
DEEP ROCK GALACTIC: ROGUE CORE is a 1-4 player co-op shooter with sci-fi dwarves, procedurally-generated caves and random roguelike upgrades. Explore maze-like mines and blast through hordes of alien abominations — no two runs are the same. Move quickly, work together and shoot first to survive.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 12.86/day in the week to Sep 8 → 11/day in the week after.
About
Our deep-level mining operations have gone dark. Deep Rock Galactic needs them back online at any cost. We’re sending in a crack squad of Reclaimers to breach and secure the mines, and kill whatever’s down there.
Your survival is not necessary for the success of this mission.
Step into the boots of the Reclaimers, Deep Rock Galactic’s elite corporate security force. In fast-paced 1-4 player co-op gameplay, you’ll fight through alien-infested mines as five playable classes:
GUARDIAN: The walking shield. An expert in area denial and close protection. Damages enemies with concussive blasts, and restores the team’s armor.
FALCONER: The aerial attacker. Deploys an airborne assault drone to electrify enemies. In an emergency, can even revive teammates from afar.
RETCON: The hologram berserker. Can warp back to a previous point in spacetime, restoring health and ammo to recover from dangerous situations. Lethal in all time zones.
SPOTTER: The marksman. Highlights and weakens targets with toxin darts, spots enemies through walls, and can deploy ammo crates for use in extended firefights.
SLICER: The melee expert. Carries an energy blade capable of dismembering all but the toughest opponents. Mobile, agile, aggressive.
No two runs are the same. The roguelike format means you’ll scavenge your weapons and equipment from within the mines, and collect resources to upgrade your gear and abilities. Choose from a deep pool of upgrades for your weapons and abilities, discovering lethal synergies and snowballing in power as you fight your way down to the Rift Gate.
Linger too long, and the Reaperworms will hear you. Explore each level of the mine for upgrades, equipment and resources — but remember that each stop costs precious time. Stick with your team, move quickly, and push forward at all costs.
Nobody said this would be easy. But death is only a setback. Dive, dig, die, and dive again.
Procedurally-generated caves mean every single mission gives a unique challenge of traversal and exploration. Featuring 100% destructible terrain, you can dig, carve and explode the caves around you to level the playing field. Fight your way deeper through natural caverns and enormous industrial structures.
These mines are infested with Corespawn: the most aggressive, resilient and intelligent alien life we’ve ever encountered on Hoxxes IV. 20+ different enemy types and 3 different bosses are lying in wait. Use whatever means necessary to eliminate them.
Between missions, you’ll find yourself aboard the RV-09 Ramrod. Here, you and your squad can access rich metaprogression and extensive character customization to bring into your next deployment. Lift weights, braid your beard, hit the dance floor, and have a beer with your team.
Think you’ve got what it takes to brave the depths? Wishlist Rogue Core and contact a local Reclaimers recruiting station today.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Engagement
Reviews
Themes across 1269 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I feel like a bloody Leaf Lover playing this game. I sometimes have a good run but most of the times I get stomped on. I wanted to support Ghost Ship because of DRG but this is a few steps back and I think I'm starting to regert it.
cool game
7/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $10.7M | 10.7K | 79% | $29.99 | |
| $10.6M | 10K | 88% | $59.99 | |
| $10.7M | 16.6K | 96% | $39.99 | |
| $10.6M | 13.4K | 80% | $29.99 | |
| $10.7M | 2.8K | 41% | $69.99 | |
| $10.6M | 28.7K | 95% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $134.3M | 380.2K | 97% | $29.99 | |
| $6.9M | 29K | 73% | $9.99 |
Reviews, worldwide (the counter carries no country): 10.43/day in the week to Jul 26 → 24.86/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Hungarian, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese +2 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
На выбор даётся 4 баффа. 3 из которых - кал. Ебанат из конца списка ставит сердце на единственный адекватный из-за чего вся команда по моральному зову вынуждена жрать говно. Конченная система карточек и конченная система лайков
great challenging game few bugs besides the random freezing while choosing an upgrade worth playing
good soup
垃圾
Это единственная игра, где члены на ножках гоняются за твоей ЖОПОЙ что бы сказать ♥♥♥♥♥ КОПАТ У ТЕБЯ ЖОПА ♥♥♥♥♥♥♥♥ ДАЙ ЕЩЁ ПРИСУНУ СУЧКА ТЫ НАША. 10/10
the new Experimental patch has convinced me that the devs are ready and willing to make broad sweeping changes to the game in order to make it the best it can be. prime example being: in the last update, they added a new modifier, that makes it so Expenite (the mineral you mine to get XP for level ups) no longer spawns in veins in walls, but instead is dropped from enemies. being a modifier, this only had a chance to happen per level, but players (and the devs!) loved it so much that theyre putting it in as a vanilla feature. this not only changes your priorities during gameplay, but also affects the Timer mechanic, seeing as you will now get expenite from simply defending yourself rather than needing to set aside safe moments for you to go and grab expenite from the walls. (to clarify, expenite veins still spawn, just rarer.) of course, i know that the mining is still part of the game's identity and i agree it should still be a part of the game loop, but expenite is so valuable for both survivability and fun-factor that it's a pretty bad idea to ever ignore a single vein. they're bound to add more minerals later on but im digressing, the main idea is i love that they are open to gameplaywide changes like this. ive been saying since the game came out, it was EARLY PROOF OF CONCEPT. complaints about lack of content, shallow gameplay loops, etc, were due to the game not even being close to finished. this started as basically a tech test... and of course, they really can't balance or tech test without actually giving it to everyone first. Early Access has become so misused that people dont even look at or think about the phrase anymore. THIS is the definition of an Early Access game. and i believe the devs have shown they are nowhere near finished. this is the BONES of a game, and i mean that in a good way - leave if you're looking for a full fledged ultra deep game to sink months into, stay if you're an enthusiast excited to watch and help the game develop.
Заебок игруляяя
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