Key information
Piktiv’s engineers explain how they brought Deep Rock Galactic: Survivor from PC to mobile in a Unity interview. Their central challenge was handling systems whose cost grows with the large number of enemies, projectiles, damage indicators and environmental objects.
The port replaced per-object damage text with a particle-based number system. Shared flow fields reduced repeated enemy pathfinding work, while spatial indexing replaced some expensive proximity queries. Enemy animations were baked into textures, enabling lighter meshes and GPU instancing.
Memory and performance were tested on deliberately chosen lower-end devices as well as flagship hardware. Addressables helped load content asynchronously and control memory use, including an iPad with a smaller memory budget. The team built repeatable scenarios to measure heavy combat rather than relying on a quiet scene.
Targets differed by device class, including 30 fps and 60 fps goals, rather than one claim for every phone. The developers emphasize the combined benefit of changes across systems and data handling. The article directs readers to Steam, Xbox, the App Store and Google Play for the available versions.


