
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.
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Reviews
An awkward mix between role-based traditional co-op shooter and fast-paced action roguelite, Rogue Core suffers from not only its identity crisis, but also many shortcomings. To name a few: [list] [*]tiresome missions that take 40~60 minutes to complete [*]boring upgrades that *has to* be designed in such way since every class shares the same upgrade pool. Only class-exclusive upgrades from Workbench in runs are unique, but a good amount of them have low priority since weapon damage is king [*]'negotiation' system that forces yielding, which is the exact opposite of fun; devs refuse to overhaul the entire system since it is one of only few meaningful interaction between players in a co-op game. Can you not come up with a better idea of encouraging cooperation? [*]questionable concept of 'classes'; why do they exist in an action roguelite where DPS is the answer regardless of enemy archetype, and their intended 'roles' can affected by randomized loot? Classes in this game do not have any meaningful synergy, and might as well be characters with blank loadouts. [/list] I honestly don't know what direction this game truly pursues. It tries to imitate the formula of action roguelites with exponential power-growth, while also appealing to the fans of the original - a 4-player shooter with strict roles designed to complement another's weaknesses by shooting enemies each role is strong against. A disappointing title, especially coming from the DRG devs. Buy the game with a steep discount.
When I saw a new DRG game, I bought it immediately, without question. I should not have. This is DRG repackaged, not very well, and resold without any real reason to replay like DRG. Very little character development, weapons are temporary, just.. disappointing honestly.
Too hard for no fun. I have got 400+ hours on DRG, so it's not a lack of understanding or pb with the lore etc. It's just that this game offers no progression and is way too hard immediately. Starting weapons are always ♥♥♥♥ whatever the level of difficulty, enemies are constantly harassing you, making the count of every bullet mandatory, forcing you to take too much risks. The deeper you go the harder it gets and your dwarf don't get any better (only skill will help - and with 400+ hours on DRG I am feeling like there is nothing much more I can learn). The game is punishing in this state. It's long grinding experience where every dive is close to an hour and you will most likely fail (playing as a group of 2 our ratio of win/loss is below 1/20 - we use to play DRG on difficulty 4 - level 5 demand a full rooster). As much as I liked the new ideas and the whole new concept (even though it remains a DRG game), I just have no fun and we end up invariably launching another game as got enough to loose all the time frustrated.
after the most recent balance changes i think its safe to say that the developers are fully unsure what to do with the balancing of the game. Bosses feel extremely powerful and i tend not to deal enough damage nor have enough ammo to deal with the enemies that spawn during the bosses, especially with their new invincibility phases. i like what the game has in it and the upgrades are very fun along with the build variety, but i think right now its better not to buy the game until they get a grip on what they are doing. I love deep rock galactic and i also love roguelikes, but this isn't fun right now.
Develpment is going steady... at the speed of mayonnaise. Playing the game right now is pointless. There is barely any content and progression is very shallow.
To preface this review, I must state that I went into playing DRG: Rogue Core knowing that it was going to be different than the DRG we all know and love. Issues with the game are way too numerous, and I will try to keep this review as extensive as possible without it being way too long-winded. Ardent defenders of the Rogue Core will point out that the game is still in early access while omitting the fact that it is the product of nearly 3 years' worth of work and at least 6 playtests. It is like GSG never knew what made DRG fun and magical. The majority of my gameplay consisted of throwing hands with the developers instead of the core spawns while trying to carry my teammates with the environmental awareness and combat effectiveness of Helen Keller lol. The game is supposed to be a more combat-oriented, action-packed game, yet the gameplay is constantly interrupted by the negotiation system. It is obnoxious as hell. The game does not encourage cooperation… despite being a co-op game. Not only does the negotiation system foster friction between the players, but their interactions are almost non-existent. There are certain upgrades that allow you to help your teammates, but they come with restrictions that render their effects insubstantial (be right near 5m your mate to regenerate his armor 1+ per sec, give him a 33% damage boost etc). The RNG roguelike system is lousy. Weapons are random. Grenades are random. Workbench upgrades are random. Grenades are random. Bioboosters are random. A lot of the time you will end up with a slapdash build with upgrades and gear that seldom synergize with each other. The M1000 with LOK-1 auto-aim sounds very interesting, you utter to yourself. How powerful could Cadna be by stacking elemental effects? You ponder to yourself. Only for the GSG to put curtly and smugly, 'No planning for you, dwarf BISH, SUFFFA!' The enhancement system suffers from the same problem the DRG perk system did. Certain enhancements are pretty much a necessity; for example, steady aim makes the gunplay a lot smoother. The cushion prevents the stuns the small falls inflict (for some unholy reason) on your character and substantially improves your mobility, etc. You also can't swap both of your biobooster decks for some reason. Why? No clue. The timer system is very weird. The game wants you to move fast, yet you receive punishment for moving too quickly in the form of the cave leech from the first game. It also disincentivizes shooting the enemies…in a horde shooter game. Generally it is better to move forward and ignore the enemies. The boss fights are a bore. Devs had the brilliant idea of adding invincibility phases to the bosses to prevent them from dying quickly. They took a glance at the Dreadnought fights and thought to themselves, 'You know what people really liked about the DRG boss fights? Invincibility phases. Let's add them to the RC bosses! The class balancing is horrible. Normally I would be more lenient to this aspect of the game, but the Retcon class is such a DeviantArt OC-tier broken character that I have to slam the devs for this. It is like they spent zero effort on class balancing. Adding female dwarves to the DRG, gender-locking certain classes, and forcing the player to complete the tutorial with one of the aforementioned classes in a franchise that built its player base around roughneck dwarven men goofing around and fighting horrors inside the caves will surely enthuse the player base. What is even worse is that the new VA sounds very cringey; she is Elizabeth Theranos tier frauding her voice. Tl;DR: DRG: Rogue Core is a stillborn game with horrendous player numbers; I don't really see it being able to recover. DRG as a franchise will likely end up being dead.
