changing. Magic hasn't made an appearance, but the presence of Elves is alluded to.
  • Self-Imposed Challenge: If one gets heavily drunk at the Abyss Bar, they'll deal with Camera Screw through seeing double and Interface Screw by a lack of balance and one's dwarf swaying left to right. You can bring this effect into missions if you're so inclined, but the game won't reward you for succeeding on a mission like this.
  • Single-Biome Planet: Averted. Hoxxes is home to several biomes and climates, although they're all underground. The surface is a lifeless wasteland.
  • Shattered World: Combined with Floating Continent - a solid 20%-30% of Hoxxes has been forcibly ripped off of the rest of the planet, leaving it orbiting over the massive crater it used to occupy. Important questions, such as who did this, why they did it, how they did it, and how Hoxxes is still intact, remain unanswered.
  • Shifting Sand Land: The Sandblasted Corridors. It has the 'softest' terrain, making it the easiest to dig in, but it's home to aggressive swarmers and sand jets that can launch you across a room to your death-by-fall-damage.
  • Short-Range Shotgun: Zig-zagged depending on which class is being played. The Scout's Boomstock is incredibly deadly at close range, but is more or less useless past that. However, the Engineer's default combat shotgun is quite reliable from anywhere up to 30 meters. This can be greatly extended if the player chooses accaracy and recoil focused upgrades.
  • Shotguns Are Just Better:
    • The Scout's "Jury-Rigged Boomstick" is a double-barrel break action sawed-off that can kill a Praetorian in two shots at close range.
    • The Engineer's "Warthog" Auto 210 Shotgun is a versatile weapon that's handy at all ranges (but the closer the better), which helps him mop up any enemies that get past his sentries.
  • Shout-Out
    • The robot that accompanies the players is the Mining Utility Lift-Engine, or M.U.L.E.
    • One option for facial hair is a thick mustache named The Swanson.
    • One of the headgear options is a mohawk with a description that reads, "The perfect look for monster slaying."
    • A two for one with the Rockabilly hairstyle: "Worthy of the true King Under The Mountain."
    • The Skullcap helmet looks like a Sci-Fi version of Gimli's iconic helmet.
    • You can get a metal mohawk called the Ravager, complete with Mary Poppins reference.
    • A particularly unkempt hairstyle called the Gamekeeper has the description "Ah, go boil yer heads, both of yeh.", making it a clear reference to the heavily-bearded Hagrid.
    • The Reclamator Helmet, which mainly features two beady black eyes, has a quote from Jaws in its description.
    • An achievement for staying atop one of the notoriously glitchy barrels in the Space Rig is called "Barrel Rider."
    • The beers in the Abyss bar contain several references:
      • The name of the Underhill Deluxe beer (which shrinks the drinker) is a reference to the alias that Frodo used in Bree, and the description is a reference to the first few lines of the The Hobbit.
      • One beer is called the Arkenstout a reference to the Arkenstone that Thorin was seeking in The Hobbit.
      • One of the companies that brews several of the beers is The Seventh Dwarves Brewery.
      • One of the available beers is Flintlocke's Delight. Fittingly enough, it causes explosions everywhere when drunk.
      • The Blackreach Blonde has mushrooms in the label that might seem familiar to people that've been to the actual Blackreach. Perhaps to go with those shrooms' glow, it makes you dance.
      • The description for Slayer Stout says that it was popular which dwarves who were seeking an honorable end in battle, just like Dwarf Trollslayers from Warhammer
  • Stout Strength: Well, these are dwarves we're talking about. The Gunner and the Driller are the most noticeable examples, but all four of the playable Dwarves are short, strong enough to cave in a Glyphid's skull with a pickaxe, and tough enough to take a serious beating. Molly also qualifies, being a squat, virtually-indestructible "minecart on legs" who is around the same height as the Dwarves are.
  • Subsystem Damage: Many bugs have a hard outer shell, which reduces or negates damage to the bug's Hit Points when shot. However, the shell itself takes damage and can be cracked and blown off, leaving the bug's flesh exposed.
  • Suspicious Videogame Generosity: Point Extraction missions have a lot of Nitra lying around the level, and the Mine Head you need to deposit the Aquarqs into even come with a triplet of heavy autocannons to fend off any nearby bugs. This is of course merely to offset the fact that the aliens in Point Extractions are much more aggressive than in any other mission, and you will be swarmed every few minutes at minimum.
  • The Bait: You can get the "Designated Decoy" achievement for becoming this during a Dreadnought battle, by taking the most damage from it out of everyone else in your team.
  • Trick Bomb: Every class gets a number of throwable devices that either explode or otherwise hinder the Glyphid hordes. At first, these were mostly standard frags, but Update 24 added a diverse selection of grenades and grenade-like objects to each class's loadout.
    • The Scout gets the Inhibitor Field Grenades (or IFG's), which initially were the only nonstandard grenade in the game — creating a slowing field that increased damage against targets within it. With the update, he has two other options that fulfill the crowd-control role: the bug-baiting Pheremone Canister and the Cryo Grenade.
