That and so many people jumping on that Vampire Survivors clone. For what fucking purpose, GSG?
Because it's fuckin'
good. If you already play that sort of thing. As someone who 100%'d Vampire Survivor's achievements 8+ times and is up-to-date, I'm really impressed with Deep Rock Galactic Survivor. There's a tremendous amount of depth and skill expression and they took lessons learned from VS and definitely improved upon and added to the formulas.
First, the levels: They're roughly square, three-quarter perspective but procedurally generated like normal DRG, with three biomes currently. There's a lot to be added with rock wall obstacles because unlike normal VS(I'm using Mad Forest as the main example) there's meaningful terrain to funnel enemies through chokepoints. Praetorians and other big glyphids can break walls, but at half the speed of a dwarf and they have to have motivation to, so melting through rock to escape hordes and choke enemies feels natural and great, unlike the shitty trees and hedges in VS which are just a hindrance to the player when the screen is too full. Biomes add alot, as Magma Core has damaging walls/floors of lava like normal DRG but is a little more open-ended, and has exploding pustules when you get close to them. Hollow Bough has a second type of rock that grows inconveniently, the thorny branches, and unbreakable red vines that make permanent walls to play around besides the destructible ones.
Gameplay loop is great, with small loops going on simultaneously at second-to-second and minute-to-minute scales, along with the overall mission and account-wide progression. You get dropped into a level like DRG, and everything you kill fills a bar that lets you know when swarms are incoming along with the Supply Drop and boss. You actually want to avoid enemies to mine gold & nitra for a shop in between stages of your gameplay mission, to clean out the level before the Drop Pod arrives and countdown begins. But enemies will inevitably catch up to you so you want to pick up the XP that's dropping so it's not lost power... unless you gamble on a magnet dropping later to vacuum up all dropped XP orbs on a level at that time. But you're also juggling whether or not to gather Umanite/Jadiz/Enor Pearl-type minerals for longterm power upgrades across all characters, and gathering secondary objectives for an XP & gold boost, the Boolo Caps or Morkite mining. The prioritization of mining short-term and long-term goals alongside just staying alive is really challenging and always makes sure there's alot going on. Supply drops are scheduled and give an "artifact" which is a nice modifier item, but collecting it means mining out the target spot and standing in it, but it will also do a ton of damage to elites if not outright killing them if you time it right, just like the original game, so deciding when/if to collect it is always changing. Once bosses appear, you can kite them around and farm XP/mine, but if you take to long to kill the Threat Level rises and you eventually get overwhelmed, so that's a juggle, and then 30 seconds to make it to the Drop Pod, and hopefully you aren't blocked by lava/vines/explodey pustules because you got greedy and farmed a side direction before trying to get out. Escaping means you drop to the next "stage," and each mission has 4 normal stages and the fifth is a boss encounter to eliminate 3 cooconned elites and a Dreadnought big boss.
You get 4 weapon choices at levels 5, 15 & 25(plus your starting dwarf weapon, 3 different loadout choices at character select) unlike VS' 6, and each one levels to 12 upgrades of reload time, fire rate or damage. If you reach 12, that weapon unlocks to other classes on future runs, and the cap raises to 18. The weapons are actually always uncapped, but once overcloks are available you get the meaty choices at 6, 12, and 18, and can continue to get damage/reload/rate increases to offset any overclock penalties. Fire ammo, dumping all ammo in one shot, heat seeking, all sorts of good choices along with "balanced" overclocks of two big stat increases at once. You also can get character upgrade choices to movement speed, pickup radius, crit chance, crit damage, bonus fire damage, bullet damage, thrown grenades, etc. Besides levelling, you can buy these choice upgrades with your gold(character upgrades) and nitra(weapon levels) between levels, so a good mining haul can offset leaving orbs on the ground to meet other goals.
Enemies are just glyphids so far, no robots or rockpox but I expect that to get expanded on to match the base game. Boomer glyphids are probably the main enemy that stands out, they explode shortly after you enter their immediate range and take out both fellow enemies and minerals/rock walls in range, so dancing in and out of range of them is a major part of the second-to-second fighting, herding them into advantageous spots. They look and sound just like they do in DRG, which leads me to sound design: the game sounds exactly like DRG, with Mission Control, dwarf voice lines and music/sound effects all exactly the same, which is a great thing. If you played the first, you immediately understand what's going on in the second at any point in time and it's as fan servicey as hearing familiar bubbling or tinging noises when a potion or jewel drops in any Diablo game.
Controls are currently WASD or controller, controller feels really good since like VS you only move up/down/left/right and all fire/targetting is automatic and/or contextual to positioning. the only button pressing is in menus or choosing levelups. Feels great, and having high movespeed & dancing in between glyphids and dodging in and out of boomer range feels good second-to-second, very tight and responsive. Hitboxes feel pretty clear with very few errors or misjudgements.
You're forced to play Scunt to begin and slowly unlock the other classes, and a lot of players can't seem to grasp Gunner's starting chaingun mechanic of facing enemies, but like Vampire Survivors you suck at the start until you start to build up the progression perks of bonus damage, armor, movespeed across all characters. mixing and matching things like the high-powered M1000 bolt action with engie turrets later on feels pretty cool, as does stacking multiple 'nades on a run. I'm starting to win consistently, but still losing to getting too greedy and missing the drop pod or dying to boomers when I get overconfident, which is pretty unlike VS. I'm also noticing a lot less seizure-screening, in DRGS you never truly have an unreadable screen full of shit, at worst it's one series of booms for no more than a second or two that clears, and you can't just sit in place for 15+ minutes at a time farming XP or money like an Endless Run in VS, so those are improvements imo.
For an Early Access game I'm really impressed, it's much better than I expected and I definitely recommend it if you either liked DRG or VS, it's a must-buy if you like both.