Я долго откладывал покупку этой игры из-за негативных обзоров на неё, но после того, как мне её подарил брат, я решил наконец прикоснуться к этому чуду в перьях. Вкратце, мне понравилось. За 20 часов ни разу у меня не возникло чувство выгорания или абсолютного разочарования в игре. Да, в ней сломано почти всё тяжёлое вооружение (анимации и просадки). Да, в игре есть сомнительные решения по типу стана после падения с высоты и питья пива после ♥♥♥♥♥♥ миниигр в качалке. Но мне понравились новые боссы, абилки, механика брони (50 на 50), оружие кайфарики, новые мобы в целом не такие интересные как жуки, но чувствуются свежо и необычно. Скины пока что в игре это либо реюз, либо посредственные причёски, которые делают из твоей ретконши фиону из шрека или из стража того алкаша из диско элизиума. В целом, очень много реюза в игре, начиная от звуков, заканчивая механиками. И это подводит к самой для меня большой проблеме. Unreal Engine 5. Ни одного краша за 20 часов, ни одной просадки ниже 30 фпс, держится 60 в пустой пещере, 40-50 во время файтов (что неплохо для моей сборки). Но проблема кроется в ОЧЕНЬ кривом переносе игры на этот движок. Тяжёлые предметы по типу головы Доретты не катятся по земле как должны, плазменная граната отвратительно цепляется за землю и стопорится. Огонь в этой игре это ♥♥♥♥♥♥ фарс. И выглядит плохо, и играется соответствующе. Отдельным разочарованием стал плазменный резак, который разрабы перенесли как источник инста урона, а не урон/сек как это было в ориге. То есть вне зависимости от размера хитбокса врага наносится один урон. Подытоживая тему с UE5, хочу сказать, что это была ошибка, потому что перенос был абсолютно отвратительным и топорным. Несмотря на вышеперечисленные минусы, я продолжу с удовольствием играть в этот проект и ждать его развития. И желаю этой игре всего наилучшего. К сожалению, разрабы просчитались с интересами своей кор аудитории, ввиду чего онлайн 600 тел. Но мне очень понравилось.
I'm sorry, Karl. As of Update 1.2 this ain't it.
Not comparable to DRG. Do not mean that in bad sense. Roguelike mechanics make each game unique, I used few weapons DRG offers but I never used, it's nice to arrange upgrades that have synergy since that gets you more than just brute forcing power. It feels like a totally different game with DRG's lore on it. Missions feel hard at the beginning but learning how to play through many games makes you want to play the game even more
The bones are there, but the product is not. Whoever decided that multiplayer online game should have communal picking for a rogue-like/lite/survivor game is on some serious drugs. Nothing like getting interrupted constantly and having to wait up to 30s per person (especially randoms) to pick your abilities/weapons, and then possibly not even get anything that fits your class/build because someone else took it. Seriously... Who decided on that? Insane. Let people pick their own weapons and abilities from a shared pool (if you're so insistent on that) on their own class screens, and not make it a group project. Way too much time wasted in a mission, with all the different upgrade screens etc. Streamline this ♥♥♥♥. Armor and Healthpools are too squishy especially for the amount of team damage that can happen. When so many builds are explosive, fire, status damage and you constantly take it from your own teammates, it's infuriating.