
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
all the people complaining the game is not like DRG is copium, this is not suppost to be exactly like DRG it in the same universe yes but its not the exact same
я могу играть в это всю жизнь
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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 · 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
Why is this a separate game from Deep Rock? Seems pointless. Even the tutorial was boring to get through
Онлайн низкий, скинов мало, чего и стоило ожидать от раннего доступа. Тем не менее в игре полно интересного, что полностью раскроется с полным выходом игры
Not gonna lie first 2-3 runs were super confusing but once you get a hang of it it gets super fun! can get some insane perks like double jump in mid air and shok wave when you jump stunning the enemy is super op. Only the first stage is kinda ass if you do not get a decent gun but later down the run you will get the chance to build a crazy loadout. The main ship has couple minigames so and is really nice to explore. most classes feel super janky to work with but again is all about getting a hang ot if. The game so far feels fairly polished but there is a lot more to work on of course. I would really like more character abilities perks/enhancers during the level run and maybe a way to swap the guns in your loadout would com in super handy ROCK AND SONE!!
Game is super fun if you enjoy rogues and especially if you like the feel of deep rock. Lotta bad reviews but I think it's gotta be from people that don't enjoy a challenge, even though they made the game a lot easier to please the people complaining. 86 hours as of now and most of it was before the update that made everything easier. Most of these negative reviews are people that don't have spines. Or thumbs too maybe. Price is a bit high but I think $20 is fair if it drops to that. It's super replayable as well since just about every run you do is different than the last, ya know exactly what you expect from a rogue.
Big fan of DRG, got into the original early on and was never not impressed by the sheer creativity of the universe and the quality of its updates leading to its full launch. With DRG Rough Core I was very excited to jump in and support this next installment. Of course Ghost Ship went to lengths to stress this is not DRG2, and after finally getting to play it I know why. The TL;DR is Ive gotten enjoyment from this game and do recommend it. But its not the unreserved recommendation I would (and still would) give to the OG DRG. In a number of ways RC feels like a regression. DRG is a game that stood out for how polished (even during most of its period in EA), creative, and dynamic it was. However RC does not give this impression. Parts of the game seem to be reskinned for the sake of it. A renamed bot thats only minorly different, a renamed mule thats only minorly different, a souless AI (oh dont we all just love AI.........) mission control replaces a much loved one. Seriously, I can now openly say to the world I have dad issues. Thank you OG mission control, and *head stratch* to whoever decided deleting some of the heart of the game was a wise choice. This is not just surface level either. In the OG DRG you had to collect minerals of varying kinds, some for meta, some for fun, some for the mission at hand. You got to pick when to call in an ammo supply, even thats gone in RC. A huge downgrade are the maps, DRG maps were incredibly well generated. Navigating them was a wonder. RCs maps are not. Its a not very vertical room followed by a corridor folllowed by a room thats not very vertical which will have you feeling deja vu fast. There is a reason for this (the timer!), but the balance they have atm is boring. But RC does offer some fun. Some positives now! The updates so far show promise and they have addressed at least some of the odd choices made by the devs thus far. I am also confident that the rougher edges and light content will be figured out during its EA. Weapons feel good, visuals have taken a lil step forward, Classes are interesting, builds with the deck system can lead to some good gameplay twists which is the point of RC afterall. Perhaps too complicated to implement, but this type of mode in DRG 1 as an alternative Deep Dive would have gone so hard. However, as a stand alone game, it does pale against the original. While the devs may want to stick to this vision, I would whole heartedly wish/encourage them to try bridge the gap a little more between this game and the original. (Personal request!) Please consider speeding up mission starts. The reason I only did a single run in patch 1.2 is because a mod I used to skip this part has not updated. It takes about a minute and after the first few times, it goes from an exciting intro to this is another minute of my life im not getting back. Put it this way, if you do 300 missions in this game as is, you will have lost ~5 hours of your life JUST running off a drop pod and getting to mission START! This for limited events is fine, this for every mission is a very bad call.
Разработчикам явно необходимо любыми способами наполнять игру всякими новшествами. Так как на одной линейной карте становится очень скучно, генерации локаций однотипная. Комплексность: ВООБЩЕ ничего не меняет, 2 или 3 жёлтых ячейки выливается просто в пропасть как только ногой ступаешь на новую локацию. И собственно, сделать побольше летающих врагов, а то практически нет никакой угрозы с неба. Я считаю, что игра классная и ещё многое способна показать, но как выше я напечатал, требует доработок.
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.
An enjoyable roguelike spin on the formula presented by Deep Rock. Progression can be a touch boring but the gameplay and personality presented make this enjoyable, even in early access.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
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