Deep Rock Galactic

DRG is P2P — your connection goes directly to whoever is hosting the session. PingAim routes your game traffic through the best interface available, reducing rubber-banding and mid-mission drops. Rock and Stone.

Horde Shooter Ghost Ship Games, 2020

Does PingAim Help in Deep Rock Galactic?

No anti-cheat — fully compatible with PingAim
  • Anti-cheatNone
  • ProtocolUDP
  • ConnectionPeer-to-peer
  • HostingNo dedicated servers — peer-to…
  • EngineUnreal Engine 4
  • NATModerate
  • LauncherSteam
  • SDRSteam Datagram Relay
  • Install size7 GB

Why ping matters in Deep Rock Galactic

Latency sensitivity Medium

Ping matters but is not the dominant factor.

Deep Rock Galactic is a co-op PvE shooter — there is no PvP, so ping doesn't create the direct competitive disadvantage it would in a shooter like Rust or Valorant. However, the P2P host-client model means that high ping to the session host still causes visible rubber-banding, delayed enemy positions, and desync during hectic combat (especially in horde scenarios with dozens of enemies). AoE-heavy classes like Driller are more forgiving at high latency than precision classes like Scout. The critical sensitivity point is that the host's connection quality affects the entire session — a host with 200ms jitter degrades every player's experience regardless of their own connection.

About Deep Rock Galacticbackground, studio, esports scene

Deep Rock Galactic is a cooperative first-person shooter developed by Danish studio Ghost Ship Games and published by Coffee Stain Publishing. Released into full launch on May 13, 2020 for Windows and Xbox One after an Early Access period beginning in February 2018, the game later expanded to PlayStation 4/5 in January 2022. Up to four players take on the roles of space dwarves — Scout, Driller, Gunner, or Engineer — sent on mining and extermination missions inside fully destructible procedurally generated cave systems. The gameplay loop revolves around completing objectives in close cooperation, managing limited supplies, and escaping via an extraction pod under constant pressure from waves of alien insects. The game's tone is deliberately lighthearted, and it has earned a reputation as one of the most community-friendly online co-op experiences on PC.

Deep Rock Galactic is built on Unreal Engine 4 and uses a host-client peer-to-peer network model brokered by Steam. There are no dedicated game servers operated by Ghost Ship Games — one player in each session acts as host and the others connect to that host via Steam's networking backend. Steam Datagram Relay (SDR) is used as a fallback when the host is behind CGNAT or has misconfigured port forwarding, routing traffic through Valve's relay infrastructure in that case. This P2P architecture means connection quality varies by session: if the host has a poor connection, all players in the session are affected. The game has no traditional anti-cheat system; Ghost Ship officially supports modding through a tiered mod approval system on mod.io, with mods categorized as Verified, Approved, or Sandbox based on their impact on progression.

Despite modest concurrent player numbers compared to its 2024 peak, Deep Rock Galactic maintains a dedicated and stable playerbase. The community is consistently praised for its cooperative culture. The game uses a matchmaking lobby browser accessible from the Space Rig, filterable by mission type and hazard level. A distance-based filter allows players to prioritize hosts geographically closer to them, which in a P2P model translates directly to lower ping. No crossplay exists between PC and console platforms as of 2026.

Developer
Ghost Ship Games
Publisher
Coffee Stain Publishing
Released
2020
Platforms
Windows, Xbox, PlayStation
Engine
Unreal Engine 4

PingAim detects Deep Rock Galactic automatically

No manual config. PingAim identifies Deep Rock Galactic by process name and routes it through your fastest connection using a kernel-level WFP driver.

When does PingAim help — and when doesn't it?

PingAim helps when...

  • Phone 5G tethering available — route DRG through mobile and free home connection for other traffic
  • Both WiFi and Ethernet active — PingAim uses whichever interface reaches the session host with lower jitter
  • Home network congested by streaming or downloads during co-op sessions causing lag spikes
  • Frequently connecting to distant hosts (e.g., EU player connecting to US-hosted sessions) — second connection finds a shorter path
  • ISP congestion during evening hours causes mid-mission disconnects or rubber-banding
  • Multiple network interfaces available — PingAim selects the fastest path to each session

Won't help when...

  • The host has a poor connection — host-side issues affect all players regardless of your own routing
  • Only one active network connection with no phone to tether — no second path available
  • Already playing with friends who are geographically close and on good connections
  • P2P limitation: if Steam SDR routes traffic through a distant Valve relay, only the host can improve that path
  • FPS drops or game stuttering — client-side performance issues, not network

Recent Updates

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Community & Official Resources

Where players talk and where the publisher posts updates.

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