
DEEP ROCK GALACTIC: SURVIVOR is a single player survivor-like auto-shooter. Take on hordes of lethal aliens, mine riches, and unlock powerful upgrades to survive, as you wield the full arsenal of Deep Rock Galactic. It's one dwarf against all of Planet Hoxxes!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 6.57/day in the week to Aug 26 → 9.57/day in the week after.
About

DEEP ROCK GALACTIC: SURVIVOR is a single player survivor-like auto-shooter. Take on hordes of lethal aliens, mine riches, and unlock powerful upgrades to survive, as you wield the full arsenal of Deep Rock Galactic. It's one dwarf against all of Planet Hoxxes!
Kill bugs, upgrade your gear, and delve ever deeper into the lethal caves of Hoxxes. Collect and assemble a devastating array of guns, unleash hell upon wave after wave of alien monsters in fast and frenetic combat, and tunnel your way to collect precious riches from deep within the cave walls. With the auto-shooter gameplay, you don’t worry about aiming and firing – just run and mine for your life, as you automatically blast away.
Each mission is entirely unique with its own procedural cave generation and enemy waves, just as you've come to know from Deep Rock Galactic.
Dig deep, Miner! Once the Drop Pod releases you into the oppressive darkness, you’re on your own. Complete the mission objectives set forth by the Company, and make it back to the Drop Pod in time to try your luck at even more deadly and lucrative encounters. Progress deeper and deeper into the planet while you grow ever stronger, survive all the way to the very end of your assignment, and finally get extracted alongside your hefty sack of loot.
Now you can explore the Deep Rock Galactic universe in a whole new single-player-focused experience! Play each mission from a top-down perspective, navigating the caves of Hoxxes as you've never seen them before, soaking it up through nonstop auto-shooter action. Greybeard Deep Rock veterans will recognize much from Deep Rock Galactic, and if you are a recently joined Greenbeard: Welcome all the same! We are thrilled to have you on board. You will like it here. Management requires it.
ROCK AND STONE!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $12.99 | 46.3Kreviews | 86% | — | $15.7M |
| $12.99 | 2.5Kratings | 78% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
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 1098 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
precis: I think it's a great game, but it has a paratext problem. (By paratext, I mean stuff outside of the game about the game or which references the game. Guides, walkthroughs, suggested builds. Also community chatter more generally) I very much have enjoyed DRG:S, however I can't recommend it 'as is,' and so I must recommend against it. As it stands, the game relies far too heavily on paratextual resources for it to be a friendly experience out of the box to newcomers; if downloaded before going offline for an indeterminate amount of time, chances are good a beginner would get stuck. The feedback to skill and knowledge gaps comes from the community, but those skills and data aren't really present anywhere public-facing. Discord is not public-facing. Even if it were, that so much is hidden beyond, e.g. 'the bonk,' yet absolutely nowhere in the game is it discussed, is not acceptable. To be sure, the many community members who are generous with their knowledge, suggestions, and demos are welcome to post wherever they please; I found some great community-supplied resources in the discord. My problem is that discord is THE place. The forums are kept up to date with announcements from the discord by volunteers, which again, generous, but not acceptable behavior on behalf of the developers. Such a long time in early access, and discord as the only (current) meaningful place for developer engagement, causes me to wonder if the game sort of stopped being developed for the public and started being developed for the community. So much information is filled in by community members that it I believe Funday have begun taking their role for granted. Here's a quotation from the discord, just short of a year ago: [i]"We have for a long time discussed having a codex in the game which could double not just as a bestiary but as a way to explain mechanics (like the miner's manual in DRG), it just hasn't been very high priority among all the other things we wanted to do. No promises but we are aware of the need/interest."[/i] If you still do not understand my perspective, please, do me a favor and go into the game, tell me how a player can identify what weapons any particular class can use. Don't use any of your own memory, steam guides, or anything outside the game. Where can they identify all (and I mean a known complete list) overclocks and to which weapons they apply? They can't. That's the problem I have in a nutshell. If, at this point, you're wondering if I have any problems with the gameplay itself (once you have access to sufficient background information), I don't! Personally I wish there was more space to get that "feeling invincible" at the end of a run, but that's not really the direction this game went, which is fine. Graphics are nice. I found the character chatter annoying and turned it off, but unfortunately this means I miss some audio cues for which there is no visual replacement (esp. 'hoarder down'). The vomit sounds from the rollypolly elites are far too nauseating, and I really don't care for the human-sounding scream the hoarders make, so I have to mute all audio. If you are willing to tolerate the numerous external resources, or don't care because you want more DRG content no matter what, go for it. Almost certainly you'll have a great time. But enough people have bounced off (and they have) the lack of information that you'll be in plentiful company should you find it frustrating.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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, German, Spanish - Spain, Simplified Chinese, Italian, Korean, Portuguese - Brazil, Traditional Chinese, Ukrainian, Hungarian, Russian +5 more
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
p2w
怎么一年不玩以后我连风险等级1都打的苟延残喘?????
