
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 1243 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Why is this a separate game from Deep Rock? Seems pointless. Even the tutorial was boring to get through
не знаю почему все хейтят игру играла в первую часть, она более чиловая и не стрессовая в отличие от этой тут интересней из-за тайм-менеджмента да, есть баги, но они мне за это время не попортили ощущение от игры
Media

Related
Related
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $10.7M | 17.6K | 75% | $12.49 | |
| $10.6M | 10K | 88% | $59.99 | |
| $10.6M | 20.1K | 86% | $19.99 | |
| $10.7M | 10.7K | 79% | $29.99 | |
| $10.6M | 13.4K | 80% | $29.99 | |
| $10.6M | 28.7K | 95% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $134.3M | 303.2K | 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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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
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 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Скучнейший рогалик. Судя по двум крупным патчам прошедшим, больших изменений ждать не стоит
我超了一直要存存存,存你冯啊存矿,什么傻狗机制,绞尽脑汁想的恶心玩家的机制你麻辣隔壁,一地矿石密密麻麻就是捡不起来,想升级又又又又又又又要读条,你是不是觉得自己特幽默啊?想捡东西捡不起来2,存矿来不及存,升级来不及读条,玩你妈比啊,左右脑互博的脑残设计, [b] 你就没想过这脑残设计让高压局根本无法进行吗? [/b] 哎呀气死我了操你妈的 自己口口声声说这不是旧版深岩的续作,那你倒是有点自己的东西啊,所有玩法让这款游戏看起来就像旧作的DLC模式,那些东西就感觉是不知道该怎么设计,就把旧版的东西直接搬过来了。即使那根本不适合肉鸽玩法, [h1]问题[/h1] 为什么要我做任何事之前要不停的看小地图,几乎一直在看,要是小地图右上角在那里也就罢了,但是你看小地图是他妈的什么都不能干的啊,卡死你坝了,这就是你糟糕地图设计的直接体现,你完全可以把重要设施直接放在一个人造的大型设施里,比如休息站,就像开局的地方,然后野外环境就是各种洞穴场景,废弃设施也在这些地方,既不用让玩家总是害怕错过东西不得不频繁看地图,也更显得这里原本是设施齐全的矿井,不像现在这样东西到处都是,游戏时间大部分变成,赶路,找东西 任何东西都要读条,那个矿骡,干什么都要等她,甚至你矿石攒够了,想选升级还要读条, 为什么开局选择武器是三把,我就想知道为什么这样设计,为什么不是2把或者4把,你有自己的理由吗,还是不知道为什么随手填的?你新出了几把枪我想试试或者就想玩我想玩的枪,但是他不给你,你想重开一把来刷新,牛逼的来了,一模一样,不 是 运气不好,只要是这个任务,多少把都是一样的,进去的地图,装备的位置,完全一样,甚至几个月过去了这个问题也没有 修复,你可能会说那你换个地图不就行了,问题是只有这个地图他的词条是杀怪掉经验石,而且还是等了半天好不容易随机出 来的,简直逆天,你地图一样我可以不说什么,但至少别是东西全都一样,开局武器就这几把没别的,想玩新武器不让玩。
друзья не купили а так норм вроде как
The game is much harder than DRG, but with that comes its own fun.
Super fun, each update adds more to the mix to keep things interesting. Of course it's not going to be year 3+ of DRG level polish / content, but there is plenty in here to enjoy dozens of hours of gameplay off the bat.
Я не пойму возмущения других, да блин это только самое начало, оригинал так же начинался, но потом превратился в довольно хороший проект. Оригинал уже сбалансирован и отполирован и добавлять что-то новое типа оружия и классов может поломать хрупкую систему баланса и разработчики решили создать новый проект - я считаю это самое правильное решение. Мое первое впечатление - проект на голову выше, но есть еще над чем работать. "Рок энд стойн" как говориться.
1. oyunu oynayanlar çok daha sevecektir. oyun daha çok fıght odaklı ve çekişmeli. oynamayanlar ise bayılacaktır zaten. bu türde başka oyun yok ve sıkılmanıza da imkan yok. oyandığım oyunlarda top 10 kesin, 5 e bile girebilir. oyunu yotubveden 2,3 dk izleyip oynanışını zaten görebilirsiniz. sormak istedikleriniz varsa cevaplarım seve seve.
20시간 밖에 안했지만 확실히 느낀거 전작에 비해 게임 한판 돌리는데 런타임이 1시간 넘음 난이도는 더 어려워짐 무기 랜덤성이 너무 심함, 결국 운빨 컨디션이 씹창이면 게임이 어려워짐, 컨디션은 최상일 떄 하자 이 평가를 얼핏 보면 좀 그렇겠지만 도파민 만큼은 존나 잘 터짐 적 잡을 때 엑스피 나이트 떨구는거 만큼은 도파민 개쩜 대신에 주변엔 엑스피나이트가 없음 그리고 좋은 무기가 뜨면 그만큼 기대감이 개큼 결국엔 운빨이지만 업그레이드 뜰 때 일반,고급,희귀,영웅,전설이 있을텐데 개좋은거 뜨면 괜히 기분 좋아짐 아티팩트 역시 좋은거 뜨면 마찬가지 결론 : 도파민은 개쩔지만, 그만큼 물량에 비해서 개고생을 해야한다는거
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.