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Deep Rock Galactic: Survivor Maps & Locations Guide: Every Area Covered

Complete Deep Rock Galactic: Survivor maps and locations guide. Every area with difficulty, rewards, progression order, and what to do in each zone.

Researched and editorially reviewed. Updated .
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This is not the co-op shooter. Funday Games built Deep Rock Galactic: Survivor as a top down single player auto shooter under Ghost Ship Publishing, entering Early Access on 14 February 2024 and reaching 1.0 on 17 September 2025. You still play a dwarf on Hoxxes, still mine Nitra and Gold and still get pulled out by a Drop Pod, but nobody aims: your weapons fire on their own while you drive the dwarf around the cave and dig through terrain. A dive is five stages, each with a Supply Drop and an Elite, and stage five ends with a Dreadnought. The Heavy Duty Expansion of 30 April 2026 added the Demolisher, a fifth class riding a weaponised bulldozer.

Deep Rock Galactic: Survivor features distinct areas with increasing difficulty. This guide covers every major location in progression order: what to do, what to get, and when to move on. For the step-by-step path, see our walkthrough.

Area Progression Order

OrderLocationDifficultyKey RewardsRecommended Build
1Crystalline CavernsHazard 1 to 5, default enemy difficultyBiome Points, baseline Class Mod unlocks, safe hazard level practiceGunner
2Magma CoreHazard 1 to 5, enemies at 5 percent extra health and damageBiome Points, Nitra focused goals, environmental damage practiceGunner
3Hollow BoughHazard 1 to 5, enemies at 10 percent extra health and damageBiome Points, vine mining goals, the best test of whether your escape routes are plannedScout
4Salt PitsHazard 1 to 5, enemies at 15 percent extra health and damageBiome Points, fast mining terrain, stalactite triggered crowd damageScout
5Azure WealdHazard 1 to 5, periodic spawn wavesBiome Points, healing crystals, jump pad terrain destructionScout

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Crystalline Caverns: Starting Area

The Jewel of Hoxxes and the standard biome, purple terrain studded with crystal formations and no enemy stat penalty at all. It carries five hazard levels with goals covering weapon upgrades and resource collection, which makes it the place to learn a new class before taking it anywhere harder.

AttributeDetail
DifficultyHazard 1 to 5, default enemy difficulty
Key RewardsBiome Points, baseline Class Mod unlocks, safe hazard level practice
Recommended BuildGunner
Key Equipment"Lead Storm" Powered Minigun

What to Do Here


Magma Core: Early Game

Dark rock and lava, with angry glyphids, lava vents and exploding plants as hazards. Enemies here carry 5 percent extra health and damage, and the hazard goals push you to trigger the explosive plants deliberately and to collect Nitra rather than avoiding the terrain.

AttributeDetail
DifficultyHazard 1 to 5, enemies at 5 percent extra health and damage
Key RewardsBiome Points, Nitra focused goals, environmental damage practice
Recommended BuildGunner
Key Equipment"Lead Storm" Powered Minigun

What to Do Here


Hollow Bough: Mid Game

A maze of regrowing vines and thorns where the terrain fights back. Brown vines regrow after you mine them and red vines damage you on contact, so routes you dug a minute ago close behind you. Enemies carry 10 percent extra health and damage.

AttributeDetail
DifficultyHazard 1 to 5, enemies at 10 percent extra health and damage
Key RewardsBiome Points, vine mining goals, the best test of whether your escape routes are planned
Recommended BuildScout
Key Equipment"Lead Storm" Powered Minigun

What to Do Here


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Salt Pits: Late Game

White rock that mines easily except along the dark grey strips, plus unstable stalactites and Q'ronar enemies. Mining the crystal clusters triggers falling stalactites, which is a hazard you control the timing of. Enemies carry 15 percent extra health and damage.

AttributeDetail
DifficultyHazard 1 to 5, enemies at 15 percent extra health and damage
Key RewardsBiome Points, fast mining terrain, stalactite triggered crowd damage
Recommended BuildScout
Key EquipmentDeepcore GK2

What to Do Here

  • Full build optimization is expected by this point.
  • Deepcore GK2 should be your primary, fully upgraded.
  • Meta Upgrades, Milestones and Gear mastery starts mattering here.
  • Farm resources for the push into Azure Weald.

Azure Weald: Endgame

A bioluminescent wet biome with trees, jump pads that destroy terrain and healing crystals in place of the usual Red Sugar. Enemies arrive in periodic spawn patterns rather than as a steady trickle, which changes the rhythm of a dive more than any stat modifier would.

AttributeDetail
DifficultyHazard 1 to 5, periodic spawn waves
Key RewardsBiome Points, healing crystals, jump pad terrain destruction
Recommended BuildScout
Key EquipmentDeepcore GK2

What to Do Here

  • This is endgame. Best-in-slot gear and a perfected build are mandatory.
  • See our boss guide for endgame fight strategies.
  • The reward loop: clear content → upgrade → push harder content.
  • Experiment with Demolisher for variety once you've mastered the meta.

Exploration Tips

  1. Clear areas in order: Crystalline Caverns → Magma Core → Hollow Bough → Salt Pits → Azure Weald. Skipping areas means missing resources you'll need later.
  2. Check every corner: Hidden caches and secrets are often in non-obvious locations.
  3. Match your equipment: Some areas favor different equipment types.
  4. Read the walkthrough: Our walkthrough provides exact progression milestones for each area.
  5. Don't rush: Clearing an area fully gives more resources than speedrunning two areas.

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