
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
[b]This is my opinion as of 08/05/2026 after 20-ish playing hours, game version is 1.2[/b] I'm going to compare it a lot to OG DRG because that's why I bought the game. [h2]TL;DR[/h2] [list] [*]I like the game[/*] [*]I would recommend it to people who enjoy at least a bit of fast-paced extraction FPS and dwarves[/*] [*]I would not recommend it to casual DRG players who usually play to have a bit of fun and relax in haz2 - haz3[/*] [*]I believe the game currently needs two things: more fun / sillyness and shorter missions[/*] [/list] [h2]What I like[/h2] [list] [*]I feel much more implicated in the missions than I did in OG DRG (deep dives were a step in this direction but felt artificial and goal - less aka just do the same missions as usual but 3 in a row). Reclaiming feels satisfying, gives me a tiny sense of achievement[/*] [*]I'm enjoying the roguelite elements a lot - I really want to mine every last bit of expenite, while I didn't care about nitra as long as I had enough for the next resupply. There is enough upgrades variety for me to almsot always have something nice to pick.[/*] [*]I'm happy with the classes system, I'll need to play more to form an opinion about them and their balance[/*] [*]Upgrades are unbalanced, giving a nice RNG element but still rarely making a run fail just because of tough luck (at least upt to D04 - complexity 2 - cautious or standard, I haven't played harder modes) while sometimes making a run really easy[/*] [*]I like the negociation system, it's been working fine in most games I played with strangers (I'm quite chill about not getting the one I wanted, it probably helps and usually people are respectful and helpful)[/*] [*]The risk vector really works for me too, I get the impression that I have to choose a way to die faster which is fun[/*] [*]Most expenite events are ok[/*] [*]Ennemy weakpoints actually matter (my aim has not gotten better but now I have a reason to try and get better)[/*] [*]I'm very happy we got classes, I haven'd played enough to have a meaningful opinion on them yet[/*] [/list] [*]There are no horror / creepy elements (blood writing on the walls from fallen miners, corpses etc.), I couldn't play the game if there were[/*] [*]The timer puts a welcome pressure on the mission - and it makes sense lore-wise, knowing when waves are coming also allows for strategy / decision making which gives the illusion of control and I like it[/*] [*]The new difficulty setting (via pacing) made it much more enjoyable - I'm not good at aiming or situational awareness so having more time before the worms come is a really great comfort[/*] [*]The beer license system is more fun than the resource collection in DRG, and I do not miss buff beers[/*] [*]The ascension feels much more epic than promotions ever did, we can do them together and we don't have to spawn back in our bunk. It also feels like something useless and nice to do together after a run, which was a good part of DRG's appeal for me[/*] [*]Toilet joining and related Omega lines are fun :)[/*] [*]Auto sprint? yes please, finally![/*] [*]There are (sad) cameos of Molly and Dotty in most missions[/*] [/list] [h2]What I hope will change and make the game better[/h2] [list] [*][b]Accessibility[/b]: please change the way data terminal work - they are an easy one for me but hell for dyslexic people[/*] [*]I like the current missions, but I miss being able to pop a quick game in 20-25 minutes between coming back from work and going to get the kids. I don't really want the same missions shortened, I'd rather see new objectives that make sense in a smaller timespan: going back to a reclaimed site to get some equipment that the strike team forgot, portecting a repair crew from a few corespawn waves while they get new defenses online, doing reckon to get to the next grayed out site, going to give a hand to a Rig17 crew stuck on a DRG regular mission...[/*] [*]The expenite events often feel random and they usually just add pressure. I'd like to see new ones that are connected from level to level (you need to unlock all the storage vaults on the first levels to get a ton of upgrades on the last one, you need to repair rock crackers propulsors so they can get one level down where the expenite rock actually is...) and/or have a fun vibe (repair something that's been broken by careless dwarves instead of corespawn, interact with hazardous stuff that has random silly effects like voice change, dwarve lighting up like a christmas tree, weapon projectiles looking like something stupid - yes, I want a poop gun from time to time)[/*] [*]The ship currently feels very empty and far too large, I guess it's not a priority but I'll be happier when we get signs to know how to navigate the rooms / hallways, when there are stupid things we can do with its environment, "accidentally" fire missiles that fly far too close to Rig17 and have mission control go on a rant on the radio...[/*] [*]I do not find Omega fun at all - mission control had fun lines, omega is too serious by far - be it as a bartender or as a handler. It could have uncanny lines, weird gimmicks, have a gladOS vibe where we don't know how much it wants us to come back alive, be unavailable from time to time with mission control filling in and having no idea what they got themselves into...[/*] [*]While the beer license system is original, I'd much rather we can buy the drinks without pumping iron first: on of the best parts (according to me) of DRG was chilling on the dancefloor, drinking stupid beers and eventually diving into a ring of fire - having to burn the calories first makes it impossible to do spontaneously[/*] [*]We could have a dance move unlock mechanism that works the same way as beer license : new moves can be unlocked by succedding in dancing challenges[/*] [/list] Rock and Stone !
