
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
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1229 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Shameless cash-grab insult to the original DRG. Spent more than two years in the oven only to come out still raw and undermixed with some sprinkles on top.
深岩银河是我第一款付费steam游戏,也是我的pve启蒙,但是这个新作太失望了,单人这个难度我以为在打gtfo,枪手和工程的大枪要单独解锁是何意味,死骷髅兵攻击这么欧美纯恶心人来的,鬼船你快倒闭吧
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 10.43/day in the week to Jul 26 → 24.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
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
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is really good, and it's sad to see how most people can't see that after it's rocky start. Ghostship games has fixed most of the main Issues I've seen people having at launch, they just don't seem to give it a second chance. Yes it requires you to work with others to get upgrades, but it isn't too much of a hassle any more. From my experience almost all of my lobbies have had people being cooperative with the upgrade system. While there have been standout lobbies, they are few and far between. Even if you hate playing with people, there is a singleplayer mode which still allows progression and is balanced for solo runs. People should honestly come back and give this game a second chance!
Not fun in long run.
Yeah I don't recommend this game at it's current state. The gist of it being already laid out by other reviewers. [list] [*]The meta-progression is super boring and doesn't feel good to grind for. The bio booster decks is not a fun mechanic to play around since the build choice and only being given two options in a run gets repetitive quick. The enhancements feels awful to spend on, especially since every character have the same ones but you need to grind for each of them separately. [*]The weapon upgrades are lackluster and you get so few of them and the you never feel like you scale unless you get exceptionally lucky. [*]Some character upgrades in runs are fun, but many of them are so underbaked or niche it would never be good to pick them. [*]Extra objectives only being cameras and terminals is dumb and it doesn't give you anything except credit boosts. [*]Both weapon and character cosmetics being either non-existent or dull. [*]Rarely get a feeling of clutching a victory, dopamine from a busted run and more often feeling powerless because you got shafted by lame upgrades. The foundation is there (largely because it's has the original DRG as it's base, but I digress) but multiple core systems needs to be overhauled, redesigned or improved for it to have any legs worth standing in the long term. Even reading to Update 2, I didn't feel any excitement going back in (with the exception being that they finally removed the movement speed penalty from heavy attack kills, why it even had one to begin with for that long is insanity to me)
Can't and won't recommend this to anyone who's familiar with DRG. Now it's a steaming pile of garbage with alot of issues starting from core game design and finishing with small moments such as you can't see Bosco while holding out pointer as he is carrying workbench toolbox. Hopefully GSG will learn something from this launch small edit: Would've refunded if had read all the reviews sooner and watched videos on youtube
More damage taken + Less lives + Bad weponds does not Equal More Fun In the state gameplay is right now I cant Reccomend From a 200h DRG player
I really want this game to succeed so badly because the potential here is massive. The core gameplay loop feels great, and separating the classes from the weapon pool is a brilliant design choice. It makes adding new weapons and characters in the future much easier without ruining the balance, which could give Rogue Core amazing longevity. However, in its current Early Access state, the multiplayer systems severely hold the experience back and actively discourage playing with friends. The biggest issue right now is the strict class limit in multiplayer combined with the weapon RNG and the competition for upgrades. Recently, my friend and I started playing together. We both wanted to main and promote the Falconer first. Because of the class limit, one of us always had to pick a backup class we didn’t want to invest merits into to unlock upgrade slots right now. This resulted in one player making progress while the other felt like they were wasting their time playing a weak character "just so the team works." Later, when we switched, the exact same issue happened in reverse. On top of that, if your teammates grab all the automatic weapons from the pool, and you have bad luck, the RNG forces you into short-range shotguns or weapons that don’t fit your squishy class or preferred playstyle at all. Instead of creating fun co-op synergy, the game creates frustration and friction. The ultimate consequence? My friend and I stopped playing together and both went to play the Falconer in solo mode. When a co-op spin-off forces friends into solo play just to enjoy their favorite class and weapon build, the multiplayer design has failed. Ghost Ship Games, please lift the strict class limit, just like in the original DRG. If people want to play with multiple Guardians, Falconers or whatever, pretty please please let them. D: And if the concern is that players will then compete even more for the same upgrades because multiple people play the same class, well, this also happens with upgrades that are great across all classes, and of course those exist. A great solution for that would be a customizable Upgrade Deck. Before a run, players could build a personal deck tailored to their class and preferences (like bringing favorite general upgrades, e.g., magic missiles). In a match, instead of only showing shared rare/epic upgrades that everyone fights over, the game could also roll 2 individual, common options straight from the player's personal deck individually. This way, even if your teammates grab the legendary loot everyone wants, you still get a guaranteed useful upgrade for your specific build, and nobody leaves empty-handed. I will gladly flip this to a positive review the moment the multiplayer friction is resolved and player freedom is granted, but for now I can only treat this as a solo game and for a solo game with the same missions every time you play (deep dive from the original game but without the variety in tasks - instead you head to an elevater in each stage before a time limit runs out and fight a boss at the end) it's kinda meh.
This is one of those cases where I wish Steam had a "Neutral" review option. I can't really form a strong opinion on the game yet, but as it stands, I think there's currently more bad than good. **Let's start with the good:** * It's nice to be able to use any weapon on any class. * The enemy designs are visually good. **The bad:** * Somehow, they managed to mess up the movement. It feels a lot more clumsy and sluggish compared to the original DRG, and I really don't like it. There are noticeable pauses and slowdowns when performing certain actions, which makes the movement feel less responsive overall. * Corespawn are a terrible enemy type. They were annoying in the base game, and they're even more annoying here. They're fast, small, and much harder to keep track of compared to the good old Glyphids. I really wish they had kept the Glyphids as the main enemies. I'm still waiting for fully grown Dreadnoughts. * The fact that you can only have one character from each class also sucks. I understand that this was probably done for lore and gameplay reasons, so that every team has more variety, but I personally find it frustrating that multiple people can't play the same character. * The abilities don't feel very good, and most of them don't feel particularly necessary. The only abilities I find myself using regularly are Slicer's dash and sword, and Spotter's darts and scanner. * I don't really like the bosses either. In the end, their gimmick feels pretty much the same: destroy the shield, throw the stone into the Rift Gate, and repeat it three times. The game definitely has potential, but I think they need to address these core issues before I can recommend it.
I cannot in good conscience recommend this to anyone, and I gave it an honest effort, ascended each of the characters and completed all the missions for max clearance level. The game just isn't as good as other GSG titles or other roguelike/roguelites. The balancing is atrocious and when I beat hard encounters I wasn't satisfied, I was frustrated that I was even put through that unfair fight. I must admit I did enjoy the jumble mode, but you have to get to clearance level 8 just to unlock it. A game's enjoyment shouldn't be so conditional, where one specific game mode is good.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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