⭐⭐⭐⭐★★★☆☆☆ (7/10) A fresh take on the survivor-like genre that mixes auto-shooting with mining and exploration. The gameplay loop is addictive, progression feels rewarding, and experimenting with different builds keeps each run fun. However, the gameplay can start to feel repetitive the longer you play, especially in the late game. Pros: ⛏️ Fun mining mechanics that add strategy. 🔫 Great weapon and build variety. 🎮 Addictive gameplay with solid progression. Cons: 🔄 Gets repetitive and boring during longer play sessions. 🎲 RNG can make some runs frustrating.
They make weekly stages stupidly hard, for what? Its to farm gear, why you make it so hard? Make challenges stages for that, not a fcking weekly farming stage
never played OG deep rock galactic but ts so damnn good
Dumb*ss 30 seconds timer limit shuts off my greed in my greed genre. Instant loss.
Upon reaching Hazard 5, the game really starts to show it's massive flaws. The majority of builds become unfeasible due to the lack of DPS required for larger waves and eventually Deep Rock: Survivor crashes if you don't roll good modifiers. For a rogue lite game, I would expect a plethora of builds to succeed, not a select few out of hundreds (and based around LUCK too, mind you). The good: Plenty of upgrades available after death High replay value Lots of equipment available for min-maxing Feels like a Deep Rock game The bad: Very shallow rogue-lite - only 5 maps, 4 characters, and DPS is the ONLY part that matters. You won't be using the cooler or niche weapons like a boomerang to suck experience up because the game WILL crash if you don't have high DPS. Missing basic character control - Can't manually aim weapons and it's not possible to avoid mining any blocks you're facing. I can't tell you the amount of times I stall on terrain requiring 12+ hits because there's no option to just STOP mining. Not to mention how horribly programmed the grenades are. Grenades love to prioritize LONE enemies instead of groups containing 60+ enemies, the lack of basic priority fundamentals is astonishing, especially for an auto-battler. Overall: There's better scaling rogue-lites available on the market. You won't be missing anything if you ultimately decide to pass on Survivors. Roguecore is the genuine successor, you should go play that instead. Deep Rock: Survivor functions mechanically, but the overall design is hot garbage. With that said, I'm still going to finish the game only because It's in my library, but nothing beyond that. As for my playtime, owned this game for years in EA and recently wiped my progress. 34.3 hours is after a fresh restart upon coming out of EA.
I'm sorry, but this game sucks. In-game Upgrades are frequently boring if not barely impactful, it's annoyingly difficult for a game the basically requires you to complete missions to even the slightest form of progression which already is incredibly slow to begin with, the graphics and art direction look awful (almost like a mobile game), and, worst of all, it has little to no optimization for a game genre (bullet heaven) that basically REQUIRES a TON of optimization to feel good, heck, it barely even gives any options to actually make the game run better. I keep trying to give this game a chance, but even after 20 hours of painful grinding, I still feel like coughing baby fighting against enemies that 10x stronger then me in every single way. It is shocking how unpowered you feel in this 'bullet heaven' game.
After you complete the first couple of levels it becomes a grindfest. First it is fun and the speed of the progress is also fine. Then you will have to repeat levels a lof of time to grind the materials to upgrade you char. This is no fun at all.
Selling now
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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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