
With a strong game concept and the desire to develop community at its core, the team tasked itself with doing something many developers struggle to achieve - find the fun.

“From day one, we went into this with a dream of doing proper open development to really communicate with our community,” said Art Director and Co-founder Robert Friis. Although there were many unknowns at the onset, the team had one clear objective in mind - incorporating player feedback while in Early Access.

Ironically, the game, which has now sold over 500,000 units in Early Access, embodies many of the same elements as the small startup’s scrappy development journey - from exploration and discovery to teamwork and steady progression, the quest to make something great isn’t unlike one of Deep Rock’s exciting expeditions.
