
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 1255 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Если честно не вижу смысла расписывать всё т.к. и видосов уже куча и других обзоров, кратко - разрабы не в курсе как работает дрг и сделали срань3
Я очень люблю вселенную DRG. У меня смотни часов в Сурвайв и более пятисот часов в оригинальный DRG наиграно. Я думал что и эьтот проект на уровне будет. Но как оказалось - нет. Графика, баги, даже женские персонажи. Это все можно потерпеть. Но абсолютно не интересно играть! Вообще!!! От слова "совсем"! Такое ощущение что это мод на ДИпРок склёпаный вроде как с душой, но для очень узкого круга лиц. НА данный момень если брать десятибальную шкалу это на троечку и то с натяжкой, попробую через полгодика зайти, может будут изменения к лучшему.
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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 · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 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 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
peak rock and stone game
Most of the upgrades are just bolted-on flat stats or reused effects from the original game. There's no real synergy between allies, and the levels are just a corridor from point A to point B within a set timer. As a player with 430 hours in the original game, I applied for tester access almost instantly but got nothing back. But even so, from what I understand, the developers didn't listen to the testers' feedback and criticism at all, which is why most of the issues weren't fixed by the time the test period ended. In its current state, I don't get the same vibe from the game that I got from DRG. Some people might like it, but it didn't hook me for long. The old hub was way more pleasant, the game was more multifaceted, Mission Control felt more soulful, and you didn't have to grind for a license and then a mini-game just to get a beer. There's nothing to say about the gunplay — it's still the same DRG, literally ctrl+c/ctrl+v. Of all the ores, all that's left is a re-skinned nitra.
gut
It is a blast to play with friends! Faster paced than the original with a unique feel. In the short time playing it, the updates have made it substantially better. Right now, the somewhat wild map designs are one of my favorite parts.
gr8 game, it is a very fun rougelite
It is kinda fun but the difficulty scales weird and it comes up short compared to deep rock galactic i wish they would just add the weapons from this game to deep rock galactic. but maybe after a few updates they figure out the game feel and make it more fun
Takes the running and gunning of DRG to the extreme. Little to no mining, just climb the building and fight bugs. The randomized kits can be frustrating if your luck is bad, as some weapons and upgrades are far more usable than others, but when it works man does it work. The classes aren't as distinct as DRG, but you effectively get two dimensions to your class: which class you pick and which traversal tool. With teams of four you can basically get the same traversal tool every mission, so with my friends we each have a standard pick. Every quality-of-life mod I had in DRG is a standard option here. With a thorough pass through the setting, it's smooth and streamlined. (I play on steam deck w/ monitor, it runs it perfectly.) The bugs are different so movement patterns are different, you can't just run in circles anymore. The graphics are more detailed which gives it a more gritty aesthetic. Two gamemodes stand out: randomizer and bugXP. In the first it's even more random than usual, and the pickings are gooood. The more players, the more you have to share the love, but with one or two players you can get atrociously busted loadouts. The second is where bugs drop Expenite. There's basically zero mining, and you're rewarded for beating big swarms. It plays fast and fun. The biggest thing missing is brevity. There's no way to play in twenty or thirty minutes like in DRG. One mission is a major commitment, taking forty minutes to an hour. Two missions is basically a whole evening, three is a late night. Would love to see shorter gamemodes, especially one where you can pick a loadout to experiment with. (Same simulator as Gauntlets, but start with a fully custom loadout and fight one megaswarm.) The other part missing is the v-i-b-e of DRG. Both have a context of corporate work, which in DRG means you're a bunch of barely-contained alcoholics kept on because you're the only ones willing to do this dangerous job. When management isn't breathing down your neck, your only priorities are having fun, getting rich, and not dying. Even when they are breathing down your neck, you love to hate them. In Rogue Core the story is different. You launch into a mission with a timer. I know the worms are technically the enforcement of that timer, but everything I do feels like I'm in an Amazon warehouse with Big Brother watching to make sure I'm working efficiently. In DRG if you take a tactical pause, your punishment is you have to fight an extra swarm. In Rogue Core, you just lose. You're not allowed to run out of time. OMEGA is an unfeeling robot, I get no pleasure from hating him. It's just too serious. Fun, but serious. Overall I still love it. It's a change of pace from DRG, which while tons of fun got a little stale. I'm hoping they add even greater variety to Rogue Core (and not just more boss fights. I'm already wishing missions ended in something besides a boss fight.) Rogue Core peaks higher in terms of combat. Nothing in DRG can equal playing as Retcon with a Rapid High Capacity Full Auto Deepcore PGL with 4x magazine size, meaning I can ploop 24 grenades in 10 seconds and then get them all back for free. (Please don't patch this out!) DRG peaks higher in experience though. The final run to the drop pod, with that music, is one of my favorite parts. Where it excels is that you have to fight bugs in different situations, such as point defense, area defense, moving, or fleeing. Rogue Core needs to at least match that concept, if not take it further. And while I'm building a wishlist, I wish Gauntlets used the same elevator for the start and end, with some reward for exploring the cave. Cave generation vastly affects the difficulty of a given floor.
Rock and Stone! Just such a great spin-off.
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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