>>127159794Deep Rock's pretty good.
You can max out the non-rng part of the progression easily. (First 25 ranks in a class open up options. After that, levels are just for prestige, and the remaining progression comes from weapon overclocks, which modify the guns in various ways.)
Missions are largely resource gathering with wave survival sections. The bugs can be pretty sneaky, and failing to keep my head on a swivel is why I tend to stick around Haz3 (of 5) as they can down you pretty quickly at 4 and 5.
Haz1 & 2 are easy mode.
I'd break them down as:
Cave runs: Basic mining missions, drilldozer escort. You spawn at one end and work your way across.
Big caves: Point Extraction and On-Site Refining. You're generally in one really large cave, with items you either need to connect or return to a central point.
Tight-cluster: Extermination, Egg Collection, and Sabotage. You spawn at one point in a series of caves that usually form basically a triangle, with your objectives scattered in them.
The terrain is somewhat random, though you play long enough you start to notice repeating caves, and some of the biomes are worse than others.
The classes are reasonably balanced. Soloing, I find I generally hit points where I'd want one or more of the other classes around for traversal.
Engineer and Scout mesh the best, as engineer can create platforms and scout has a grappling-hook for his traversal. Letting the combo easily collect minerals on walls and cealings.
Driller has a choice of crowd-control weapons, and of course his drills which can be powerful melee weapons, but also allow him to reshape the terrain extremely easily.
Gunner is kinda the odd man out, but his firepower can be missed, and zip-lines can make for easy traversal of large spaces. Especially large gaps where the driller would have to go around, or the engy build a bridge with a lot of ammo.
Steam says I've sunk 191 hours into it. Will say, even rushing, most missions are 20 minutes at least.