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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 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,420 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
meta progression in deeprock galactic was way better ...
сырая какашка даже близко не имеющая права ность имя великого дипрока
Jeu complètement déséquilibré au niveau de la difficulté et les devs en rajoutent une couche au moment où j'écris ces lignes. Le moindre monstre vous détruit en quelques coups et vous n'avez que quelques minutes pour faire le maximum de tâches avant que des ennemis invincibles n'arrivent pour vous tuer. C'est peut-être fun pour certains mais mourir en boucle ne m'amuse pas longtemps. Deep Rock Galactic était sympa pour tuer le temps mais Rogue Core ne s'adresse qu'aux joueurs du jeu original qui ont quelque chose à prouver.
[h1] Оригинал лучше :( [/h1] Провел 750 часов в обычном ДРГ, Rouge Core успел мне надоесть чуть меньше чем за 3. На первых этапах геймплей сводится к "найди закопанный в земле ящик и получи плюс +10% урона на свою винтовку" а потом "дойди до лифта и отбивайся от жуков пока он не приедет" снова и снова и опять и опять. ИНОГДА в конце надо убить босса. Скорее всего в игре ещё полно контента, но я не смог себя пересилить и играть достаточно долго чтобы его разблокировать. Короче мне не зашло, надеюсь игра находится ещё в сыром виде и ghost ship games™ готовят изменения к лучшему. Пока лучше купите вафель на эти деньги что-ли :Р Rock and stone!
Unless you're playing as Slicer, the game has precisely one build called AOE spam + stun spam. The enemies are way too fast & twitchy to hit as hard as they do when you have armour made of paper. Why does a basic fodder corespawn enemy take 3/4 of my armor per hit? With how they move, it's impossible to not take random chip damage from them constantly unless you're spamming stun like I mentioned. This game has one of the worst ways of implementing difficulty I've ever seen. They literally nerfed the hell out of the movement and cripple you for trying to move well. Half the time when you jump, the game sucks you back into the floor and pulls you back 10m which is really jarring. Sometimes you jump from a high ledge and pull off a ledge cancel to avoid fall damage, but then the game randomly teleports you onto the floor and you take the full fall damage? Mantling also sucks in general. Sometimes you mantle a ledge and make it to the upper terrain, only for the game to teleport you back below the ledge! Enemies are constantly teleporting around, even when stunned they're randomly move a few meters back or to the side. What the hell is the point of this? Adding randomness to the fundamental movement of the characters and enemies is not difficult, it's just frustrating! It's even worse when you have high movement speed like the combat cocktail which just turns the game into a mess where you're teleporting all over the place.
Придумано круто, жалко, что говнище
Разумеется будут сравнения с ДипКок Галактик [list] [*] робовойс вместо живого нарратора [*]дизайн и внешность персонажей будто нейрослопом обмазали [*]КОЛОДЫ, КОЛОДЫ ♥♥♥ перков [*]векторная подсветка ландшафта - даже если это перк ловчей, мне не понравилось от слова совсем [*]база, вне хаба команды - огромная пустая недоделаная лока [*]в самой кают-компании также довольно бедное пространство в котором натыканы посреди ничего верстаки. [*]хотя сама боевка кажется неплохая, не покидает ощущение что частично игру делали нейрослопом [*]
无聊,鬼船这款游戏做的无聊,让你关闭之后再也没有打开它的动力。
спустя 300часов оригинала и 22 в эту подделку скажу вот что. 1. я поиграл с DOOMER на релизе я рад 2. новые пушки прикольные и очень бы хотелось увидеть бы их в оригинале 3.я играл на релизе и был участником войн за карточки (спс они то исправили но все равно это такое се) 4.смысл рогалика интересен но увы он надоедает беги и копай и ВСЕ, не вывоза ни сопровождения 5. врагов много но они противные смысл глифидов был в том что большая часть было тупым мясом, а тут то прыгают то стреляют то сворачиваются и получают ток 10% урона то таранят тебя (спс нету тех кто захватывает тебя кроме пиявок) 6. оружие в оригинале можно было с любой пушкой играть она вся была хорошей, а тут меты у тебя не мет ган ты труп не мет прокачка ты труп
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.
Related
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| $10.7M | 15.3K | 75% | $24.99 | |
| $10.6M | 10K | 88% | $59.99 | |
| $10.7M | 8.5K | 79% | $29.99 | |
| $10.6M | 13.4K | 80% | $29.99 | |
| $10.6M | 28.7K | 95% | $14.99 | |
| $10.7M | 68.5K | 92% | $9.99 |
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| — | 0 | — | — | |
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| — | 0 | — | — | |
| $40.9M | 380.1K | 97% | $8.99 | |
| $6.9M | 29K | 73% | $9.99 |