Deep Rock Galactic Wiki

This is a collection of myths and misconceptions commonly passed along from player to player in lobbies. Some of these are based on real bugs that have been long since fixed, but the tale outlived its origin. Others stem from players misunderstanding game mechanics in DRG or assuming their similarity to mechanics from other video games. Others still are simply examples of confirmation bias and various fallacies around the nature of random chance and probability.

"Core Infusers are less likely to give you an overclock for your currently equipped weapon"[]


The game is programmed to favor non-equipped weapons when choosing an overclock from a Core Infuser. This is intended to encourage players to be more diverse in their choice of equipment. Therefore, when seeking an overclock for a specific weapon, it is recommended to take a different weapon into missions when you have blank Matrix Cores available for Machine Events.

"Enemy spawns in Point Extraction increase as more Aquarqs are deposited"[]

Mission progress has no effect on enemy spawns in Point Extractions. The big (announced) waves come at regular intervals; the smaller (unannounced and more frequent) enemy spawns increase in size - but not in frequency - as time goes on. Since growing mini-waves take longer and longer to clear, the miners will have less and less breathing room between big swarms, eventually reaching a point of constant onslaught. It makes no difference whether dwarves deposit Aquarqs as they find them or pile them up near the Mine Head to deposit them all at once.

"Spending Nitra on resupply pods reduces the XP reward at the end of the mission"[]

The "Minerals Mined by Team" part of the experience reward counts the total of all minerals that entered the dwarves' shared pocket. Calling down a resupply pods will remove 80 nitra from the team's shared resources, thus reducing the mission's mineral bonus by 80.

"Carving out a mineral vein with explosions reduces its mineral yield"[]

This myth is directly related to the technique of EPC-mining, but is often extrapolated to Satchel Charges and the Engineer's grenade launcher. There used to be a bug like this introduced with one of the updates, but it was swiftly patched out in a hotfix update. No matter the mining method, a mineral vein will always drop the same amount. It also used to have a nerf on Oil Shale yield with explosive but it was reverted.

It should be noted that explosion-mining will not generate bonus gold or Morkite granted by Pots o' Gold or Dark Morkite, respectively. Only minerals mined by the pickaxe will drop in increased amounts.

"Error cubes contain a puzzle, and can be interacted with"[]

The rare, enigmatic Error Cubes found on missions have a secret; Instead of simply depositing them, look at them (so the prompt to pick them up appears) and then press the following keys in order: H, Z, Y, L, V, V, Left Click, 4, Backspace, R, Tab, and then E. Upon picking up the Error Cube with the final “E” press, the Error Cube will start glowing bright purple, with an angelic choir sound effect. Depositing the Cube in this state will display the prompt “Secret door unlocked”. You will only get this prompt the first time you perform this action, presumably because the door is unlocked already on subsequent attempts. Unfortunately, where this secret door is located has yet to be found by the community. A popular theory states that this is the door to the infamous Space Rig’s canteen, where Karl can be found.

"Machine Events are more likely to spawn in length-3 missions"[]

This has been false for the first two years of Machine Events existing in the game - they had a flat 25% to be generated regardless of anything. However, with the Season 1 release all randomly-generated bonus events, including Machine Events, Lost Packs and Cargo Crates were modified to appear more frequently depending on mission length. For Machine Events, the odds are 15%/20%/35% for length 1/2/3 respectively.

"Random Dreadnought and bulk spawns become more common as the timer progresses"[]

This is false, it is an illusion that can be explained with statistics. The longer you spend in a mission, the more likely it is for a random event to trigger, as there are more chances for it to happen. But, the actual chance of it happening does not increase after an hour.

"Reloading Power Drills and Lead Storm makes them cool down faster"[]

The "reload" animations for the Driller's traversal tool and Gunner's minigun are just that - animations. They do not affect how quickly the equipment cools down.

"Karl is playable dwarf that is upon reaching player level 1000"[]

No one has reached player level 1000 legitimately according to GSG. It's been rumored that Karl becomes the 5th playable drawf upon reaching player level 1000 but it has yet to be confirmed. GSG have promised a extra special reward for the four digit feat but have kept tight lipped about it and used industry leading obfuscation techniques within Unreal Engine to prevent it from being data mined by the community at large. It's calculated that reaching player level 1000 would take 10000 hours and so mastering DRG is essential to being able to play Karl it seems!

"Pots o' Gold requires empty space in the pockets, or else it won't trigger"[]

Pots o' Gold does not make gold veins generate more chunks - instead, it increases how much each chunk is worth. A chunk's value is assigned the moment it's mined out; whether it goes into a pocket immediately or a minute later doesn't matter. When a miner's pockets are full, they are free to let gold chunks drop to the ground and pick them up later. The actual limitation of Pots o' Gold, however, is that it only triggers when mining with the pickaxe. Explosion mining does not produce more gold under this beer's effect, and neither does carving around the gold vein to let it instantly collapse to the ground in chunks.

"Deep Dives are hand-picked by the developers every week"[]

Once they set up the algorithm that generates Deep Dives, they let it do its job. There can be rare exceptions, like a Deep Dive refresh coinciding with the release of a new mission type - then GSG can pick one that features the new content. Otherwise, the team that streams themselves playing the Deep Dives just after rollover sees them for the first time, just like the players.

"This game is a sausage fest, where are the females? Are there no females?"[]


Doretta and Molly are robotic females who are built both for their roles to complete mission objectives but have been said to fulfill the dwarves "other needs" as well when back in the space rig. This is covered in the miners manual on early access versions of the game but has been subsequently removed so it's unclear if this is still canon. Artisitic renditions have been created by fans to best express what this would look like in game.

"The game manually spawns Oppressors or Bulk Detonators if dwarves build a bunker"[]

There doesn't seem to be any code in the game capable of recognizing and reacting to player tactics. Although Bulk Detonators are indeed drawn from a special spawn pool, it doesn't depend on the presence of bunkers. Oppressors have a percentage-based chance to replace normal Praetorians in a wave and do not reuse the special spawn pool rules. Neither of those enemies are more or less likely to appear in response to how the players approach combat.[1]

"Resources held by the players in the escape pod don't count towards rewards"[]

All resources held in the player's inventory when entering the drop will count towards minerals, minerals mined, gold mined etc.

The only two exceptions to this are that

  1. Secondary objectives do not get completed when resources are not deposited.
  2. Large minerals (such as Jadiz or Enor) do not count if not deposited.

"Double XP gives double the Performance Points"[]

While the Double XP anomaly does contribute to the total mission Experience Points Experience, it does not translate into the double Performance Points Performance Points because of the reward algorithm using diminishing returns.

Approximated example, in that case Double XP only increased the reward by 480 Performance Points:

  • 10 000 Experience Points 1240 Performance Points
  • 20 000 Experience Points 1720 Performance Points