    • The Gunner has a number of high-yield area-of-effect tools, including the notoriously friendly-fire-prone Cluster Grenade, the intense but short-lived Incendiary Grenade, and the spike-covered Sticky Grenade.
    • The Engineer's options are focused on area denial and battlefield control. There's the startlingly lifelike L.U.R.E., the multiple-detonation-capable Proximity Mine, and the chaotic, bouncy Plasma Burster.
    • The Driller has the weirdest assortment, with the sharp-edged and recoverable Impact Axe, the bog-standard HE Grenade, and the highly flammable and non-dwarf-affecting Neurotoxin Grenade.
  • Ultimate Job Security: No matter what kind of shenanigans the dwarves get into in the level hub, Mission Control always sounds like he's on his last straw but never acts on his threats. Kicking dozens of barrels into the launch platform, bringing them into the drop pod, getting drunk off your ass and pass out at the bar, playing with the gravity control, and entering restricted areas are all things you can repeatedly do without a punishment harsher than being told off over comms. All this is because DRG's operations simply cannot function without the dwarves going on their digging missions, and there's no replacing them since no one else is crazy enough, or badass enough, to try digging on Hoxxes IV.
  • Videogame Cruelty Potential: Virtually every dig you go on will feature Loot Bugs — bulbous, slug-like aliens who explode into a shower of gold and nitra when killed, but are completely harmless. It's up to the player whether they're left unmolested, popped for the rewards, or petted by the dwarves.
    • For that matter, there are several species of neutral wildlife on Hoxxes IV, such as the Silicate Harvester, Cave Cruiser, and Cave Vine, who pose no threat to the Dwarves. This doesn't stop you from shooting or smashing them to death if you're so inclined.
  • Videogame Flamethrowers Suck: Averted. The Driller's CRSPR Flamethrower can wash over an oncoming tide of swarmers and leave nothing but a carpet of bug innards in its wake.
    • One upgrade path allows the CRSPR to set the ground on fire, creating a potentially massive Damage Over Time field that ignites Glyphids that charge through it.
    • A later optional upgrade also adds the feature of causing enemies killed via direct damage to explode into a shower of fire and boiling hot viscera; Quite useful for quickly killing lots of small and/or bunched-up things.
  • Video Game Settings: Every level counts as a Blackout Basement you have to light up yourself. Salvage missions are technically Abandoned Mine levels, but there's no Minecart Madness... yet.
    • The Tutorial takes you to the Shallow Grotto, which is literally a Noob Cave. It looks like nowhere else in the game, and has no crafting materials — just Morkite, Nitra, and Gold.
    • The Crystalline Caverns, Radioactive Exclusion Zone, and Salt Pits are Crystal Landscapes, with worthless (but pretty) crystal formations made of silicate, uranium, and salt, respectively. The Exclusion Zone has some slight crossover with Polluted Wasteland, due to the aforementioned uranium.
    • The Dense Biozone is closest to Jungle Japes and The Hedge of Thorns, with multiple plants of helpful and harmful varieties.
    • The Fungus Bogs are a form of Bubblegloop Swamp, complete with pools of sticky goo, noxious gas, and big ol' mushrooms. They also have a healthy pinch of Jungle Japes due to the dense foliage and massive roots that serve as stand-ins for trees.
    • The Glacial Strata is, unsurprisingly, a Slippy-Slidey Ice World. The slipping and sliding only happens on black ice, however. Most other surfaces slow you down considerably.
    • The Magma Core is an underground Lethal Lava Land, with lava geysers, flame vents, and patches of molten rock that burn to walk on. It overlaps with Planet Heck for obvious reasons.
    • The Sandblasted Corridors are an underground Shifting Sand Land, with elements of Gusty Glade in the form of sandstorms and Wind Tunnels that can fling you into pits.
  • Wall Crawl: A trademark ability of Glyphids and the MULE, allowing the former to attack from every conceivable direction and enabling the latter to follow the team wherever they go.
  • The Walls Have Eyes: A semi-common terrain feature in the Radioactive Exclusion Zone consists of large, seemingly-aware clusters of eyes covering the walls, blinking and looking around or at the dwarves. You can mine them to destroy them.
  • We Do the Impossible: Deep Rock prides itself in actively seeking out the toughest mining operations and successfully making a killing from them. The whole reason they've come to Hoxxes is specifically because its considered the most dangerous planet in the galaxy.
  • Wreaking Havok: Not very much in actual gameplay, but the kickable barrels provide a nice distraction between matches. Don't kick them into the launch tube, though, or you'll get chewed out for it. Apparently the dwarves love kicking the barrels around so much that they made a sport out of it when the Abyss Bar opened.
  • You Keep Using That Word: The Dwarves frequently refer to the Glyphids as "aliens." This, in spite of the fact that they are presumably native to Hoxxes, making the dwarves themselves the aliens.

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