
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.
Most likely between $6.4M and $18.1M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
Reviews
Themes across 1269 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
So appreciated to see an actual attempt of taking coop in rogueelikes seriously
Way back when I first started playing DRG, it was during the Early Access days, on early versions of SteamPlay/Proton that had reams of issues with Unreal Engine. Solo delving the caves of Hoxxes with your senses simultaneously crippled and on high alert was a slow, meticulous, and *stressful* experience- one that felt less like a raucous co-op horde shooter and more like a horror game. With updates and experience, that sense of horror largely dissipated- which was a shame, because the *vibes* of being alone and afraid in the depths of a giant rock full of hatred were *phenomonal.* So it's a good thing Rogue Core came along and leaned into that spooky atmosphere! The familiar caves of Hoxxes feel much more dilapidated and sinister from the moment you set down on the very first layer, and the way they decay further the deeper you go is *fantastic.* The tech of Deep Rock has always carried a somewhat rickety, mass produced industrial aesthetic that suggests being held together with duct tape and a wish fresh out the factory, and seeing its inevitable *decay* without the Dwarves- to speak nothing of the damage done by the Corespawn as well- really adds to the atmosphere. Wandering through actual mineshafts held up with crumbling supports and lit by barely-functional lights, wondering whether you'll find upgrades or certain doom behind the next corner is *great*. Pushing through the lower layers, overgrown and rotten from the corruption, any semblance of that comforting familiarity largely gone? Fantastic. The way the air itself gets thicker and more oppressive as you go down, a smog that obscures what little vision you already had in the deep? Mechanically *and* thematically impactful. Then there's the Corespawn themselves- uncanny, twisted, seemingly chimeras of...whatever the core can access, ranging from the skittering, almost-hominid shape of the basic Creepers, to the Voidspawn that somewhat resemble the more advanced Glyphid support units and Mactera. None of them are *right*, and all of them can very quickly turn deadly if you get overwhelmed- which as one dwarf against dozens, upgraded Bosco or no? The tides can turn against you *real* quick. All of this is to say- I love the atmosphere...but that's only one half of the story. Gameplay-wise, it's a strange mix- in many ways, it feels like it could just be an alternate gamemode for baseline DRG, while in others, it very much veers off into more typical roguelite elements...in both cases, both for better and for worse. One of my favorite things in DRG is the simple experience of mastering a specific weapon, putting together combos that work well and play fun- especially with all-class weapon mods, being able to pick and choose to fine-tune my favorite playstyle is great fun. Rogue Core *just does this*, so far as I can tell- every weapon and tool can be used on every class, with specialization coming in the form of their unique class abilities. There's even bonuses for choosing to focus in and specialize with one specific weapon! Where I start to have problems with this is the fact that you have little control over what you'll actually be *running* once boots hit the ground; there's no option to pick even just a low-tier starting weapon or tool entirely of your choice, which just...doesn't feel great? I also find myself missing weapon customizations- cosmetic *and* otherwise. The random Workbench upgrades just don't feel as good as a proper perk tree, and it does bum me out not being able to bling up my favorite equipment to look good while blasting Corespawn. I'm going to need more time to come to an educated opinion on the personal upgrade side of things- I feel like there's a lack of flavor and possibilities right now, but a lot of that likely comes from both being early in the game *and* the game itself being in Early Access. One thing I *will* praise heavily is the way upgrades are handled in solo play - having to balance between upgrades that benefit *you* with upgrades that will benefit Cooper is both fun to ponder over *and* a really great way to include some of the questions of upgrade balance that co-op play faces. Overall, I'm enjoying Rogue Core so far- and with how far DRG has come even just since launch, I have full faith that the game's going to shape into something great with time. It's definitely pretty lean right now- but for something in such early access, that's to be expected.
在一个技能池子里选技能这种玩法凑不够四个十年脑血栓想不出来,而且这池子有毒一样 除了防御和加血的以外基本全是+重镐技能的,好不容易出个比较契合职业或者枪械的流派,结果队友拿走了,就这还是因为他拿了四张牌里唯一攻击的牌
Бліін друзіі, мені не повезло з апрегйдами що мені випали це такий дізбаланс, зробіть щоб везло завжди, а ще щоб боси ну там показувало куди атакує як буде атакувати а то нашо оці атаки запам'ятовувати, і патрони нескінченними зробіть, та взагалі шо мєлочітся, приберіть взагалі все щоб просто в лоббі бухати тільки можна було і все Якщо серйозно, то поки що ніяких проблем не бачу. Те що вам не падають хороші апгрейди? Так хіба це не суть ваших рагаліков? Чі вам повинні все саме круте давати, в тому ж самому Айзеку там теж не везе з крутими предметами і на пікапи, так що тут то не так? Те що ви декілька років дрочили на звичайну дрг і тут її зробили з іншими механіками то це відразу повинно бути лайном? Та і гра взагалі ще не релізнулась, для чого то її відразу лайном поливати
作为一个单人游戏挺对我味口的
кайф
I've been having great fun making builds from goofy to powerull to "horrendus". It's deffinetly harder than regular DRG, at least in the beginning. But it makes decisions all the more important while fighting or picking upgrades. I too was having a hard time when I started, but after playing a few missions that's when the game really clicked the 'why its harder' button, and started being easier. (just need a somewhat different approach than DRG).
没有讲的那么差,这样玩起来还行,感觉难绷的点就是,因为有局外成长的原因,所以开局打的话会觉得难度比较难,再加上很多深岩银河玩家其实并非肉鸽玩家,所以没搭配好伤害就差,还有些新机制也不怎么了解,真要玩的话,感觉还得是联机,虽然说共享卡池,选择也是一个接一个轮流选,但是并非就是说那张卡选了之后就永久消失了,它会刷新出新的让队友继续选。 对了,难度也是重中之重,说实话,我真觉得挺难的,哪怕作为一个玩过一代的深渊银河,以及肉鸽类型的玩家,我也觉得这个时间限制结束变疯狗以及局内成长,赶不上他这个难度,难度挺高的,辛辛苦苦打一把将近快一个小时,结果关底就输了,也能理解为什么《好评?》如潮了! 其次有一个难点就是说他这个时间限制加热有一点紧迫,时间给的太少了,这也是一个要喷的点,还有就是说目前联机方面的话,只能说一坨狗屎,开了加速器进别人房间都是300毫秒,断连还有延迟太大了,目前没有试过和搭子玩儿过,不知道开蒲公英,再开加速器会不会好一点? 最后只能说真没讲的那么差,真要说的话,他这个价位四五十我觉得比较合适,玩儿的话,在我看来其实算还不错了,新机制,新东西,改的还可以。
This game should have been free, it has no point, no end, no purpose, pure money grab.
这煞笔游戏怎么还能越做越倒退的,ui的劣质程度难以想象,想找个信息都难得要死,引导更是烂中烂全凭前作的基础才知道怎么操作,游戏机制也是傻逼,队友之间还是会抢强化就不说了,开了一局碰到个野人挂机连退出都没办法,只能被硬控在原地看着这傻逼等读条,一层完了之后还得继续看着煞笔挂机连退出都没办法,合着我进去的作用就是扮演npc给人家玩是吧?